[Closed] Sinthorus vs El Alucard

El Alucard

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Terrain: The battle takes place in a dense, ancient forest on the outskirts of a mystical and long-forgotten kingdom. The forest floor is covered in a thick carpet of moss. Occasional shafts of golden sunlight break through the thick canopy above, illuminating patches of wildflowers. The air is thick with humidity, causing a shimmering haze to hang in the atmosphere. The humidity makes it feel like the forest is holding its breath, adding an eerie dimension to the battle.
Amidst the towering trees and mossy ground, there are numerous puddles of water scattered about.

Biography: Faye


(Gōruden'naitomea) - Golden Nightmare (Sword)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

The mini-deva path so to say. This tool allows you to form a tractor pull around an object of your choice for remote manipulation using soundwaves to either push or pull. It is highly useful in a plethora of scenarios.

Mercy of Ahamkara
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin of the wielder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. A tool to detect inconsistencies of your own mind to find abnormalities. While the tool cannot break a genjutsu on it's own it's design is to let you know that you're in one in the first place and what rank the illusion is even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users' biography
-Can only be taught by Serpent


Faye initiates the battle by executing a fluid motion, using her automated clamps to release the Leg Weights with a subtle flex of her legs. This swift action grants her a newfound agility that would be handy in this battle. Simultaneously, she channels water chakra within her, shaping it into a multitude of high-speed senbon projectiles. Each needle is meticulously aimed at her opponent's vital points, their deadly intent clear.

While launching this barrage of senbon, Faye's voice cuts through the tension of the battlefield. "Tell me everything," she utters, her words seemingly directed at herself or her opponent. However, in reality, she communicates with the Genki, the ethereal beings all around her. They would act as her unseen eyes, notifying her of any potential attacks or disturbances she might otherwise overlook, giving her an advantage akin to having a network of spies scattered across the battlefield.
Faye maintains a vigilant watch over her opponent, her senses attuned to the subtle fluctuations of his aura. As she scrutinizes him, she discerns the unmistakable presence of another soul essence residing within him. It's a beastly essence, one she's all too familiar with, for her ex-lover Mirabelle was a Jinchuriki as well. The realization tightens the knot of apprehension in her stomach; this battle would undoubtedly be a formidable challenge.
Inwardly, she can't help but lament her seemingly perpetual encounters with overwhelmingly powerful adversaries. "Jeez, can't I just face someone normal for a change?" Faye mutters to herself, her thoughts reflecting on the recurrent theme of confronting opponents with extraordinary abilities.



Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A technique in which chakra is kneaded in the user's body, transformed into water and then shaped into senbon in the mouth before finally being expelled at a high velocity. The needles are shot in an attempt to catch the enemy off guard, while also aiming at their vitals.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg Weights) | Chakra: 1600 > 1570 | Health: 160
 

Sinthorus

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Terrain: The battle takes place in a dense, ancient forest on the outskirts of a mystical and long-forgotten kingdom. The forest floor is covered in a thick carpet of moss. Occasional shafts of golden sunlight break through the thick canopy above, illuminating patches of wildflowers. The air is thick with humidity, causing a shimmering haze to hang in the atmosphere. The humidity makes it feel like the forest is holding its breath, adding an eerie dimension to the battle.
Amidst the towering trees and mossy ground, there are numerous puddles of water scattered about.

Biography: Faye


(Gōruden'naitomea) - Golden Nightmare (Sword)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

The mini-deva path so to say. This tool allows you to form a tractor pull around an object of your choice for remote manipulation using soundwaves to either push or pull. It is highly useful in a plethora of scenarios.

Mercy of Ahamkara
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin of the wielder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. A tool to detect inconsistencies of your own mind to find abnormalities. While the tool cannot break a genjutsu on it's own it's design is to let you know that you're in one in the first place and what rank the illusion is even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users' biography
-Can only be taught by Serpent


Faye initiates the battle by executing a fluid motion, using her automated clamps to release the Leg Weights with a subtle flex of her legs. This swift action grants her a newfound agility that would be handy in this battle. Simultaneously, she channels water chakra within her, shaping it into a multitude of high-speed senbon projectiles. Each needle is meticulously aimed at her opponent's vital points, their deadly intent clear.

While launching this barrage of senbon, Faye's voice cuts through the tension of the battlefield. "Tell me everything," she utters, her words seemingly directed at herself or her opponent. However, in reality, she communicates with the Genki, the ethereal beings all around her. They would act as her unseen eyes, notifying her of any potential attacks or disturbances she might otherwise overlook, giving her an advantage akin to having a network of spies scattered across the battlefield.
Faye maintains a vigilant watch over her opponent, her senses attuned to the subtle fluctuations of his aura. As she scrutinizes him, she discerns the unmistakable presence of another soul essence residing within him. It's a beastly essence, one she's all too familiar with, for her ex-lover Mirabelle was a Jinchuriki as well. The realization tightens the knot of apprehension in her stomach; this battle would undoubtedly be a formidable challenge.
Inwardly, she can't help but lament her seemingly perpetual encounters with overwhelmingly powerful adversaries. "Jeez, can't I just face someone normal for a change?" Faye mutters to herself, her thoughts reflecting on the recurrent theme of confronting opponents with extraordinary abilities.



Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: A technique in which chakra is kneaded in the user's body, transformed into water and then shaped into senbon in the mouth before finally being expelled at a high velocity. The needles are shot in an attempt to catch the enemy off guard, while also aiming at their vitals.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg Weights) | Chakra: 1600 > 1570 | Health: 160
This ancient forest felt like it was full of secrets that hung in the thick air. The trees creaked as though they were alive, watching... waiting. Sin felt strange being here but it would seem he had to deal with an assailant, a crazy one at that. Sin takes note as his foe seems to drop something from their legs while unleashing a volley at him. Taking a deep breathe, Sin then strikes himself in the stomach to unleash a huge sphere of wind towards his foe (10m wide), overpowering the water and continuing on. This would be empowered through his natural affinity for wind while made neutral at the same time.​
He watched to see how his opponent would respond, though not answering their question they shouted. Something what off about this whole situation.​
(Fūton: Renkuudan) - Wind Style: Drilling Wind Bullet
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60+10=70
Description: Originally Gaara's technique, different characters will need to perform handseals in order to imbue the large amount of chakra needed into thier lungs. The user will then pound thier stomach to increase the pressure as they release a huge spiraling sphere of wind, which is strong enough to do major damage to even a Summoning like Gamabunta.
 

El Alucard

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This ancient forest felt like it was full of secrets that hung in the thick air. The trees creaked as though they were alive, watching... waiting. Sin felt strange being here but it would seem he had to deal with an assailant, a crazy one at that. Sin takes note as his foe seems to drop something from their legs while unleashing a volley at him. Taking a deep breathe, Sin then strikes himself in the stomach to unleash a huge sphere of wind towards his foe (10m wide), overpowering the water and continuing on. This would be empowered through his natural affinity for wind while made neutral at the same time.

He watched to see how his opponent would respond, though not answering their question they shouted. Something what off about this whole situation.

(Fūton: Renkuudan) - Wind Style: Drilling Wind Bullet
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60+10=70
Description: Originally Gaara's technique, different characters will need to perform handseals in order to imbue the large amount of chakra needed into thier lungs. The user will then pound their stomach to increase the pressure as they release a huge spiraling sphere of wind, which is strong enough to do major damage to even a Summoning like Gamabunta.


As Faye observes her opponent's daring move, he strikes himself in the stomach, conjuring a colossal sphere of wind that hurtles menacingly in her direction. The sheer force of the sphere swiftly disperses her senbon attack, leaving her with a looming threat.

Reacting quickly, Faye's hands form the necessary handseal, and she exhales a massive gust of wind from her mouth. Yet, this isn't your ordinary wind; it's imbued with selenium dust, lending it a distinct reddish hue. The infusion of selenium dust not only makes her wind blast more potent but also increases its weight making it dense.

Faye's crimson-tinged blast of wind surges forward, crashing into her opponent's formidable sphere of wind. The collision is intense, but the enhanced power of her attack quickly breaks through the sphere, sending shockwaves through the battlefield. The blast would continue onwards leveling everything in its path and causing major damage to her opponent, whilst also causing him to experience sever effects of selenium poisoning.


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 20 = 80
Description: The user does the Ram handseal and inhales, kneading his chakra into his lungs, exhaling a huge blast of wind that levels anything in its path. Can cause major damage and requires a sufficient chakra level to perform. This large wind blast moves in tremendous speed and cannot be controlled. If the user gets caught in it, it will harm him also.

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augment other elements through several means;

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strengthens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind (Utilized)
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc.

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles augments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.
Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot

(Reference)Serenton: Ikari | Selenium Dust: Wrath
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.


B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindness, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuf. The partial blindness translates to an inability to see past mid range.


S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritability and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.
Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg Weights)| Chakra: 1570 > 1520 | Health: 160
 

Sinthorus

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As Faye observes her opponent's daring move, he strikes himself in the stomach, conjuring a colossal sphere of wind that hurtles menacingly in her direction. The sheer force of the sphere swiftly disperses her senbon attack, leaving her with a looming threat.

Reacting quickly, Faye's hands form the necessary handseal, and she exhales a massive gust of wind from her mouth. Yet, this isn't your ordinary wind; it's imbued with selenium dust, lending it a distinct reddish hue. The infusion of selenium dust not only makes her wind blast more potent but also increases its weight making it dense.

Faye's crimson-tinged blast of wind surges forward, crashing into her opponent's formidable sphere of wind. The collision is intense, but the enhanced power of her attack quickly breaks through the sphere, sending shockwaves through the battlefield. The blast would continue onwards leveling everything in its path and causing major damage to her opponent, whilst also causing him to experience sever effects of selenium poisoning.


Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 + 20 = 80
Description: The user does the Ram handseal and inhales, kneading his chakra into his lungs, exhaling a huge blast of wind that levels anything in its path. Can cause major damage and requires a sufficient chakra level to perform. This large wind blast moves in tremendous speed and cannot be controlled. If the user gets caught in it, it will harm him also.

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augment other elements through several means;

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strengthens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind (Utilized)
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc.

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles augments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.
Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot

(Reference)Serenton: Ikari | Selenium Dust: Wrath
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.


B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindness, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuf. The partial blindness translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritability and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.
Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg Weights)| Chakra: 1570 > 1520 | Health: 160
It would seem as though his foe was stronger that he initially realised. His wind would be over powered by a unique from of wind. It was carrying something within it. Sin didn't want to wait to find out what that did. Sin instead decided to show his foe some of his own power. With a rising gesture he causes a wall of sand to rise in front of him, large enough to easily block the wind combination. This sand was unlike any other sand users. It was empowered by his affinities making it so strong that the wind couldn't even leave a dent in it. With a pushing gesture, Sin sent this wall of sand forwards towards his foe. The wall stands 10m tall and 10m wide. (Empowered by mind attribute, for being Gaara and my sand pathway)

( Kyosei Suna no Jutsu ) - Greater Sand Technique
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage Points: 60+20+30+10=120
Description: The will manipulate sand from either his gourd or call it forth from the ground, using hand gestures if to control it as he shapes it and uses it to his needs. Other Sand users besides Gaara will need to form a handseal. The user can use it to restrain enemies, defend from incoming techniques, produce simple constructs of sand (which lose their shape if control is released), sand waves, etc. If he uses the sand from his gourd, the technique is both faster and stronger, gaining a rank in strength, this only applies to Gaara.
 

El Alucard

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It would seem as though his foe was stronger that he initially realised. His wind would be over powered by a unique from of wind. It was carrying something within it. Sin didn't want to wait to find out what that did. Sin instead decided to show his foe some of his own power. With a rising gesture he causes a wall of sand to rise in front of him, large enough to easily block the wind combination. This sand was unlike any other sand users. It was empowered by his affinities making it so strong that the wind couldn't even leave a dent in it. With a pushing gesture, Sin sent this wall of sand forwards towards his foe. The wall stands 10m tall and 10m wide. (Empowered by mind attribute, for being Gaara and my sand pathway)

( Kyosei Suna no Jutsu ) - Greater Sand Technique
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage Points: 60+20+30+10=120
Description: The will manipulate sand from either his gourd or call it forth from the ground, using hand gestures if to control it as he shapes it and uses it to his needs. Other Sand users besides Gaara will need to form a handseal. The user can use it to restrain enemies, defend from incoming techniques, produce simple constructs of sand (which lose their shape if control is released), sand waves, etc. If he uses the sand from his gourd, the technique is both faster and stronger, gaining a rank in strength, this only applies to Gaara.
The man effortlessly dispels Faye's previous attack and retaliates by conjuring a menacing wave of sand, demonstrating the vast gap in their abilities. Faye realizes that she must escalate her efforts significantly to even catch the man's attention.

In a calculated move, she activates her Red Kama, harnessing its power to teleport silently and stealthily behind her adversary. With his vision obstructed by the oncoming sand wave, he remains oblivious to her presence.

Taking advantage of her newfound position behind the man (at 5 meters), Faye channels a tremendous amount of Xenon chakra into her clenched fist, her determination evident in her eyes. She thrusts her charged hand forward, creating a violent and explosive shockwave of Xenon. The force of this explosion propels him forward, his trajectory coincidentally sending him crashing into the very sand technique he had unleashed, marking a significant turn in the battle.

Please just stay down



Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +15. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +20. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn


Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 = 100
Description: Explosive Air Palm Thrust is a powerful technique, which can cause heavy damage to opponents with ease. One would often get this technique confused with an Taijutsu technique. The user generate a tremendous amount of Xenon into their fist, then once formed the user will thrust their hands forward creating a powerful explosive shockwave of xenon. This technique is able to disperse or break techniques and even repel them up to 5 meters away. The blunt damage from this attack, can easily break bones if it connects to somebody body, while even knocking the wind out of their body.
Note: Can only use twice per battle
Note: Cant use Xenon S rank and above in the same turn or following turn.
Note: The user can only use this burst of wind to push objects weaker than it is. If the object is of equal strength or greater, it will break said object or fail.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama)| Chakra: 1570 > 1330 | Health: 160 | Mode: 1/7
 

Sinthorus

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The man effortlessly dispels Faye's previous attack and retaliates by conjuring a menacing wave of sand, demonstrating the vast gap in their abilities. Faye realizes that she must escalate her efforts significantly to even catch the man's attention.

In a calculated move, she activates her Red Kama, harnessing its power to teleport silently and stealthily behind her adversary. With his vision obstructed by the oncoming sand wave, he remains oblivious to her presence.

Taking advantage of her newfound position behind the man (at 5 meters), Faye channels a tremendous amount of Xenon chakra into her clenched fist, her determination evident in her eyes. She thrusts her charged hand forward, creating a violent and explosive shockwave of Xenon. The force of this explosion propels him forward, his trajectory coincidentally sending him crashing into the very sand technique he had unleashed, marking a significant turn in the battle.

Please just stay down



Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +15. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +20. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn

Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 = 100
Description: Explosive Air Palm Thrust is a powerful technique, which can cause heavy damage to opponents with ease. One would often get this technique confused with an Taijutsu technique. The user generate a tremendous amount of Xenon into their fist, then once formed the user will thrust their hands forward creating a powerful explosive shockwave of xenon. This technique is able to disperse or break techniques and even repel them up to 5 meters away. The blunt damage from this attack, can easily break bones if it connects to somebody body, while even knocking the wind out of their body.
Note: Can only use twice per battle
Note: Cant use Xenon S rank and above in the same turn or following turn.
Note: The user can only use this burst of wind to push objects weaker than it is. If the object is of equal strength or greater, it will break said object or fail.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama)| Chakra: 1570 > 1330 | Health: 160 | Mode: 1/7
Sin looked on waiting for the counter from his foe or any form of struggle, yet nothing came. No sounds of pain, no sound of resistance. What was going on? As he thought on this his sand acted on it's own creating a shield behind him, protecting him completely. It seems his foe had found a way to get behind him without leaving a trace. A form of teleportation maybe? As his sand shield finished protecting him and returned to his gourd, Sin would stomp the ground causing sand to erupt around him, pushing out outwards as it rapidly rotates in a devastating sandstorm. This sandstorm would destroy everything around him to long range, leaving his foe no where to hide. He would turn to the direction the attack came from as the sand spread out.

( Suna no Tate ) - Shield of Sand
Type: Defensive
Rank: A
Range:Short
Chakra Cost: 30 (per use)
Damage Points: N/A 60 +20+30+10=120
Description: A self sustaining, self aware, autonomous defense, its the technique which made Gaara renown for having what was later called "Perfect Defense". Basically, any Sand nearby will encircle the user and move to intercept any attack that is used against him. The sand is fast enough to intercept otherwise "instant" techniques such as Amaterasu or very fast Taijutsu attacks (up to trice the users base speed) and can stop A-Rank blunt force impacts such as those delivered by Taijutsu or solid elements. The sand can even create an otherwise perfect sphere of sand around the user in a split second. Even if the user is unaware of an attack, the sand will protect him. The disadvantage is that the shield will drain chakra from the user each time it defends him, which happens without his input. However, the user can still defend from techniques and "will" the shield to not act if he is in the process of producing a counter to the impending attack. In some special circumstances, the sand can gather and form a female-like protector in the path of an incoming technique, much stronger than the normal shield of sand and which can protect the user from attacks up to S-Rank.
Note: Its defensive abilities still follow elemental weakness and strengths.
Note: If there is no dirt or sand on the battle field, the technique will use the users own Sand from his Sand Gourd.
Note: S-Rank protection will disable the Sand Shield for 2 turns and can only be activated once every 4 turns.
Note: Only useable by Gaara.

(Suna no Houshutsu: Set no Ikari) - Sand Release: Set's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80+30+20+10=140
Description: Description: The user will perform 3 hand seals causing the ground around them to erupt (though not harming the user), as it begins to rapidly rotate around the user pushing outwards, expanding up to long range. Due to the sand rapidly rotating, it would tear apart what ever it encounters, while obscuring the vision of those around the user. The user remains at the epicentre, completely unharmed.

Note: Can only be used 2 times per battle or 3 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.
 
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El Alucard

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Sin looked on waiting for the counter from his foe or any form of struggle, yet nothing came. No sounds of pain, no sound of resistance. What was going on? As he thought on this his sand acted on it's own creating a shield behind him, protecting him completely. It seems his foe had found a way to get behind him without leaving a trace. A form of teleportation maybe? As his sand shield finished protecting him and returned to his gourd, Sin would stomp the ground causing sand to erupt around him, pushing out outwards as it rapidly rotates in a devastating sandstorm. This sandstorm would destroy everything around him to long range, leaving his foe no where to hide.

( Suna no Tate ) - Shield of Sand
Type: Defensive
Rank: A
Range:Short
Chakra Cost: 30 (per use)
Damage Points: N/A 60 +20+30+10=120
Description: A self sustaining, self aware, autonomous defense, its the technique which made Gaara renown for having what was later called "Perfect Defense". Basically, any Sand nearby will encircle the user and move to intercept any attack that is used against him. The sand is fast enough to intercept otherwise "instant" techniques such as Amaterasu or very fast Taijutsu attacks (up to trice the users base speed) and can stop A-Rank blunt force impacts such as those delivered by Taijutsu or solid elements. The sand can even create an otherwise perfect sphere of sand around the user in a split second. Even if the user is unaware of an attack, the sand will protect him. The disadvantage is that the shield will drain chakra from the user each time it defends him, which happens without his input. However, the user can still defend from techniques and "will" the shield to not act if he is in the process of producing a counter to the impending attack. In some special circumstances, the sand can gather and form a female-like protector in the path of an incoming technique, much stronger than the normal shield of sand and which can protect the user from attacks up to S-Rank.
Note: Its defensive abilities still follow elemental weakness and strengths.
Note: If there is no dirt or sand on the battle field, the technique will use the users own Sand from his Sand Gourd.
Note: S-Rank protection will disable the Sand Shield for 2 turns and can only be activated once every 4 turns.
Note: Only useable by Gaara.

(Suna no Houshutsu: Set no Ikari) - Sand Release: Set's Wrath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80+30+20+10=140
Description: Description: The user will perform 3 hand seals causing the ground around them to erupt (though not harming the user), as it begins to rapidly rotate around the user pushing outwards, expanding up to long range. Due to the sand rapidly rotating, it would tear apart what ever it encounters, while obscuring the vision of those around the user. The user remains at the epicentre, completely unharmed.

Note: Can only be used 2 times per battle or 3 times per event/arc. Can only be used once every two turns and no sand jutsu above A rank and above in the following turn.
"Tsk," Faye clicks her teeth in frustration as her explosive attack meets the formidable sand shield of her opponent. As the sand retreats into the man's gourd, he unleashes a ground-shaking stomp that sends tremors through the battlefield. Faye, thinking swiftly, opens her hand, deftly absorbing the impending eruption into the Kama seal on her palm. The chakra courses through her, ready to be wielded.

Drawing upon her newfound reserve of power, Faye emulates her opponent's stomp by slamming her foot onto the ground in a mirrored fashion. he releases the absorbed chakra as a Nesaku replica of the very technique he had intended to use against her. The battlefield trembles once more, but this time it is her adversary who must confront the force of his own power turned against him.

( Kāma: Nesaku ) - Karma: Nesaku
Type: Offensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20 - 50 /Equal to Jutsu absorbed
Damage: 60 - 110/Equal to Jutsu absorbed(+20)
Description: Nesaku is an ability derived from the original Ōtsutsuki who created the Red Kāma mark the user has. Nesaku refers to a powerful special red, glowing, malleable energy reminiscent of Chakre Creation Tools that the user can manipulate from his body with Kāma active. While this energy does not require hand seals, it does require large movements and not small finger flicks. This special energy, while having no unique properties outside of strong damage, has special interactions with Natural Energy, neutralizing the petrification related effects of either form of Senjutsu as well as being considered neutral to it.
In addition to this, the user is capable of releasing the chakra he has absorbed via Kāma as a Nesaku replica. This replica functions similar to the original and deals damage equal to that of the jutsu he absorbed, unable to boost it's damage. In the event multiple Jutsu have been absorbed, the Nesaku will be released as a blast of equal power to the strongest jutsu absorbed with one blast being produced per jutsu absorbed.
Note: Requires Red Kāma to be active.
Note: Can only be used by custom bios with Red Kāma active.
Note: S rank and higher usage can only be used 4 times in Level 1 and 3 times in Level 2.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama)| Chakra: 1330 > 1290 | Health: 160 | Mode: 2/7
 

Sinthorus

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"Tsk," Faye clicks her teeth in frustration as her explosive attack meets the formidable sand shield of her opponent. As the sand retreats into the man's gourd, he unleashes a ground-shaking stomp that sends tremors through the battlefield. Faye, thinking swiftly, opens her hand, deftly absorbing the impending eruption into the Kama seal on her palm. The chakra courses through her, ready to be wielded.

Drawing upon her newfound reserve of power, Faye emulates her opponent's stomp by slamming her foot onto the ground in a mirrored fashion. he releases the absorbed chakra as a Nesaku replica of the very technique he had intended to use against her. The battlefield trembles once more, but this time it is her adversary who must confront the force of his own power turned against him.

( Kāma: Nesaku ) - Karma: Nesaku
Type: Offensive
Rank: B - Forbidden
Range: Short - Long
Chakra: 20 - 50 /Equal to Jutsu absorbed
Damage: 60 - 110/Equal to Jutsu absorbed(+20)
Description: Nesaku is an ability derived from the original Ōtsutsuki who created the Red Kāma mark the user has. Nesaku refers to a powerful special red, glowing, malleable energy reminiscent of Chakre Creation Tools that the user can manipulate from his body with Kāma active. While this energy does not require hand seals, it does require large movements and not small finger flicks. This special energy, while having no unique properties outside of strong damage, has special interactions with Natural Energy, neutralizing the petrification related effects of either form of Senjutsu as well as being considered neutral to it.
In addition to this, the user is capable of releasing the chakra he has absorbed via Kāma as a Nesaku replica. This replica functions similar to the original and deals damage equal to that of the jutsu he absorbed, unable to boost it's damage. In the event multiple Jutsu have been absorbed, the Nesaku will be released as a blast of equal power to the strongest jutsu absorbed with one blast being produced per jutsu absorbed.
Note: Requires Red Kāma to be active.
Note: Can only be used by custom bios with Red Kāma active.
Note: S rank and higher usage can only be used 4 times in Level 1 and 3 times in Level 2.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama)| Chakra: 1330 > 1290 | Health: 160 | Mode: 2/7
As he turned his sand storm was being drawn in to a unique symbol on his foe's hand. Just what was that? It was capable of drawing in his attack like it was nothing. He'd have to keep an eye on that. Though he had no time to think about this as from his foe, a replica of his sand attack was unleashed but as a weird energy he'd never seen. Instinctively, Sin raised his hand activating the glove on it, creating a large black orb in front of him as he ran towards his foe. This would draw in all the energy while in the same time frame powering Sin's glove on his other hand which was extended. In the same time frame that the energy was absorbed, Sin would unleash a shockwave from his other glove, powered by the absorbtion arm. This would strike his foe sending them flying back.

( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.

(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.
 

El Alucard

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As he turned his sand storm was being drawn in to a unique symbol on his foe's hand. Just what was that? It was capable of drawing in his attack like it was nothing. He'd have to keep an eye on that. Though he had no time to think about this as from his foe, a replica of his sand attack was unleashed but as a weird energy he'd never seen. Instinctively, Sin raised his hand activating the glove on it, creating a large black orb in front of him as he ran towards his foe. This would draw in all the energy while in the same time frame powering Sin's glove on his other hand which was extended. In the same time frame that the energy was absorbed, Sin would unleash a shockwave from his other glove, powered by the absorbtion arm. This would strike his foe sending them flying back.

( Abusōbu Ude ) - Absorption Arm
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.

(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like Akimichi style techniques for example. At the centre of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channelling it through the wires into the generator simply being used as a medium. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, or chakra absorbed through the Absorption arm, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the centre of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. This can be done within the same time frame as the lightning being absorbed as its instantly channelled through the technology to create the blast. The second use is through the users chakra to power the gloves, create the rotation within the centre piece and release the wave. If this technology is powered by chakra absorbed through the Absorption Arm or the Theoi Meteoroi technology, it can be used along side other jutsu as it wont require the users chakra.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.
Facing her opponent's quick thinking and defensive maneuvers, Faye acknowledges that she must take more drastic measures if she hopes to harm him significantly.

Once again, she activates her rift, swiftly evading the shockwave unleashed by her adversary's glove. Faye materializes directly above him, a formidable Rasengan coalescing in her hand. In a decisive move, she plunges the Rasengan into his back, unleashing its devastating force and sending him hurtling into the ground below.

Upon impact, the earth itself responds to Faye's mastery over it. Two massive earthen hands emerge from either side of the man, ensnaring him in an unyielding grip against the unforgiving ground. The surrounding terrain molds and shifts as the earth forms a crushing ball of rock around him, effectively crushing him within an earthen golem's upper body.

Faye's command over the Genki within the earthen creature is evident as she speaks. "Good boy," she says, acknowledging the assistance of the ethereal being.



( Kāma Hame ) - Karma Rift
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

( Rasengan ) - Spiraling Sphere
Rank: A - Forbidden (S-rank)
Type: Offensive
Range: Short - Mid
Chakra: 30 - 60 (50)
Damage: 60 - 120 (100 +20)
Description: The Rasengan is a spinning ball of chakra formed and held in the palm of the user's hand. Once it is formed, it does not require any additional chakra to sustain it, which means that there is no definite limit to how long the Rasengan can be maintained. Though the Rasengan's shape is consistent from user to user, its size varies from only barely large enough to be noticeable to much larger than the user's hand. Greater experience with the Rasengan allows the user to create them in a larger size, and even one in each hand. On contact, the Rasengan grinds into its target, propels them along the Rasengan's trajectory - either away from the user or into the ground beneath them - and at some point bursts, causing severe damage at the point of contact.

There are two broad methods by which the standard Rasengan's offensive potential can be increased that doesn’t include duplicating the number of Rasengan made: making the Rasengan itself bigger (as with the Big Ball Rasengan), or by infusing different forms of chakra into the Rasengan (such as Sage Arts Six Paths Spiraling Sphere). Increasing the size, and likewise potency, of the Rasengan requires one to spend proportionately more chakra. While the normal Rasengan can only affect an area of under 2 meters, every additional rank this technique gains grants an additional 3 meters. Both of these methods are difficult to actually accomplish, making non Standard Rasengan usage truly rare.

Infusing different forms of elemental chakra into the Rasengan can be done by any ninja, however only to a certain extent. Most ninja can only infuse basic elemental affinities into it, creating a Rasengan with the S/W of the element used. Advanced users are capable or infusing Advanced Elements or Custom Elements into their Rasengan. Use of Senjutsu requires one to have Sage Mode and more unique forms require special biographies to utilize.
Note: Standard Use entails up to Forbidden rank capped at 100 damage. S rank usage is considered Odama Rasengan while Forbidden is known as Choodama Rasengan.
Note: Only Naruto, Boruto, Minato, Jiraiya, Koji, Konohamaru or those with Rasengan Master Specialty can create a Rasengan with more than 100 damage. Only Naruto bios can use Chakra Arms for Rasengan usage.
Note: Use of 100 damage or higher can only be done once per turn and a total of 4 times, requiring a break of one turn in between usage.
Note: Advanced forms (any non-raw chakra usage) can only be done a total of 5 times per battle.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80 + 20 + 10 = 110
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per se, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama) | Chakra: 1290 > 1130 | Health: 160 | Mode: 3/7
 
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Facing her opponent's quick thinking and defensive maneuvers, Faye acknowledges that she must take more drastic measures if she hopes to harm him significantly.

Once again, she activates her rift, swiftly evading the shockwave unleashed by her adversary's glove. Faye materializes directly above him, a formidable Rasengan coalescing in her hand. In a decisive move, she plunges the Rasengan into his back, unleashing its devastating force and sending him hurtling into the ground below.

Upon impact, the earth itself responds to Faye's mastery over it. Two massive earthen hands emerge from either side of the man, ensnaring him in an unyielding grip against the unforgiving ground. The surrounding terrain molds and shifts as the earth forms a crushing ball of rock around him, effectively crushing him within an earthen golem's upper body.

Faye's command over the Genki within the earthen creature is evident as she speaks. "Good boy," she says, acknowledging the assistance of the ethereal being.



( Kāma Hame ) - Karma Rift
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

( Rasengan ) - Spiraling Sphere
Rank: A - Forbidden (S-rank)
Type: Offensive
Range: Short - Mid
Chakra: 30 - 60 (50)
Damage: 60 - 120 (100 +20)
Description: The Rasengan is a spinning ball of chakra formed and held in the palm of the user's hand. Once it is formed, it does not require any additional chakra to sustain it, which means that there is no definite limit to how long the Rasengan can be maintained. Though the Rasengan's shape is consistent from user to user, its size varies from only barely large enough to be noticeable to much larger than the user's hand. Greater experience with the Rasengan allows the user to create them in a larger size, and even one in each hand. On contact, the Rasengan grinds into its target, propels them along the Rasengan's trajectory - either away from the user or into the ground beneath them - and at some point bursts, causing severe damage at the point of contact.

There are two broad methods by which the standard Rasengan's offensive potential can be increased that doesn’t include duplicating the number of Rasengan made: making the Rasengan itself bigger (as with the Big Ball Rasengan), or by infusing different forms of chakra into the Rasengan (such as Sage Arts Six Paths Spiraling Sphere). Increasing the size, and likewise potency, of the Rasengan requires one to spend proportionately more chakra. While the normal Rasengan can only affect an area of under 2 meters, every additional rank this technique gains grants an additional 3 meters. Both of these methods are difficult to actually accomplish, making non Standard Rasengan usage truly rare.

Infusing different forms of elemental chakra into the Rasengan can be done by any ninja, however only to a certain extent. Most ninja can only infuse basic elemental affinities into it, creating a Rasengan with the S/W of the element used. Advanced users are capable or infusing Advanced Elements or Custom Elements into their Rasengan. Use of Senjutsu requires one to have Sage Mode and more unique forms require special biographies to utilize.
Note: Standard Use entails up to Forbidden rank capped at 100 damage. S rank usage is considered Odama Rasengan while Forbidden is known as Choodama Rasengan.
Note: Only Naruto, Boruto, Minato, Jiraiya, Koji, Konohamaru or those with Rasengan Master Specialty can create a Rasengan with more than 100 damage. Only Naruto bios can use Chakra Arms for Rasengan usage.
Note: Use of 100 damage or higher can only be done once per turn and a total of 4 times, requiring a break of one turn in between usage.
Note: Advanced forms (any non-raw chakra usage) can only be done a total of 5 times per battle.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80 + 20 + 10 = 110
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per se, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama) | Chakra: 1290 > 1130 | Health: 160 | Mode: 3/7
It would seem he was right. As he released his shockwave, his foe disappeared in an instant. In that instant, Sin surges yang chakra through his entire body as he draws his blade. This surge of yang chakra increases his speed dramatically along with his perceptions. As he releases this surge of chakra he can see the shadow form on the ground as well as see through his peripheral vision his foe directly above him. With this he swings his blade around slicing at his foe directly above him while moving to the side with his new found speed, slicing at his foe's neck with his blade. His foe would be mid fall as their head his cut off, their rasengan missing it's mark. His foe should of formed behind him at least that way they would of been out of view complete.

(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: Use of Yang State requires the user to have completed Yang Release training and stated on their biography that this is their chosen state. Once one has completed Yin-Yang Release training they are able to use these states interchangeably, respecting restrictions.
Note: This technique only last 6 turns and can be used only once per battle.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
Note: Yin-Yang Release Creations cannot use Yang State.

(Onibi) – Onibi
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:
  1. Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
  2. Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
  3. Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
  4. Thickened Hide: Improved durability reduces all physical damage taken by 40.
  5. Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
  6. Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
  7. Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
  8. Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
  9. Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
  10. Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.

(Mikiri) - Anticipate
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: A very advanced aspect of Bukijutsu entails dodging enemy attacks and responding immediately with a counter attack, by performing a dodge at the right moment the user is capable of moving inside or outside the opponents guard and returning an attack. This ability allows an immediate counter attack following the dodge that occurs with a 3x speed increase.
Note: Can only be used thrice per battle.
 

El Alucard

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It would seem he was right. As he released his shockwave, his foe disappeared in an instant. In that instant, Sin surges yang chakra through his entire body as he draws his blade. This surge of yang chakra increases his speed dramatically along with his perceptions. As he releases this surge of chakra he can see the shadow form on the ground as well as see through his peripheral vision his foe directly above him. With this he swings his blade around slicing at his foe directly above him while moving to the side with his new found speed, slicing at his foe's neck with his blade. His foe would be mid fall as their head his cut off, their rasengan missing it's mark. His foe should of formed behind him at least that way they would of been out of view complete.

(Yoton Modo) – Yang State
Type: Mode
Rank: S
Range: N/A
Chakra: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo’s Six Paths Sage Mode, those who have completed and specialized in Yang Release can enter this mode to elevate their prowess, but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black chakra shroud that the user can alter cosmetically. Their hair and sclera become white, and their hands glow a white energy with fingerless gloves and black magatama along their back. The user gains two main attributes in this state: Tian and Onibi. Tian refers to physical power beyond the scope of earthly mortals. While in Yang State the user’s ability to track and react to movement and actions becomes limitless. The user’s speed increases by 6x their base speed. Likewise, their physical durability reaches its apex, capable of reducing damage from all physical clashes by 80 damage. Note that this physical reduction goes beyond simply physical elements; it applies to anything within the ‘physical’ realm – meaning any physical interaction, be it from Fire Release, Earth, or Lightning are reduced while in Yang State. The opposite, the Spiritual, is not mitigated. Though important to note the user is still suspectable to techniques that apply physically debilitating debuffs, such as paralysis, fatigue, etc. The other trait the user gains, Onibi, activates when the user enters Yang State. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: Use of Yang State requires the user to have completed Yang Release training and stated on their biography that this is their chosen state. Once one has completed Yin-Yang Release training they are able to use these states interchangeably, respecting restrictions.
Note: This technique only last 6 turns and can be used only once per battle.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.
Note: Yin-Yang Release Creations cannot use Yang State.

(Onibi) – Onibi
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Said to be ghosts of light in ancient lore, these are the spirits of the dead that can be roughly translated as Will-o’-Wisps. Within the field of Yang Release it is the pinnacle manifestation of the field’s core concept: governing vitality and life, the ultimate display of a Yang Master as the giver of life. Onibi is activated simultaneously as Yang Mode, initiated passively once the Mode has been entered. Much like how Kuninotokotachi augments all of the user’s Illusionary techniques, Onibi augments all of the user’s specialized physical techniques; for the duration of Yang State all of the aforementioned techniques are enhanced by passively infusing them with Change into Hell. Each creation is endowed with 300 chakra points, 100 health, sharing their creator’s base speed, and their own form of sentience. Like with Change into Hell, creations through this technique are able to use techniques from the source they are produced from. As life is ever changing and mutating in each permutation, Onibi also grants two random mutations to each creation. These are to be rolled on each time a sentient creation is formed with Onibi. When Yang State expires the user’s techniques that are augmented with Onibi’s sentience and mutations also expire. The random mutations are as follows:
  1. Empowered Vitality: The user’s sentient entity’s vitality is empowered further, increasing its health pool by 80 additional points.
  2. Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
  3. Empowered Speed: The user’s sentient entity has its ability to move enhanced, increasing its speed by 8 base levels.
  4. Thickened Hide: Improved durability reduces all physical damage taken by 40.
  5. Empowered Reserves: The user’s reserves are empowered, increasing its base chakra reserves to 500.
  6. Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.
  7. Debilitating Aura: The user’s sentient creation radiates physical energy, destabilizing any living target within a five-meter zone around it. Reduces movement speed by 8 base levels, inflicts 10 damage per turn, and drains 10% of the targets chakra per turn. Can be resisted with a Yin Release technique of equal rank or Senjutsu that persists through this mutation’s duration.
  8. Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
  9. Overwhelming Vitality: The user’s sentient creation is empowered with Overwhelming Vitality, causing it to explode upon death in a mid-range radius explosion of violent energy. Anything caught within it suffers 120 damage.
  10. Prismatic Mutation: A mutation that takes on the combined effects of two random mutations, allowing for three total mutations on a creation. When this occurs, the user is to roll for the first mutation as normal, and then roll for one additional mutation and select one of the first four mutations. This allows for a total of three.
(Mikiri) - Anticipate
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: N/A
Damage: 60
Description: A very advanced aspect of Bukijutsu entails dodging enemy attacks and responding immediately with a counter attack, by performing a dodge at the right moment the user is capable of moving inside or outside the opponents guard and returning an attack. This ability allows an immediate counter attack following the dodge that occurs with a 3x speed increase.
Note: Can only be used thrice per battle.
It becomes apparent that the man had anticipated Faye's move from the very beginning. As she teleports above him, he swiftly begins to evade her, drawing a blade in the process. Faye, quick to respond, unsheathes her own blade, all the while issuing commands to the Genki around her. It's a race against time, and her opponent's speed increases, but Faye manages to react just in time. Any later than when he began moving and she would’ve been done for.

With incredible reflexes, she parries the man's blade (freeform). In the same fluid motion, she counters with a powerful sword slash of her own. Simultaneous to the parry, beneath her opponent's feet, the ground becomes unstable as two massive arms shoot out, grabbing him in place and sinking his lower body into the earth. He's effectively locked in the chest of an emerging earthen golem.

The lower half of the man's body is crushed as the monstrous earthen creature forms around him, its grip unyielding and its intent clear as it presses his arms into his own body, something akin to a Fatality in a Mortal Ninja Kombat game (very popular game in the Narutoverse).

Faye's command over the Genki within the earthen creature is evident as she speaks. "Good boy," she acknowledges, her words resonating with the ethereal being that has played a pivotal role in her tactics.


(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: 80 (+20) = 100
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80 + 20 + 10 = 110
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per se, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.


Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama) | Chakra: 1290 > 1180 | Health: 160 | Mode: 4/4 (Faye reverts to normal end of this turn.)
 
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Sinthorus

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It becomes apparent that the man had anticipated Faye's move from the very beginning. As she teleports above him, he swiftly begins to evade her, drawing a blade in the process. Faye, quick to respond, unsheathes her own blade, all the while issuing commands to the Genki around her. It's a race against time, and her opponent's speed increases, but Faye manages to react just in time. Any later than when he began moving and she would’ve been done for.

With incredible reflexes, she parries the man's blade (freeform). In the same fluid motion, she counters with a powerful sword slash of her own. Simultaneous to the parry, beneath her opponent's feet, the ground becomes unstable as two massive arms shoot out, grabbing him in place and sinking his lower body into the earth. He's effectively locked in the chest of an emerging earthen golem.

The lower half of the man's body is crushed as the monstrous earthen creature forms around him, its grip unyielding and its intent clear as it presses his arms into his own body, something akin to a Fatality in a Mortal Ninja Kombat game (very popular game in the Narutoverse).

Faye's command over the Genki within the earthen creature is evident as she speaks. "Good boy," she acknowledges, her words resonating with the ethereal being that has played a pivotal role in her tactics.


(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: 80 (+20) = 100
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Keshin no Jorth) Δ Jorth's Personification
Rank: C-S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-60 (-10 per turn to sustain)
Damage points: 30-80 + 20 + 10 = 110
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per se, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.


Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 30 (Boosted via Red Kama) | Chakra: 1290 > 1180 | Health: 160 | Mode: 4/4 (Faye reverts to normal end of this turn.)
As his foe aims to parry his blow, Sin simply free form dodges going behind his foe, causing his foe to fall into the hands that were being created from the ground. As he free form dodges his foe he brings his blade out of the way of his opponents strike to unleashes a volley of rapid slashes, slicing at his opponents vital points, aiming for his head/neck area to causes critical hits. Sin would be out of the way of the hands that formed, moving faster than them. In the same time frame as he moves he unleashes the sand from the ground to the side of his foe creating a dragon made of sand to shoot up striking into them. This would avoid the hands made from the ground. The dragon is made just outside of short range, being made sentient by Onibi with unique effects.

(Rasen-jō no kumonokayoiji) - Spiral Cloud Passage
Type: Offensive
Rank: C - A
Range: Short
Chakra: N/A
Damage: 30 - 60
Description: A slightly more advanced aspect of Bukijutsu, the user will swing their weapon at the opponent in a rapid flurry, striking them very quickly from multiple angles. With such a large volume of attacks, the opponent will be hard pressed to defend.

(Suna no Houshutsu: kepri, Scalabe no Ryoushu ) - Sand release: Khepri, Lord of Scarabs
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80+60=140
Description: This is a technique to create beasts made of sand. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon. The largest a creation can be is 20m tall. S rank creations require three handseals, A rank requires two handseals and B rank requires one handseal. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a sandstorm where the sand spins rapidly tearing anything it comes into contact with spanning up to mid range for one turn, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be made from the earth through breaking down the earth into sand or any pre existing sand or even the user's container filled with sand. These creations cannot be made within short range of an opponent.

Note: Can only be used 4 times per battle or 6 times per event. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The sandstorms damage is dependant on the rank of the creation and the creations will not cause damage besides the sandstorm, with the exception of freeform.

Onibi for the dragon: I rolled a 10. First two mutations rolled are:
  1. Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
  2. Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.

    Third mutation chosen:
  3. Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
 

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As his foe aims to parry his blow, Sin simply free form dodges going behind his foe, causing his foe to fall into the hands that were being created from the ground. As he free form dodges his foe he brings his blade out of the way of his opponents strike to unleashes a volley of rapid slashes, slicing at his opponents vital points, aiming for his head/neck area to causes critical hits. Sin would be out of the way of the hands that formed, moving faster than them. In the same time frame as he moves he unleashes the sand from the ground to the side of his foe creating a dragon made of sand to shoot up striking into them. This would avoid the hands made from the ground. The dragon is made just outside of short range, being made sentient by Onibi with unique effects.

(Rasen-jō no kumonokayoiji) - Spiral Cloud Passage
Type: Offensive
Rank: C - A
Range: Short
Chakra: N/A
Damage: 30 - 60
Description: A slightly more advanced aspect of Bukijutsu, the user will swing their weapon at the opponent in a rapid flurry, striking them very quickly from multiple angles. With such a large volume of attacks, the opponent will be hard pressed to defend.

(Suna no Houshutsu: kepri, Scalabe no Ryoushu ) - Sand release: Khepri, Lord of Scarabs
Type: Offensive/Defensive/Supplementary
Rank: B-S
Range: Short - Long
Chakra Cost: 20 - 40
Damage Points: 40 - 80+60=140
Description: This is a technique to create beasts made of sand. The user can make one creature or multiple with a single use of this technique though the power will be divided equally. The user can create any animal or creature they can imagine, from a swarm of scarabs to a large dragon. The largest a creation can be is 20m tall. S rank creations require three handseals, A rank requires two handseals and B rank requires one handseal. The user can sustain these creations passively at the cost of 10 chakra per turn for a maximum of three turns. At any point the user can perform an addition handseal causing these creatures to erupt into a sandstorm where the sand spins rapidly tearing anything it comes into contact with spanning up to mid range for one turn, though passing over the user harmlessly. This can be done in the same timeframe as creating the beast/beasts. The creations can be made from the earth through breaking down the earth into sand or any pre existing sand or even the user's container filled with sand. These creations cannot be made within short range of an opponent.

Note: Can only be used 4 times per battle or 6 times per event. When the S rank version is used, the technique can't be used for 2 turns after and no sand jutsu A rank and above in the following turn.
Note: The sandstorms damage is dependant on the rank of the creation and the creations will not cause damage besides the sandstorm, with the exception of freeform.

Onibi for the dragon: I rolled a 10. First two mutations rolled are:
  1. Acidic Spikes: The user’s sentient creation is empowered with the Acidic Spines mutation, causing it to periodically unleash a volley of vitality-based spikes at all enemy targets on the battlefield. Each spike inflicts 80 damage and contains 40 chakra. Its damage is inflicted at a rate of 40 per turn to living targets, but clashing with other techniques counts as 80 damage. Only a single spike can be released at a single target, with each additional target counting as an additional spike. This does not count toward one of the user’s three moves, and it has a 25% chance of occurring every other turn after the creation is formed.
  2. Black Blood: Infuses a deadly vitality-based mutagen within the sentient creation. When the Creation dies or expires its blood will burst in a mid-range radius from its position, afflicting any within with Black Blood. Black Blood inflicts 10 damage per turn indefinitely on any, other than the user, until the end of the battle. Can only be cured by Yin-Yang Release or Senjutsu.

    Third mutation chosen:
  3. Clear Casting: The user’s sentient entity has its ability to perform techniques augmented, allowing it to perform its techniques without the need for hand seals.
Faye, realizing the overwhelming speed and strength of her opponent, swiftly adapts to the dire situation. As the man's slashing attacks close in, she undergoes a remarkable transformation, her body shifting into liquid bismuth. This rapid change allows the lethal strikes to pass harmlessly through her, and the sudden shift in weight pulls her down to the ground like a falling droplet, evading the sand dragon's impending assault.

Capitalizing on the moment of contact with the earth, she plants her sword on the ground with the hilt up and the blade firmly anchored in the earth. In an instant, she releases a substantial amount of liquid bismuth into the ground, causing it to surge upward in the form of towering trees. This unexpected transformation creates a miniature bismuth forest, rising about 30 meters wide and reaching a height of 10 meters.

With her opponent momentarily disoriented by the sudden emergence of the bismuth forest, Faye doesn't waste a second. She performs a rapid series of handseals, setting the stage for a counterattack. Countless bullets of liquid bismuth rain from the trees in the miniature forest, pelting the battlefield from all directions in a relentless and chaotic assault.

It is important to note Faye only keeps her bismuth form till she touches the ground.


(Bisumaton: Baiojeneshisu | Bismuth release: Abiogenesis)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn) +10
Damage: 80(on touch) +20
Description: Abiogenesis is an advanced application of the Bisumaton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into liquid bismuth while still maintaining their original size they become heavy and slow but also very warm and squishy. This is an extremely good counter for taijutsu but also for evading other elemental techniques too. The user will become movable but halves their speed due to the density of the element they are now the form of. While in this stage the user can only perform bismuth/earth/fire techniques. Due to the liquid state of the bismuth the user can take shapes that aren't humanoid, for example they can stretch themselves outwards up to mid-range. On touch the user will burn anything it comes in contact with and cause 80 damage.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Bisumaton and no S rank and above Fire/Earth techniques after usage.
Note: Can only be taught by Skorm.

(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: 80
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40 + 10
Damage: 20-80 + 20
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg weights) | Chakra: 1290 > 1210 | Health: 160 |
 

Sinthorus

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Faye, realizing the overwhelming speed and strength of her opponent, swiftly adapts to the dire situation. As the man's slashing attacks close in, she undergoes a remarkable transformation, her body shifting into liquid bismuth. This rapid change allows the lethal strikes to pass harmlessly through her, and the sudden shift in weight pulls her down to the ground like a falling droplet, evading the sand dragon's impending assault.

Capitalizing on the moment of contact with the earth, she plants her sword on the ground with the hilt up and the blade firmly anchored in the earth. In an instant, she releases a substantial amount of liquid bismuth into the ground, causing it to surge upward in the form of towering trees. This unexpected transformation creates a miniature bismuth forest, rising about 30 meters wide and reaching a height of 10 meters.

With her opponent momentarily disoriented by the sudden emergence of the bismuth forest, Faye doesn't waste a second. She performs a rapid series of handseals, setting the stage for a counterattack. Countless bullets of liquid bismuth rain from the trees in the miniature forest, pelting the battlefield from all directions in a relentless and chaotic assault.

It is important to note Faye only keeps her bismuth form till she touches the ground.


(Bisumaton: Baiojeneshisu | Bismuth release: Abiogenesis)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn) +10
Damage: 80(on touch) +20
Description: Abiogenesis is an advanced application of the Bisumaton release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into liquid bismuth while still maintaining their original size they become heavy and slow but also very warm and squishy. This is an extremely good counter for taijutsu but also for evading other elemental techniques too. The user will become movable but halves their speed due to the density of the element they are now the form of. While in this stage the user can only perform bismuth/earth/fire techniques. Due to the liquid state of the bismuth the user can take shapes that aren't humanoid, for example they can stretch themselves outwards up to mid-range. On touch the user will burn anything it comes in contact with and cause 80 damage.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above Bisumaton and no S rank and above Fire/Earth techniques after usage.
Note: Can only be taught by Skorm.

(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: 80
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra: 10-40 + 10
Damage: 20-80 + 20
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

Faye's Base/Boosted Stats
Base Tracking: 66 | Base Speed: 20 (Boosted via Leg weights) | Chakra: 1290 > 1210 | Health: 160 |
Sin went to stab his sword but through his foe but to no avail. His sword was a basic katana, meaning it just melted to the touch. But with Sin's tracking he could perceive this with such clarity he was already ready to take advantage of the situation, moving forwards with his his foe who was falling. His hand would be extremely close to his foe from his kenjutsu. With this in mind he unleashes a surge of Yang chakra from his hand, infused with Sand. These serpents strike his foe in the back with devastating power driving them into the ground. His foe wouldn't even know these were made as they from out of his hand from behind his foe. Impossible to avoid at such a range too, specially when his foe didn't know they were formed. The dragon would pass overhead as his foe intended, they would believe their move had gone exactly as planned. Should his foe continue with their attack, it wouldn't harm Sin anyway due to his yang state.

(Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 100/110 for Yin-Yang chakra
Damage: 100/120 w/ Elemental or Yin-Yang chakra 120+15+30+20= 185
Description: This technique sees the creation of the mythical serpent, the Yamata no Orochi. The user begins by gathering their Yang chakra into their arms and creating three branching streams of white chakra from each of them as well as coating both arms in chakra. The user’s arms and streams of chakra will take the form of serpents with flaming amber eyes. Due to the nature of this technique utilizing one’s Yang chakra, these serpents are not simple manifestations of chakra, but actual sentient creatures. The serpents can sense entities like ordinary snakes and they share a telepathic link to the user, allowing them to communicate with each other. They act like chakra arms and can be used for a variety of purposes. In the base form of this technique, the 8 branches are simple ethereal constructs of sentient Yang chakra. In their second form, users can add nature release to the branches to increase their power, including AE and CE the user knows. In their third and final form, the user can add Yin Release chakra and give the branches physical bodies. The addition of the Yin Release also gives the branches unique venom which drains the physical vitality of the victim. The bite from each snake lowers a victim’s physical speed, reaction, and ability to use high ranked physical techniques.
Note: Form 1 is usable by all users of Yang Release, Form 2 is usable by Yang Release Specialists and Yin-Yang users. Form 3, also known as Yin-Yang Release: Yamata no Orochi is only usable by Yin-Yang Users.
Note: The vitality degenerating venom is capable by all branches of this technique, however there is only enough for 3 usages. The vitality degeneration venom becomes worse with every bite. If a victim is bitten once their base reaction/tracking is reduced by half, twice and their base speed and physical damage is reduced by half, and thrice they will lose the ability to use any form of tai or kenjutsu techniques and will be rendered completely paralyzed 2 turns after the third bite if not healed. The victim will be unable to do anything short of breathing, including using their chakra. Users bitten once also become incapable of using physical elevating techniques such as Sage Mode or EIG.
Note: Medical ninja or other Yang Release users can rid themselves of the poison through means of medical techniques or vitality boosting techniques such as power of the sun.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain (60 above the first form). While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (other than this technique’s advanced variation).
 

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Sin went to stab his sword but through his foe but to no avail. His sword was a basic katana, meaning it just melted to the touch. But with Sin's tracking he could perceive this with such clarity he was already ready to take advantage of the situation, moving forwards with his his foe who was falling. His hand would be extremely close to his foe from his kenjutsu. With this in mind he unleashes a surge of Yang chakra from his hand, infused with Sand. These serpents strike his foe in the back with devastating power driving them into the ground. His foe wouldn't even know these were made as they from out of his hand from behind his foe. Impossible to avoid at such a range too, specially when his foe didn't know they were formed. The dragon would pass overhead as his foe intended, they would believe their move had gone exactly as planned. Should his foe continue with their attack, it wouldn't harm Sin anyway due to his yang state.

(Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 100/110 for Yin-Yang chakra
Damage: 100/120 w/ Elemental or Yin-Yang chakra 120+15+30+20= 185
Description: This technique sees the creation of the mythical serpent, the Yamata no Orochi. The user begins by gathering their Yang chakra into their arms and creating three branching streams of white chakra from each of them as well as coating both arms in chakra. The user’s arms and streams of chakra will take the form of serpents with flaming amber eyes. Due to the nature of this technique utilizing one’s Yang chakra, these serpents are not simple manifestations of chakra, but actual sentient creatures. The serpents can sense entities like ordinary snakes and they share a telepathic link to the user, allowing them to communicate with each other. They act like chakra arms and can be used for a variety of purposes. In the base form of this technique, the 8 branches are simple ethereal constructs of sentient Yang chakra. In their second form, users can add nature release to the branches to increase their power, including AE and CE the user knows. In their third and final form, the user can add Yin Release chakra and give the branches physical bodies. The addition of the Yin Release also gives the branches unique venom which drains the physical vitality of the victim. The bite from each snake lowers a victim’s physical speed, reaction, and ability to use high ranked physical techniques.
Note: Form 1 is usable by all users of Yang Release, Form 2 is usable by Yang Release Specialists and Yin-Yang users. Form 3, also known as Yin-Yang Release: Yamata no Orochi is only usable by Yin-Yang Users.
Note: The vitality degenerating venom is capable by all branches of this technique, however there is only enough for 3 usages. The vitality degeneration venom becomes worse with every bite. If a victim is bitten once their base reaction/tracking is reduced by half, twice and their base speed and physical damage is reduced by half, and thrice they will lose the ability to use any form of tai or kenjutsu techniques and will be rendered completely paralyzed 2 turns after the third bite if not healed. The victim will be unable to do anything short of breathing, including using their chakra. Users bitten once also become incapable of using physical elevating techniques such as Sage Mode or EIG.
Note: Medical ninja or other Yang Release users can rid themselves of the poison through means of medical techniques or vitality boosting techniques such as power of the sun.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain (60 above the first form). While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (other than this technique’s advanced variation).
Faye is defeated. Thank you for the opportunity, fun fight.
 
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