[Closed] Vs Mirai

System001

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Trico in Sig. Start us off.​
 
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Mirai

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Mirabelle, the Jinchuriki of the Two Tailed Cat would idly come roaming into the battlefield, located on some remote island. She was firmly invited by the local monks to act as one their member’s final test; to see if he was truly ready to take over as the elder of the island. She came fully equipped; all her items including her signature bow currently sealed in her palm’s seal and her nodachi firmly on her waist. As she strolled through the island’s docks, the local monks would guide her to the designated location intended for the battle to come. “Lady Nariyuki..it’s an honor to have you in our presence” one of the monks told her. A soft smile would become known on her face as she rubs the back of her neck. “Haha, please don’t mention it…it’s the least I can do since I was already nearby” she said in honesty. After their brief introductions – she was led to the battlefield where she would see the male opponent standing across the field from her. As she arrived into her starting position, she would smile. “Congratulations for making it this far in your journey…it’s shame I might be the obstacle that prevents you from truly becoming a master” she said as small blue embers surrounded her; her chakra that naturally leaked would create a visage of the two tailed cat surrounding her. “Let’s make this a memorable fight” she said. Within her mind, the Matatabi would hum under her tone. “You seem in good spirts today…” she complimented Mirabelle. “Hehe it’s not every day I get to fight an interesting opponent” she said but alas the battle would start. Mirabelle was a master of elemental manipulation; almost unrivaled due to the sheer affinity she gained. The ability to harness twelve different elemental natures not including Yin and Yang.

Immediately she would perform a set of three hand seals; which immediately upon the last one being casted would cause several solar wind bubbles to take form. The bubbles in question would all spawn five meters away from the monk, but the same time it surrounded him leaving him no where to run. The manifestation of these bubbles however caused the area surrounding him to become superheated right away; causing dehydration. Of course this wasn’t all; as would infuse some of her Bijuu chakra into the technique in order to increase the power of the bubbles. The bubbles would immediately then converge onto his position as the swiftly moved ( 13 Speed) as they would then explode, causing a five meter explosion. She would utilize a seal beforehand as well, in which the surrounding bubbles would be invisible to the naked eye. Thus, the opponent himself wouldn’t even know the bubbles existed, though there might be some queues as to their existence. Never the less, this was merely a warm up as the Jinchuriki had plenty of combinations she wished to try out. She would remain in her position as she waited to see his response.

(Taiyofuton: Urano Metoria ) Solar Wind Release: Urano Metria
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40 + 20 = 60
Damage Points: 80 + 20 = 100
Description: After doing three handseals, the user creates an array of solar wind bubbles all around the opponent (made at least 5 meters away). These bubbles of heat give off such an immense amount of heat that the target will feel it before bubbles of solar wind would hit them, and cause them to sweat profusely. The target starts to feel weaker, affecting the speed of their movement and hand seals by making there body shaky and in need of water. Once formed, the bubbles converge on the target's position - after which explode creating a 5 meter radius explosion. The heat is capable of inflicting a Speed reduction of four base levels to victims of the heat. Additionally techniques that require hand seals require more effort, thus an additional two hand seals are needed per technique.

Note: Can only be used 2 times per battle, and requires 2 turns between use, preventing usage of S rank and above solar wind during this time.
Note: Mentioned effects last two turns; while the user remains immune to the effects and damage created by this technique.
(Bijuutsu : Soutsui Sei) Tailed Beast Technique: Duality
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra Cost: N/A (+20 Per Technique)
Damage Points: N/A
Description: A unique technique that utilizes the chakra of which a Bijuu is capable of transferring into it's Jinchuriki. This chakra is commonly refered in two different types, negative white chakra and positive black chakra as seen when a Jinchuriki/Bijuu is stabilizing the ratio within a Bijuudama. However this is infusion technique in which allows the Jinchurki to separately infuse one of the mentioned chakra forms above in order to achieve unique effects, while also recreating the ratio balance within i.e elemental ninjutsu.

Positive Black Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; allowing for the selected technique to have it's nautral weakness removed and instead behave akin to Bijuu Chakra; thus being neutral to all. This process is done by tampering with the ratio of the technique, allowing for the infused jutsu to be created just as normal but with the additional chakra it would play the role of neutralizing the selected technique. The infused technique of course remains the same; having i.e fire still capable of dealing burning damage etc. One cosmetic change however is the infused techniques tend to appear more darker than normal, showing that the technique is under the effects of the infusion.

Negative White Chakra when infused into a technique of the Jinchuriki becomes mixed into the technique; will seek to become enhanced and gain far more power than before. The technique in question will gain an additional rank for A Ranks and below while S Ranks and above will gain +20. This is based on the idea of wanting to empower other techniques the Bijuu has no inherit affinity towards such as the Nibi towards Fire Release and as such cannot be applied to it.One cosmetic change however is the infused techniques tend to appear more lighter than normal, showing that the technique is under the effects of the infusion.

Each infusion can only be used twice per battle; though the technique over all may be used four times. Infusion lasts as long as the applied technique, while this technique goes on a two turn cool while no A Rank and above Bijutsu in the same and next turn.
(Fuuinjutsu: Burakkusandā) - Sealing Arts: Black Thunder
Type: Defensive/Offensive
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: N/A
Description: Black Thunder is an advanced fuuinjutsu technique that is to be used in conjunction with another technique or even chakra-less attacks such as kunai etc, and is based on "Hiding in Camouflage". The user upon using an offensive or even a defensive technique, will simultaneously lace this jutsu in a seal with the kanji for hide. The technique will than seemingly disappear, when in reality the seal simply manipulates how light is reflected around the jutsu, the seal also effectively erases the techniques shadow and scent, exactly like that of the Hiding in Camouflage jutsu. This technique can be initiated just as the offensive of defensive technique is being formed so as to not leave any moment in time where the technique being utilized is visible. The technique despite being invisible will still retain all of it's properties, such as audibility, and after coming in contact with an enemy technique or jutsu will become visible.

Note: This technique can be used a maximum of four times per battle. Requires a one turn cool-down before uses.
Note: No Fuuinjutsu above A-rank in same turn
Note: No Fuuinjutsu above S-rank in the next turn
 
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System001

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There had been many factions that didn’t believe he was the chosen one to lead the temple. So many in fact that they used their connections to bring an adversary skilled enough to counteract his god-like feats. It didn’t matter Trico, he had to defeat his opponent whether he liked it or not, so the scene was set. In a quiet field, so massive in fact you’d think no one was alive in the area. The only way one would know what transpired was through technology systems that used chakra and natural means as shinobi science. The upcoming tech enabled people to see fight from a safe distance, this allowed the combats to go all out without worry of bystanders getting caught in the crossfire.

Wearing his customary clothing from his faction, he would breathe with complete nervous intent as his opponent had arrived a good standing point. He had never seen her but he had a kindred spirit gut feeling that told him, they knew each perhaps in a different life? She was kind and fair, the beauty within her was as eminent as her shinobi vigor, she was skilled. A simple glance was all it took for a sweat to run down his face. She would speak to him requesting she enjoyed the fight, which he would sigh upon kindly in returning a small bow.

A gust would enter the field, as though to break the ice that crept on between them. She would then begin her actions of waving handseals fast as Trico lowered himself in study to prepare for the actual battle. Here she comes!


***
I’d look to my left and right, assuming even behind me that she had made some sort of sphere in the wind, no rather something more advanced had been at foul play! Unable to grasp fully what it was, i would take the preemptive action to defend myself, the shadows keenly gave an ideal of just how much besieged me. I'd start to run in a circular manner to her right (my left) simultaneously waving the needed handseals for my ninjutsu. First I would wave one for the Mystic flames that were condensed into a multitude of quite numerous infinite lights that turned into spikes as my chakra molded nearly instant. During the process as i will the needles to take shape and bolt outwards all around me, in a manner akin to rain protruding from my body.

The interaction of the unseen now visible, ill intended chakra contraptions that among them some out attempt to explode only to have their chakra (-40 drained) sealed and singed in exact space-time of contact. This very scene would merely flow in a matter of seconds as i kept an eye on my opponent. Dashing towards her, I'd launch my right fist into her stomach then twisting down to balance the weight as my knee reached for her face. "I can heal the damage!"

(Shiraton/Fūinjutsu: Shigaisen Kagayaki) – Mystic Fire Release/Sealing Technique: Ultraviolet Radiance
Type: Offensive, Defensive, Supplementary
Rank: D – S (S-class)
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80 (+20 Wind Fire Release: Pull of Pazuzu (Yin Release: Change into Heaven )
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the rank it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank.
(Futon: Pazuzu no puru)- Wind Fire Release: Pull of Pazuzu (Yin Release: Change into Heaven)
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind Fire techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind Fire techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
(Inton: Ten ni Henkō) – Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: The user manipulates a technique of the basic 5 elements with Yin natured energy, allowing the user to change its properties. Fire can become solid, lightning can become tangible. The possibilities are as endless as the user’s own imagination. The end result is a technique neutral to all basic elemental natures. This technique is applied within the same timeframe as the technique it is applied to. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total.
Note: Yin Release specialists can apply this technique to advanced fields, CE, and advanced elements.
Note: Using Change into Heaven to transform the inherent nature of an element does not modify its base speed.
Note: Usable 3 times per battle and 6 times per arc.
 
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Mirai

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Hmm…” Mirabelle hummed underneath her whimsical smile – she didn’t know the opponent had such a vibrant looking technique; but alas she only had enough praise within herself to care. “You’ve stopped my technique; good…but can you stop this one” she said before he had a chance to even more any closer to her. Three quick hand seals and within the final instance of the seal being made; he would become ensnared in an illusion. Immediately, the surrounding terrain would become engulfed with intense loud noise that violently ruptured the body. Trico would feel the very body he loved immediately become trapped; as the blood vessels in his arm started to burst, his eyes becoming swollen and choking on his own blood. The Jinchuriki was all about her artistry, so she pained an illusion where the experience was shared by both of them. Trico would; if he even could – would see Mirabelle also suffering from the same effects as him, at least in his perception that was the case. Mirabelle wasn’t done either; as she utilized her own Yin Release knowledge to change the nature of the illusion. It was infused with the beautiful nature of Fire Release; which this infusion would allow her to further manipulate it as all of his senses burned, his own mental state was rampaging as the blood in his body burned up, his eyes burning and everything else was also burned. In the end, it rendered him a victim to the Mirabelle’s own creative and twisted mindset when it came to illusions. Never the less; was completely fine in reality – though the illusion left him unable to utilize his sense of see, hear nor smell anything. It was honestly all a joke to her, as she would attempt to once more take control of the situation.

Immediately after the illusion was casted, the world would become her own. Staring directly underneath her feet – volumes of algal sludge would become to bloom across the terrain. It only took a matter of seconds for the entire battlefield to become her own. Trico wouldn’t be able to hear this of course; not with those burning eye sockets. Once the terrain was completed, Mirabelle would control one of the spires of seaweed to raise from the sludge and wrap around the opponent’s wrists, spreading them apart as another spire would wrap around his neck, while not tight enough to completely choke him, it was enough to pull his head back from the tension. She would start to approach on her own terms now, this was her domain and if wanted to remove it, well, he’d have to free himself from her illusion first and foremost. “Tsk tsk, is this what the champion of the monks capable of? Not like he can hear me anyways…” she said smirking.

(Genjutsu: Puredetaazu Wairu) Illusionary Arts: Predator's Wail
Rank: S - Rank (F - Rank)
Type: Supplementary, Offensive
Range: Short - Mid
Chakra Cost: 40 + 10 = 50
Damage Points: 80 (90)
Description: Through the use of three hand seals – the user will induce a rather ingenious illusion upon the opponent. Upon the final seal being casted; the target’s body would immediately begin to experience an illusion – where sound wave would be emitted; one resembling median alpha-rhythm frequencies. These frequencies are extremely dangerous to the human body, so much so that constant exposure to it can eventually kill a human. The illusion in turn would cause the target to perceive this sound wave, as it violently ruptures the brain’s cells and organ malfunction. However, in the sense of the user; the target will perceive the user also suffering from the sound waves as well. This is to create a deceptive illusion of a double-edged technique, with the intention of killing both parties involved. While this might seem simple, it also affects the target’s senses as well – reflecting the body shutting down from their brain being exposed to this level of frequency, with the basic senses shutting down. This makes them unable to accurately see, hear nor smell whatsoever. In reality of course, the target is completely fine but due to the sheer mental strain the illusion produces, it causes them damage the longer they remain exposed to it but it also causes their real basic senses to become overwhelmed – rendering them unusable while exposed to the illusion. The user can further add more realism to the illusion on themselves and the opponent such as veins bursting, eyes reddening etc in order to further the illusions intentions. This technique can only be used twice per battle, with no illusions above A rank can be used in the same nor next turn.
(Inton: Gogyou Gen) – Yin Release: Five Elements Illusion (Fire Infused)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent Genjutsu. When the user casts a Genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. This technique increases the technique it is applied to by one rank in strength; due to the massive infusion of chakra a Genjutsu empowered by the Five Elements Illusion can penetrate through any passive defense or subversive method against Genjutsu. By using nature chakra rather than raw chakra, the properties of the Genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. The user is free to alter the effects of a Genjutsu within reason as long as the primary effects remain the same. Like other Yin-Yang infusions, this technique only increases the chakra within the technique by an additional rank in strength, or 10, whichever is higher.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-Rank.
Note: Yin Release specialists can use advanced elements and CE.
(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 5 point reduction in their base speed and halves the effectiveness of any further speed boosts while traversing across the sludges surface. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn
 

System001

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Oddly enough, am unsure if it was successful enough…” say as to rebuttal her statement of him halting her technique, he wasn’t sure if his counter had been enough but now wasn’t the time for him to overthink if she had recalled her jutsu. Watching her wave a few handseals, he would feel the warming of his blood seemly start to boil as they begun to reach levels that would be worrisome. The sound of the area was gone despite what he saw as his smell had also vanished way too quick. Genjutsu was the method of attack that now he understood, surging from his body were Magnesium thorny roots (convoluted by Dalmascan Refinery at the same time) that he manipulated in such a way that the area was quaking to the sheer volume of the sprout from his body. The magnitude would encompass the immediate range (short to medium range) so fast and vast as it raced toward the sky branching out creating a tree of forms. Above his opponent, on the highest peak he peered down as he balanced himself skillfully on one foot.

Come through, hidden spiritual divine beast, heed the champion below that challenges the true monk of the silent temple.” Saying his statement as he now summoned the spiritual looking dragon that had three heads, two on the side inhabited the element of Water and Wind within them. While the center head simply held no perks, as it now peered down on his opponent in-front of him. It separated the two as its middle head launched down to chop them into bits.

(Magunisuton: Magunesiumu Kaibyaku) - Magnesium Dust Release: Greater Magnesium Creation
Type: Offensive, Defensive, Supplementary
Rank: S-class
Range: Short-Long
Chakra: 40 (-15 per turn to maintain)
Damage: 80 (+20 via Magnesium Release: Dalmascan Refinery)
Description: The user creates stronger and larger objects of magnesium. The user is capable of creating pillars, shields, walls, waves and tools of magnesium to aid as either an defense, attack or supplement. The user is capable of making constructs rise from the ground, manipulating already existing sources of magnesium, or expelling objects of magnesium from their mouth/body and directing them towards their opponent. Objects created with this technique can be made to float regardless of mass, and can be moved/launched into long range. To control the technique the user needs to do hand gestures to direct and control the magnesium constructs.

Note:
- Can only be used 4x
- Can create up to 2 objects per use.
- No Fire and Earth techniques above S-Rank same and next turn.
(Magunisuton: Darumasukan Seiyusho) - Magnesium Release: Dalmascan Refinery
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-5 per turn)
Damage: N/A)
Description: Dalmascan Refinery is a technique that allows the user to apply a general alteration the size, shape and alignment of Magnesium grain particles to achieve a variety of different effects.

Stardust: This alteration will have the user produce tinier than normal magnesium particles. Despite this the size of the magnesium technique will be maintained as more magnesium particles will be produced to compensate for the smaller grain size. Smaller grain size will result in a larger surface area that will ultimately culminate in greater reactivity. Ultimately, when ignited the intensity at which magnesium burns will be greatly increased, granting it a +20 damage boost for this period of time, similarly magnesium can be funnelled into an ignition source, such as fire or lightning to grant the boost to the combo or desired technique.

Stardust II: This alteration follows the same principle of Stardust, the difference here however is that the produced particles are even tinier. The result is a dangerously high surface area which will result in magnesium techniques that are exposed to an ignition source not simply igniting, but rather exploding. This phenomenon is similar to the real life event of dust explosions.

Chrysthaneum: This alteration affects the alignment of magnesium particles. Normally particles would remain stagnant - that is they would follow the movement of the greater whole with little deviation. Under the influence of Chrysthaneum however produced magnesium particles will spiral and grind against each other, producing friction, heat, and sparks that will result in the self-ignition of magnesium techniques.

Jigsaw: This alteration also affects the alignment of magnesium particles, and juxtaposes the effects of Chrysthaneum. Normally magnesium particles are of non-uniform shapes and sizes, Jigsaw however will produce magnesium particles that perfectly align with one another. The result will be particles that can interlock for greater stability and strength, which will greatly increases the strength of compact magnesium techniques. Compact magnesium techniques will gain a +20 damage boost, or rank increase, under the effects of Jigsaw. Magnesium techniques under Jigsaw, due to the greatly reduced surface area, become far less reactive and can no longer ignite.

Brokenshard: This alteration affects the shape of magnesium particles. Normally magnesium particles will be random in shape, under the effects of Brokenshard however the shape of magnesium particles will be altered to emphasise piercing and slicing qualities. Produced magnesium particles will be needle or blade like in shape, resulting in magnesium techniques that are jagged and razor sharp, greatly increasing destructive power. Under the influence of Brokenshard Magnesium technique will gain a +20 damage boost, and non-offensive magnesium technique will gain offensive properties equal to their rank/defensive power.

Brightsteel: This alteration affects how magnesium particles are visually perceived. Normally magnesium will appear as a standard silvery metal. Under the effects of Brightsteel however each magnesium particle will be magnificently polished and its reflectivity will be further increased through the user of chakra. As a result Brightsteel magnesium will reflect light to such an extent that it will appear blindingly bright, similar to the Hidden Mist Eye Sight Deprivation, temporarily blinding the opponent for as long as they look at the technique directly.

Notes:
Logically not every particle is perfectly controlled and tailored, however enough is done to achieve a uniform and desired effect.
This technique can be used twice, last four turns each time and has a cooldown of two turns. On account of its nature, being that it has no independent uses, it can be activated instantly and in the same timeframe as another technique.
The user can apply up to two alterations at any one time, however Chrysthaneum is incompatible with Jigsaw. The user can also choose to not apply any alterations to a utilised magnesium technique.
When this technique ends, the user will be incapable of utilising B ranked or above magnesium techniques for two turns.
(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S-class
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.
 

Mirai

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Trait Points
80⚔️
Mirabelle was idly preparing for her next course of action; wanting to gift this little nation of her opponent with the algal blooms she oh so loved. However, that’s when she realized something. The opponent’s body would suddenly erupt forth some sort of metallic dust particle; as he would start to raise himself into the air in what appears to be some sort of tree. Mirabelle would be taken back, as she remembered a small story she discovered during her readings about special tree. It was about the qliphoth tree, a tree that was said to allow the demons of the underworld access to the Pure Realm. Weather that story was true or false was up for debate but in turn she would realize it would be a threat to her anyways considering the circumstance she was in. Regardless, she kept her cool as this was nothing she couldn’t handle in her own regard – as Mirabelle would quickly forge a quick set of hand seals. Upon the final seal being made; a giant wave of seraphic water would erupt from the surface of the ground as it bulldozes into the magnesium dust tree though it was occurred prior to the tree fully forming as the opponent might intend to do. The scale of the wave was more than enough to fend off the opposing dust; but due to the nature of the Magnesium Dust the water would cause the structure to explode on interaction; sadly, for the opponent Mirabelle wasn’t exactly going to go easy. The wave itself would be empowered; having it first empowered by an infusion of Liquid Bismuth into its formation but also through the use of a barrier she created upon the techniques formation as the barrier would intercept the tree; stripping it of any possible infusions it might carry. This would weaken the tree back to it’s normal powerful and due to this – it wouldn’t be powered as intended.

Regardless of this; six special blades would passively be summoned from a seal located on her arm. The six blades would gently spiral around her; though afterwards two of them would immediately fly into the general direction of the opponent without issue. Their approach would be neatly masked by the wave that rampaged. She simply waited; wondering how the opponent intended to respond.

(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S (S)
Range: Short-Long
Chakra cost: 15-40 (-10 per turn)
Damage: 30-80 ( 80 + 20 = 100)
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation, the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal
(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), acting and behaving like it thought it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency. This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its liquid bismuth state. This technique can only be used four times per battle, with a two turn cooldown between uses.
(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: The user erects a transparent barrier that spreads out from their body up to mid-range, carrying with it no damaging properties or physical characteristics. To the untrained eye this barrier is entirely invisible, though chakra sensors and other Doujutsu users will be able to perceive its existence easily. The barrier’s purpose is temporary, acting to intercept a single technique and perform its functions on techniques or fields that have boosted or augmented it. The barrier’s mechanics allow it to ‘strip’ a single technique that it intercepts of its boosts or augmentations; in other words, the barrier must be able to physically intercept the targeted technique. Those that are intangible, like the Hands of Sloth, would be incapable of being interacted with under normal circumstances by this barrier technique unless it was modified by an external technique. In terms of boosts, this barrier is capable of stripping infusions that are directly infused into the technique in question – this counts passive infusions, as well as those actively done by techniques that infuse chakra directly into a technique. When the infusion is stripped the effects of that infusion are also removed. Note that if an infusion applies more than the chakra of this technique, then the barrier will be unable to strip the targeted boost. This technique can be used within the same timeframe as another technique, or used on its own.

Note: No Fuuinjutsu above A-Rank can be used in the same turn or next.
Note: Can only be used four times per battle.
Note: Requires a two-turn cooldown between applications.
(Uranau Ha Sakuhin ) Divine Blade Works (Passive)
Type: Tool
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: Divine Blade Works is a unique piece of technology mixed with ninjutsu. For generations, members whom have come to learn the unique style of combat commonly referred to as “Dance of the Blade Sage” has meet with multiple difficulties. The first of this problem being the unconventional travel method, needing to carry a backpack for housing the blades. The wires becoming a frequent hazard in use as well. As such members of the Black One’s from Hanguri ordered the creation of new technology that would better the use of the style – though with the razing of the Freehold, not many where able to see the finished product. A prototype of the system was only recently discovered in old books, detailing the functionality of the gear. In turn the system “Divine Blade Works” was reimagined with new technological scholars in order to create the perfect tool. In terms of the actual tool its comprised of mainly on the concept of remote controlling the blades, like the original style does but with more seamless direction. The blades are each outfitted at their handles with unique cores that is remotely connected to central hub located on the user’s person, usually integrated into their bodies if a cyborg or in the user’s clothing if normal. These cores transmit chakra instantly and passively between one another, guided and controlled by the user’s gestures and mental control which are then translated by the central hub and distributed to each blade or individual blades – thus no longer needing the razor wiring initially needed to control the blades. In terms of housing the blades – cyborgs keep the blades within their cybernetic body while normal humans have a special seal located on the same hub that releases or seals the blades back into it when not in use. While this is usually intended to be used with the Dance of the Blade Sage CFS, the swords can also simply be used for Kenjutsu or other sword-based techniques or style. The one true advantage of this is gaining the ability to utilize kenjutsu at range, as the user simply needs to transmit the chakra to the blade in order to utilize it if needed (capable of transferring any sort of chakra, including elemental etc). The activation of these blades is passively done but requires 10 chakras in order to do so, while also absorbing -5 chakra per turn to keep active. The user can only sustain up to six blades at a time; each one having the durability of a regular weapon though utilizing the seal the user can simply replace any broken swords (which requires -5 chakra per blade, but done passively). The cores can be activated any up to three times per battle, but lasts as long as the user desires. The design of the blades are largely up to the user - allowing creative freedom in their design.

Void Infusion: 0/2
HP: 200
 
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