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Goetia

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Official, LoK's R&R, we'll start 10 meters away from each other. I'll use Saber in my signature, with HP rules on. You can have first move, I'll post my active stuff in my reply.
 

Drackos

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Body seals on the bio, among other active techniques.

Active Techniques:
(Mure Chinō) – Swarm Intelligence
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Swarm Intelligence, or more commonly known as the Hive Mind, is a passive technique, or state, derived from a Scarab’s ability to match their chakra signature with that of their summoner’s and flow their chakra through the user. Swarm Intelligence is activated whenever a Scarab with Hive Mind characteristics is summoned to the battlefield and naturally matches its chakra signature with that of the user. By matching the Hive Mind Scarab’s chakra signature with that of the user, the user is effectively integrated into the Scarab hive mind; this allows the summoner to share information, intelligence, and communications with all Scarabs in the hive mind simultaneously. When activated the user’s tracking and reaction capabilities will be enhanced by .5x the user’s base for each Hive Mind Scarab present on the field and integrated with the user. This enhancement is limited to a maximum of a 2x increase. This ability is shared among all Hive Mind Scarabs; as such should one scarab be present on the battlefield and is then dispersed this technique will be deactivated. Likewise it is instantly activated when a Hive Mind Scarab is summoned to the field. This technique's duration is bound by the Scarabs' presence on the battlefield.
(Kurayami Eien) – Darkness Eternal
Type: Supplementary
Rank: C
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Darkness Eternal is a technique to be used on Hive Mind type Scarabs; it is one of the simplest programming techniques used on Hive Minds and can be applied instantly to Scarabs bound to the user. This technique is programmed to enable Scarabs to divide the burden and chakra cost of Ninjutsu; essentially it supplements the user’s own chakra with its supply, thus lessening the burden. D-rank techniques are lessened by 5 chakra, C-rank to A-rank techniques are lessened by ten chakra, and S-rank and above techniques are lessened by 15 chakra. While the chakra expenditure of the user is lessened the techniques themselves do not possess numerically less chakra; they are simply supplemented by the Scarabs’ collective pools. It constitutes a beneficial relationship and allows the Scarabs to assist the user in the molding of chakra. This technique’s duration is bound to the Scarabs of which it is applied, and in addition to it not stacking, it can only be applied to one Scarab summoning at a time.
Summoning Technique: Wyrms of Legends (Kuchiyose no jutsu: Densetsu no Hiryu)
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
[Fuuinjutsu: Sukuripucha Shussekenteki Kishi] - Sealing Technique: Scripture of the Templars
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.

Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.

In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).

Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used
Aegon passively activates his Byakugan; with its telescopic sight he notes the unique markings on Richard's hands. It was a trait that he suspected was for more than show, much like the Moon on his left hand - the indicator of the Six Paths Yin Power. Then, with a surge of chakra, he manipulates his skeletal structure to release bone into the earth. Shortly thereafter, two Bone Dragons would emerge 10 meters from each of Richard's flanks. The dragon's emergence would be accompanied by two major changes. They would be significantly empowered by Aegon's chakra, thus each dragon being of equivalent power to a standard Forbidden ranked technique. The second, through an infusion of Yin chakra, Aegon manipulates the ratio between the dragons' spiritual and physical energies composing them; the ratio to spiritual energy would heavily favored, thus causing the dragon's to appear as invisible constructs. Despite their invisibility, they would still disrupt the earth from which they emerged. He would follow up, clasping his hands together to form a single Ram hand seal. As this happened, black flames of Mystic Fire would erupt around Aegon much like Susano'o's materialization. Forming an ethereal Tengu guardian around him, roughly 10 meters in height, he would form with two long swords composed of the same black energy, proportional in size to the guardian, each with a scabbard formed on the guardian's body. Beneath its first set of arms with hands, a second pair, free of swords, would form. The materialization would occur in such a way that would essentially create a Tengu-like full body humanoid; within it, a solid platform of Mystic Fire forms from which Aegon can stand inside the chest cavity of the ethereal black entity. Raising its left arm's sword, it swung down upon Richard - seeking to slice the target in half and immolate him in the black flames.

Simultaneously as the Bone Dragons emerged, Balerion would flap his wings and take off; launching himself 20 meters into the air, he would sustain long-range from Richard and soar in circles around the battlefield.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active) - 10 = 5
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.
( Nibai Hone Doragon ) - Double Bone Dragon
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 - 15 + 50 = 75
Damage Points: 80 + 30 = 110
Description: An advanced form of the it's A ranked parent technique. The user will release two bone Dragons which can bind the enemy and using further manipulation, bone spikes can grow from the Dragon's body to pierce the enemy or can be shot from its mouth. These dragons are notable larger than the parent technique, twice the size. The vital difference between these jutsu is the number of Dragon's made.
Note: Can only be used twice.
(Yinton: Ten ni henkō) - Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50)
Damage points: N/A
Description: The user manipulates a technique of the basic 5 elements with Yin nature, allowing him to change its properties. Fire can become solid. Lightning can become tangible. The possibilities are as endless as is the user’s own imagination. The end resulting technique is neutral to all basic elemental natures. This doesn't consume time since it’s actually a skill applied to a technique used at the same time.
Note: Yin Release masters can apply this technique to advanced fields, CE and advanced elements.
Note: Usable 6 times per battle
(Shiraton: Kami no Me) – Mystic Fire Release: Eyes of God
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn) (40 - 15 = 25)
Damage: 20 – 80 (80 + 30 = 110)
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. S-Rank applications require the user weave a single hand seal.

Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. When in this physical form their bodies become far more volatile; matter or opposing forces which they strike or are struck against will cause them to explode inflicting significant damage five meters around the created familiar. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.
3,350 - 10 - 75 - 25 = 3,240
Balerion: 300
 
Last edited:

Goetia

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Gonna have Fire and Kenjutsu-based Tracking as my primary specialties, and a chakra efficiency specialty for Fire as stated in the bio.

Actives:
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad
(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users. While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu (e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used, they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank (30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted or consumed. This technique lasts until deactivated and can only be used through the original seals on the users body. The user will need to spend a small chakra cost each time they utilize a dark technique through this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are not on the users body.

Note: Can only be used once per battle
Hōgyoku / Breakdown Sphere
Type: Weapon
Rank: S-Rank
Range: N/A
Chakra Cost: N/A (-10 per turn of transformation process, -40 per transformation, -20 for Divino, x amount per chakra conversion in each transformation)
Damage: N/A (-10/-20/-30 per activation based on each form)
Description: Born from a union between science and chakra, the Hōgyoku is just like in the case of Samehada, a parasitic organism, but different from many we have seen prior. The organism is trapped into a hardened layer of itself, in a spherical shape, looking almost as a gem stone, shining blue. This organism is implanted in the user’s chest, connected via medical jutsu to the different chakra network channels. The Hōgyoku was projected to read the different kinds of wavelength of the chakra released. We have seen in the series that the chakra has a very deep connection to the emotional cases of the user, so the moment when the subject requires or needs more power, it will project that very desire into the chakra itself, being read by the weapon. In response to this, the Hōgyoku will begin to forcibly modify and restructure the subject's structural and physical composition, using the subject's chakra. It is capable of growing at will and since it is implanted into the subject’s chakra system and body, due to the connection it has to the blood vessels it can travel across the body of the ninja or shinobi to different locations, making its true purpose shine. The Hōgyoku can at will, grow at different parts of the users body, creating a very monstrous shape, which leaks out of the pores and forms, keeping the skin and muscle tissue of the person inside these inner created layers. The Hōgyoku will be able to form a very special membrane cover around very specific wounds, keeping the body together, but not in any way healing them. This organism is a parasitic one who helps the user, but does not heal him, so as the turns continue, the damage would get worse and more infected, but still work, due to the effect of the organic material Hōgyoku is made out of. As for the transformations, due to the extensive and complex process of molecular restructuring and transformation of the subject's body and chakra, the subject must wait one turn after each transformation before beginning another. The membrane produced by the Hōgyoku will progressively strengthen as the transformations continue, eventually reaching a final form where the membrane will be at its most potent. The turn of transformation initiation counts as the first of the allotted turns to transform. Every extra appendage and material produced by the Hōgyoku has the same resistance proportionate to the transformation. Attacks and techniques which are tangible (e.g. Water and Earth) will break through the coating where affected by the attack, leaving the area vulnerable. The main strength of the membrane is not its ability to protect wounds, but its ability to passively absorb chakra from energy-based techniques (e.g. Fire, Lightning and Wind) of any kind, and from direct contact with beings that possess chakra as well, similarly to Inhaling Maw. Because the Hōgyoku is a parasitic organism, it requires chakra to activate and remain in a state of activity. As such, it will passively drain chakra from the user every turn at a set amount, to fuel the transformation. Even when the process of transformation is not being undergone by the subject, the Hōgyoku is still active, siphoning small portions of the user's chakra and converting it into Dark chakra for the subject's use at a 1:1 ratio once per turn, which also applies to direct absorption from beings with chakra (e.g. 10 normal chakra points → 10 Dark chakra points), which varies between forms (in its pre-transformation state, -5 points will be passively siphoned and converted to Dark chakra for the subject), transformation costs and penalties are exempt and are not converted into Dark chakra. All changes to the subject are irreversible, and permanently active unless an area unprotected by the membrane has been attacked. If the whole membrane armour is completely destroyed or otherwise removed, the subject will resume their previous features prior to transforming. Beside it's absorption capabilities, the armour is immune to C-Rank and below techniques of a physical nature (e.g. Earth or Water). This also renders it immune to freeform and unranked damage such as the explosions from paper tags. Anything above the stated threshold or anything which exceeds the Hōgyoku's capacity for absorption will destroy the armour and continue onwards to strike the user's body. It will be capable of taking one B-Rank technique (without the user sustaining harm to their body) but in doing so, the armour will be shattered and neutralized in the process.

First Fusion: Crisálida

After 1 turn, the first transformation will complete, which will be marked by the release of a massive discharge of purple chakra that can potentially harm any that are too close, pushing them to mid-range and dealing blunt-force damage. Upon transforming, the user will emerge with a phantom-like appearance, consisting of a white cloak which is split in four sections near the waist. There is a cross in the middle of the cloak, showing where the Hōgyoku is embedded in the subject. The membrane is able to passively absorb energy-based techniques up to and including B-Ranks at this stage. In response to being shattered by a B-Ranked physical attack, the white cloak appears to crack and fold, and is able to be broken, at which point the user's actual body is exposed, with additional physical changes being observable; their eyes turning grey with purple sclera and longer hair. In this form, the Hōgyoku will siphon -10 chakra points from the subject per turn, which will then be converted to Dark chakra immediately for use.

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Second Fusion: Evolucionar

The subject may not begin another transformation process until one turn after the completion of the first transformation. Upon which, the subject may then begin the next. This transformation process requires 2 turns to complete, during which the same abilities regarding attribute increases apply. After the transformation process completes, the subject will emerge from an explosion of chakra similar to that of the last transformation. The subject will have undergone an even more drastic physical change: the subject has a hole in the center of their chest with a cross in the middle of it. The form-fitting white robe which enveloped the subject in the previous form lengthens, and flares out at the ends. In this form, the subject's irises vanish, as well as their eyebrows. Embedded in their forehead is a diamond-shaped object. The most distinguishing feature of this transformation is the 3 sets of butterfly-like wings which can be used to cover short-range distances at rapid speeds when flapped (use of the wings counts as a move). With this transformation, the user gains a stronger membrane covering compared to their previous form (energy-based techniques up to and including A-Rank can be passively absorbed). In this transformation, the membrane covers all parts of the body except for the head, with the wings counted as part of the membrane. In this form, the passive chakra siphon of the Hōgyoku increases to -15 per turn, and will return 15 points of Dark chakra.

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Final Fusion: Divino

Upon completion of the second transformation, the subject must wait one turn until they can begin their next and final transformation. After the transformation process completes, which takes 3 turns, the subject will enter their final transformation stage. The subject emerge from the resultant chakra explosion with a very demonic appearance, the diamond-shaped point has broken open, revealing a vertical black third eye upon the center of the subject's forehead, and the skin on the face splits open down the middle and pulls back around the sides of the head to reveal a blackened, demon-like skull. The subject gains three holes running vertically down his chest, the Hōgyoku standing at the center of the top hole. Additionally, the subject's feet become single claws, and their hands and feet become blackened. The butterfly-like wings change into a set of six sheet-like wings with eyes set upon the center, adorned with demonic skulls, and trailing into tendrils. The user's membrane covering will reach its ultimate point (energy-based techniques up to S-Rank can be passively absorbed) in addition to the same utility of wings as the previous form granted. This is the most offensively oriented form that the Hōgyoku grants the subject, as the small skulls on the wings now have attack capability. Each of them can fire off a small, compressed ball of Dark chakra that will detonate on impact and create a large explosion (each ball is of A-Rank strength, an individual usage counts as a move, and can reach up to mid-range). In addition, by drawing on the subject's chakra, the Hōgyoku can fire an extremely powerful blast of S-Rank power Dark chakra that can reach up to long-range with a diameter of 7 inches, and counts towards the move limit. The membrane covers the whole body in this transformation. In this form, the chakra siphoned is -20 points, with 20 points of Dark chakra being returned).

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With each of the forms, the user will lose a total of 10 – 20 – 30 health at the moment each form is activated, and the last form itself will absorb up to 20 chakra points per turn and 20 health per turn as well. Both Crisálida and Evolucionar can remain active indefinitely but Divino will last a maximum of five turns before it deactivates. This will revert the weapon to it's dormant state and render it unusable for the rest of the battle. When Divino ends, the user will also become incapable of using techniques above A-Rank for three turns.

Notes

- The shockwave, for all intents and purposes, is of B-Rank strength and is short-range
- Chakra conversion and transformation cost penalties stack
- Passive absorption counts as a use of Inhaling Maw for techniques which require absorption
- Membrane properties are passively active, but will not apply when an unprotected area is struck
- Each transformation counts as a move during the turn the process begins
- Can only be used by Rᴜʀūsʜᴜ
(Hinokioku) – Memory of Fire
Type: Artifact
Rank: S
Range: Short
Chakra: N/A
Damage: N/A (+1 Rank Katon)
Description: A ring traditionally worn on the right ring finger; the ring is a relic from centuries ago during the Hangurian Campaign of Fire, an era that would usher in the great expansionary era of the Freehold. It is fashioned out of an indestructible red stone that augments the user’s fire manipulation skills. All fire techniques of the user’s are strengthened by one rank up to A-Rank. S-Rank and above techniques are augmented by an additional 10 damage. Once every other move the ring can alter the inherent properties of the user’s Fire techniques, granting them ash or gas properties.




Richard notices the heightened expression of the man's veins as they bulge from around his temple and forehead. His eyes suddenly become more focused, their purple pigmentation suddenly becoming more vibrant. The byproduct of Dōjutsu, no doubt. Through his Masochistic Tendency, and the help of the glowing orb in his chest, which was concealed by his armor, albeit a superficial defence against the opponent's ocular prowess, he converts a moderate amount of his own chakra by channeling it through his palm seals, creating Dark chakra for use. It would quickly prove to be useful, as Richard heard the sudden disruption of the earth around him, just outside his eyesight. Pouring forth chakra from his palm seals, Richard allows the purple energy to flow beneath the soles of his metallic boots. In a moment, the energy fluidly abandons its shapelessness, adopting the form of a winged dragon possessing four legs. As the energy rises from the ground, Richard adopts a kneeling position atop its head, in order to stabilise himself as it launches itself directly upwards with a great flap of its wings. Whilst this occurred, Richard noticed the opponent's summon companion, another dragon-like creature, take to the skies. With a small smile on his face, Richard mentally commands his beast to ascend, until reaching 10 meters into the air. Observing the formation of a large figure, made of pure, black energy, Richard ponders briefly on how best to tackle it, as a large crashing sound erupts from beneath him, from the attack he'd moments ago avoided. Watching as the warrior draws its sword, Richard admires the figure with a small smile, eager to become embroiled in the thick of battle. As the ethereal guardian raises its sword-arm, Richard raises both his, clapping his hands together, and briefly separating them to form an orb of energy. As the giant's blade swings down, he raises both his arms forward, bearing the small orb to the approaching strike. Once within range, the blade begins to lose its form as it's drawn into the small orb, which appeared so impossibly small as to contain the entire construct. Its absorptive properties, characteristic of Dark Release, allowed it to do so. The blade is entirely drawn into the sphere, and the entire construct follows suit, causing its master to lose his footing as the shape manipulation maintaining the chakra guardian's form is overriden. With the absorption complete, Richard attempts to take advantage of the momentary vulnerability, and claps his hands together, forming the Tiger seal. From atop the dragon, he exhales a large phoenix made of crimson flames, its power being augmented through his Memory of Fire. The phoenix would smash directly into its target, causing great concussive damage, in addition to majorly burning his body.

(Meiton: Tentei Mikon no Hanto) - Dark Release: God of the Wild Hunt
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their chakra into one of their dark marks to release a copious amount of meiton chakra from within it. The released chakra will form into any animal, creature or hybrid they can think of and it will exhibit enough tangiibility to interact with solids (the same as Fire Release: Dragon Flame Release Song Technique) . They will also be capable of basic functions within the confines of their physical capability e.g. humanoid figures can run/walk, winged figures are capable of flight, etc. The created creature can be as small as it's real life counterpart or be as large as the Great Stone Golem. These creatures can last up to three turns and will passively sap 10 chakra from their creator every turn to sustain themselves. Alternatively, the user can instead release a wave of meiton chakra from their dark mark that contains countless grotesque creatures residing inside of it. This seething mass will contain all manners of creatures, though all of them will be monstrous hybrids which barely resemble any living animals. This "horde" variant can cover the same scope as Fire Release: Great Fire Majestic Annihilation and will travel as fast as a standard lightning technique. Despite being composed of several animals, all of them are attached to this central wave/horde and so the power of this technique is not divided between the individual creatures, it's regarded as one whole. Regardless of which variant is used, the creature or the horde can absorb techniques following Dark's elemental S/W, namely neutral techniques of the same rank (S-Ranks for elements weak to Dark, B-Ranks for elements strong to it). Upon absorbing a technique, the creature/horde can convert itself into an inferno of purple flames. This "horde" variant is a stream much like the aforementioned fire technique and so it will only last for as long as it's maintained or overpowered/destroyed.

Note: Can only be used three times per battle
Note: Cooldown time of two turns in between uses
(Meiton: Kyūkyoku no Kyūketsukō) Dark Release: Ultimate Inhaling Maw
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40
Damage: N/A
Description:
The user, when facing an attack, will clap his hands together and separate them right after. As he separates his hands, a small dark sphere will be between them. The user maintains his hands close to sustain the small sphere while it siphons any enemy technique or enemy chakra within range towards itself. The sphere is a "void" made by activating both absorbing markings in the users hand at the same time and opposing them to each other, which creates this effect. This technique is essentially a more advanced and powerful version of Dark Release: Inhaling Maw and enables the user to absorb higher ranked techniques. However, when used, the user needs to wait one turn to use Dark Release absorption related techniques.
Farao no Hōrei #2. Horusu no Shinsei ? Pharaoh’s Decree #2. Horus the Highborn
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 - 10 = 30(-10 per duplication/merge, -10 per turn)
Damage: 80 + 10 = 90
Description: Drawing on a large amount of chakra, the user will perform 4 handseals, and spew forth a mass of condensed fire. Using shape manipulation, the fire will take on the form of a large falcon 5 meters tall with a wingspan of 10 meters. When released, the falcon is able to act of both its own accord and on instruction of the user. It can circle the foe from above and survey the battlefield, or pursue the target relentlessly, as examples. Due to the tangible nature of the fire, bestowed upon it by way of being condensed, the falcon will easily deflect weapons such as kunai and shuriken, and interact with techniques based on the S&W scheme. Upon hitting a target, the user can trigger the falcon to violently explode, creating a blast that spans slightly above short-range (7 meters), incinerating anything within, at the cost of a move. What makes this technique special is not its sentient nature, but its ability to split into pieces. Should the user desire it, they can forcefully split the falcon into separate pieces, allowing for offensive action that covers more than one angle. The user is able to decide the amount of power that is divided between each individual falcon, with the size of each falcon being indicative of the individual power differences. Obviously, the power of the explosion is scaled according to the rank of the falcon; weakening as the rank drops. At will, the user can also re-merge the individual falcons back into its singular, original form before splitting, or only re-merge some of the falcons. Once this is done, the strength and size of the falcon will return to its original state prior to splitting, whilst a falcon that has partially re-merged will upscale in strength but will obviously not be as strong as a fully re-merged falcon. During flight, the falcon(s) is/are able to rotate extremely quickly, generating a vortex of fire, which counts as a move. Anybody trapped inside the vortex will experience suffocation due to the lack of oxygen and smoke, whilst also suffering from severe burns from the heat of the flames. The high speeds of the rotation of the vortex will restrict movement, and being trapped inside for longer than 1 turn will lead to loss of consciousness and death.

⇒ Lasts 4 turns
⇒ Splitting and re-merging falcons count as moves
⇒ Usable 2x per battle

1600 - 40 - 5 - 5 - 40 - 30 = 1480

Dark = 0 + 40 + 5 - 30 + 25 = 40
 

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Aegon's eyes lock on the purple orb that formed between Richard's hands; such a small defense against such an immense Tengu guardian; but instinct, hardened by experience, guided him. Willing the guardian to withdraw his blade, it stopped short before reaching short-range of the purple orb. Immediately the guardian swiped it to the right instead and, as it occurred, Aegon weaved a short set of two hand seals. As the Tengu's blade withdrew, numerous small arrows formed from the same black Mystic Flames would be launched from the sword. The barrage of arrows, formed from a single application of Dark Heart, would be infused with Aegon's Yin chakra and have the Hungry Ghost sealed within them. They would rain upon Richard and his Dark chakra orb; but their composition, laden with spiritual energy, would prove far too much for the Dark Release technique to absorb. Simultaneously, the two bone dragons at both flanks would each launch a massive spike from their mouths at Richard. Given that the Dragon's had been formed into invisible constructs, the spikes launched from their mouths would also take on those properties. In conjunction with the Bone Dragons as the Tengu withdrew its first blade, the second would be thrust forward in an attempt to impale Richard and his Dark Release dragon. It would be timed in such a way to reach Richard after the arrows reach the Dark Release orb.

Meanwhile, Balerion would still circle above in the air.

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn) (40 - 15 + 50 = 75)
Damage: 20 – 80 (80)
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, or Yin-Yang chakra can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.
( Nibai Hone Doragon ) - Double Bone Dragon (Reference)
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 - 15 + 50 = 75
Damage Points: 80 + 30 = 110
Description: An advanced form of the it's A ranked parent technique. The user will release two bone Dragons which can bind the enemy and using further manipulation, bone spikes can grow from the Dragon's body to pierce the enemy or can be shot from its mouth. These dragons are notable larger than the parent technique, twice the size. The vital difference between these jutsu is the number of Dragon's made.
Note: Can only be used twice.
Chakra: 3,240 - 5 - 75 = 3,160
Balerion: 300
Eyes of God: 2/4
 
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As Richard holds his palms out to absorb the incoming weapon, the void-like orb is met by nothing, as the large blade halts before it is swallowed completely by the sphere of chakra. The man seemed to be no stranger to the ways of Dark Release. Ceasing the concentration of chakra to his palms, Richard dispels the orb, observing the events that followed. As the large chakra guardian began to re-sheathe its blade, numerous small projectiles would jettison from the weapon, covering 2 meters tall and wide in its scale, and particularly dense in numbers. Forming two seals, Richard taps into the chakra of his Dark dragon, utilising shape manipulation to cause a change in the beast's form. Losing its wings, it rapidly coalesces into the form of a humanoid, its size visibly shrinking as it morphs. Grasping Richard in its hand, the violet familiar throws him upwards and to the right, removing him from the threat of the blackened arrows. With the loss of the wings, and its smaller size, the humanoid succumbs to gravity and falls out of harm's way, though it is skewered from beneath by invisible stakes which were shot directly upwards at it. His aerial path beginning to run parallel to the ground, Richard quickly taps into the Masochistic Tendency and Hogyoku, and forms another sequence of seals. Pale yellow lightning would radiate from his body, congregating beneath his feet and taking the form of a large winged beast. Standing on its back, at the base of its neck, Richard moves towards the borders of mid-range atop Heimdallr, to the left of the opponent and his large guardian. Heimdallr would continue flying away from the enemy until it reached 16 meters away, at which point it would begin to circle the man and his guardian in a similar fashion to the dragon above. Knowing better than to simply hurl another technique at the guardian, Richard bides his time, waiting for another opportunity or opening.

(Meiton: Kyuuden no Bachiatari) - Dark Release: Palace of the Damned
Type: Offensive/Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 chakra per turn)
Damage: 80
Description: The user will perform two handseals and focus on a dark chakra technique present on the field to manipulate it. The jutsu will be reshaped to take on whatever form the user desires but it can never exceed it's original size (dimensions of the jutsu it was created from), will possess solid-like tangibility and will of course, possess dark's absorption capabilities. It will drain 60 chakra in contact with people barring the user and will be capable of absorbing neutral techniques of the same rank, one rank above for elements weak to Dark and one rank below for elements strong to it. The construct can be reshaped while it is active, though each change in configuration will require a single handseal and will cost a move. The construct can be sustained at a moderate cost per turn but the user will be restricted to Dark, the elements which compose it and non-elemental abilities until it is deactivated or destroyed.

Note: Can only be used twice per battle
Note: No Dark above A-Rank in the user's next turn
Note: Cooldown time of four turns in between uses
Shinryūō: Haimudaru, Iruminēta ♚ True King: Heimdallr, The Illuminator
Type: Offensive
Rank: S
Range: Short (Range of Creation) - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: By forming 3 handseals, the user will release a large mass of pale-yellow lightning from their body. Through shape manipulation, it will assume the form of a ten meters tall winged beast, with 3 heads and a single extremely long tail. It possesses a form of sentience that allows it to act both independently and at the command of the user. In the center of the familiar’s chest, lies a large golden-yellow orb of pulsating electricity, which acts as the core for its abilities. This orb is also special for another reason, which is that it is the very source of the familiar itself. This jutsu can be considered as 2 separate pieces combined into a single one; the inner core made of electricity, and the exterior “shell” of the familiar, which is generated by the core. This shell, which is made of electrical currents exhibiting an aspect of tangibility, is intended to protect the core. As such, the strength of each separate piece, the shell and the core respectively, is effectively A-Rank. In order to eliminate Heimdallr, it is necessary to either blast through the shell and eliminate the core, or wait until the jutsu itself expires. Should the entire shell be destroyed, the core will simply remain stationary, floating in the air and serving no function until it is destroyed or the shell is regenerated. The shell, whether only partially or completely destroyed, can be regenerated to its original strength at the cost of a move, once every two turns. Whilst Heimdallr is in contact with a Water technique, the jutsu gains +20 damage. Heimdallr can also stream himself through and emerge from the Water technique and return to his original form at a size relative to the technique he was streamed through, and will not disperse once the Water technique it has been streamed through expires. Its Lightning Release core allows it to use generic A-Rank projectiles, streams and waves of Lightning Release, as well as all Lightning Release that the user knows, including specialty-bound techniques. The trade-off is that, due to the core and shell being two separate pieces, the core can only generate a single S-Rank per turn, whilst it is able to use A-Rank techniques twice per turn. In addition, Heimdallr is able to transform itself into a smaller bolt of pure Lightning Release, and in the essence of a thunderbolt, quickly shoot itself in any direction up to short-range, in order to evade attacks from an enemy, at the cost of a move. In this form, Heimdallr will move at the speed of a standard lightning technique. Being made of pure Lightning Release, the user is able to tap into its electrical composition and create Lightning techniques from it, though following the same restrictions for use as stated above, though still costing a move as stated. Should the user wish to stand on Heimdallr, they must passively stream chakra equivalent to 5 points per turn to their feet so that they don’t fall from it. When Heimdallr deactivates, its entire body will simply dissipate, the electrical currents evaporating into the air, and requires a turn cooldown before another use.

⇒ This jutsu cannot be used as a lightning source by enemies
⇒ Usable 2x per battle
⇒ Lasts 2 turns

Chakra = 1510 - 40 - 5 - 5 - 40 = 1420

Dark = 15 + 45 - 40 = 20
 

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Seeing Richard retreat only served to encourage Aegon's offensive. The Tengu Guardian launched itself into the air to join Richard. As it did so, the Dragonlord performed a fluid sequence of three actions. The action is simultaneously accompanied with an infusion of Yin chakra, once again re balancing the energies in the Tengu warrior. The black Mystic Flames it was once composed of would seemingly dissipate; the change would appear to the naked eye as the Flames fading out of existence, the black Tengu being erased into nothingness. But in reality its presence would simply become masked by the Yin chakra, becoming an invisible entity akin to the Bone Dragons formed at the beginning of the engagement. Immediately after Aegon would allow himself to be released by the Guardian, initiating his ability to fly through his Six Paths Senjutsu while also activating his Tenseigan.

After erasing its existence, the guardian would thrust itself forward lunging at Richard with both blades pointed towards him. The blade in the guardian's left hand would simply be pointed directly at him in an attempt to impale him on the flames. The second blade would be held higher, seeking to slam downward into him in the case of evasion. Simultaneously, the Bone Dragons would launch yet another pair of spikes from their mouths at Richard and his familiar.

(Yinton: Ten ni henkō) - Yin Release: Change into Heaven
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50)
Damage points: N/A
Description: The user manipulates a technique of the basic 5 elements with Yin nature, allowing him to change its properties. Fire can become solid. Lightning can become tangible. The possibilities are as endless as is the user’s own imagination. The end resulting technique is neutral to all basic elemental natures. This doesn't consume time since it’s actually a skill applied to a technique used at the same time.
Note: Yin Release masters can apply this technique to advanced fields, CE and advanced elements.
Note: Usable 6 times per battle
(Shiraton: Kami no Me) – Mystic Fire Release: Eyes of God (Reference)
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn) (40 - 15 = 25 + 50 = 75)
Damage: 20 – 80 (80 + 30 = 110)
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. S-Rank applications require the user weave a single hand seal.

Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. When in this physical form their bodies become far more volatile; matter or opposing forces which they strike or are struck against will cause them to explode inflicting significant damage five meters around the created familiar. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.
(Furaito no Jutsu ) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by custom Otsutsuki clan bios, canon Otsutsuki noted to have flight, and Juubi Jinchuriki bios.
( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation. Once a user passes the test for Tonrei, ascending their Byakugan to the Tenseigan, it will be his default dojutsu.
Note: When active, the user loses all access to Byakugan related abilities.
( Nibai Hone Doragon ) - Double Bone Dragon (Reference)
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 - 15 + 50 = 75
Damage Points: 80 + 30 = 110
Description: An advanced form of the it's A ranked parent technique. The user will release two bone Dragons which can bind the enemy and using further manipulation, bone spikes can grow from the Dragon's body to pierce the enemy or can be shot from its mouth. These dragons are notable larger than the parent technique, twice the size. The vital difference between these jutsu is the number of Dragon's made.
Note: Can only be used twice.
Chakra: 3,160 - 50 - 30 - 10 = 3070
Balerion: 300
Eyes of God: 3/4
 
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