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Goetia

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LoK's R&R, starting at 7 meters, terrain of your choice. I'll be using Saber (outdated, now has access to Mystic Fire and Dendera Light, and Zarathustra. All can be found in my CJ thread). Pick your bio and make the first move. Lets make this official.
 

Matt

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Gin bio, heavily outdated but is basically a jounin now.
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Gin begins the fight without exchanging any form of communication with his new foe. He simply begins by releasing his Koton chakra all over his body, creating forth a suit of armour composed of Black Steel that engulfs Gin's body at a fast speed. At the same time as Resurgences creation, Gin performed two techniques, one after the other. His first technique he infused additional chakra into Resurgence, this enhanced Resurgence's defense and it's capabilities. The next technique linked the same defenses just applied to Resuregence to Gin aswell, causing Gin's skin to darken like that of steel all of this happening within quick succession of each other (This all happening within the same TF as Resurgences creation. Bear in mind wearing Resurgence lasts indefinitely). Now donned in his suit of armor Gin remained where he was. Allowing his presence to bring fear into his opponent.

(Koton: Banjin no Kousei) - Steel Release: Resurgence of Savagery
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: 40 (-10 chakra per turn)
Damage points: N/A
Description: The user focuses his koton chakra throughout every chakra point in his body and uses it to create a mass of black steel which appears to grow over his body. The metalllic armour envelops him entirely (with the exception of his eyes and mouth) and takes the form of a medieval armour with a glossy metallic sheen. Unlike its earthen counterpart (Hardening technique) the armour is not as bulky since not as much material is required to make an equally formidable defense (steel is much harder than earth) but its mass still takes its toll on the user. Consequently the user's overall movement speed is reduced by half. What makes this technique unique and not just another elemental armour is the fact that the armour is a partially sentient being that is worn as a defense. Through mental commands alone, the user can freely control the chassis of steel throughout its duration granting him an unparalleled ability in combat. Aside from its sentience, the armour possess two abilities. The first ability is a variation of its earthen counterpart's capability to create tools from itself. The user can create and/or extend spiked or blunt weapons from anywhere (or everywhere) on the armour's body, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt, in which can be used to hold onto the weapon, much like one would do with a sword. Any weapon made via this method is physically attached to the armour but can be detached and thrown as a projectile or retracted into the armour's body at any time to restore its original form. The second ability essentially allows anything inanimate that's solid in composition touched by the armour to be converted into black steel. As a result the user can make use of anything as if it were an actual weapon, from sticks to the weapons of others (excluding Custom Weapons). This transforming anything the armour touches into steel will not apply to living beings, anything on the user’s person nor will it apply to the ground or any surface they may be standing on. The bond between the user and the armour is stronger than that of most sentient creation techniques because the two are always in physical contact. Thus the armour passively leeches a portion of chakra from the user's body every turn in order to sustain itself. However in a way it is also more dependent on the user than most sentient creations as it acts like a symbiotic parasite. It cannot leech chakra from the user without physical contact and so when the user sheds the armour it will drop lifelessly to the ground. Since the armour is a sentient creation it cannot be manifested in only specific parts of the body and initially must always be made to encase the user in his entirety (excluding eyes and mouth). This armour does not limit the user’s ability in battle any way. It doesn’t limit or hinder their ability to perform handseals. It’s flexible at the joints (back of the knees, elbows, etc), allowing seamless movement while in the armour. To supplement their ability to release steel techniques from the body, the user can instead create them from the armour (without weakening it) sans handseals. The user’s chakra can diffuse into and pass through the armour, so they can slam their hands on the ground to still perform earth techniques, make contact with objects/entities to channel chakra into them (e.g. applying the Added/Light Weight techniques), techniques which form over the user’s body can instead form over the armour (e.g. Hardening), et cetera.

Note: Can only be used twice per battle
Note: Lasts for four turns (unless cancelled)
Note: No S-Rank or above Steel techniques on the turn the armour is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn the armour is deactivated
Note: The user can instead have this armour last indefinitely (or until it’s destroyed) but it will count as their custom weapon for that fight/event. This of course means it can only be used once rather than twice per battle.

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(Koton: Saya no Buryoutougen) – Steel Release: Scabbard of Avalon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to enhance it’s defense. What this essentially does is bring their level of durability to equal Steel Release: Glory of Galahad. It will do this by hardening and compressing the steel to equal the toughness of the aforementioned technique. This will also enable it to use techniques which can only be used during Glory of Galahad provided it possess the ability to utilize techniques in the first place. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. In short, this technique gives a S rank defense of steel to the jutsu it's applied to (following elemental strengths and weaknesses), this does not increase the power of any attacks only effects what it takes to destroy said steel technique.

Note: Can only be used twice per battle
Note: Can only have this active on one technique at a time
Note: No S Rank or above Steel in the user's next turn

(Koton: Utsuwa no Gureiru) - Steel Release: Vessel of the Grail
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique seeks to eliminate the most crucial flaw in donning a suit of armour as a defense. While armours are proficient in guarding the user against small-scale physical attacks, they become all but useless against heat or lightning-based elements as well as large scale physical attacks. Heat and unfocused electricity can still conduct into a metal armour meaning the user is still susceptible to being burned/paralyzed. Similarly, they are almost powerless in defending the user’s body from the impact force of large-scale techniques. Thus this technique deals with transforming the user's body into steel while an armour is being worn. After donning a suit of armour, the user will apply their koton chakra to both their body and the metal chassis they’re clad in. The user will then transform their body into steel to take on the durability of the armour they’re wearing. This ability can be used in the same time-frame as an armour’s creation by focusing the excess chakra into it during it’s construction. Their steel body will have the exact same functionality as Steel Release: Glory of Galahad while the sole exception of their durability reflecting the armour they’re wearing and not the aforementioned technique. They will also become capable of using techniques only usable during Galahad (since their body is made of steel) with their duration becoming linked to the armour instead. Once the armour the user is wearing expires or is destroyed, the body will revert to it’s original state. While this is active, the user can only use Steel, Fire, Earth, CE based on those elements and non-elemental abilities.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
 

Goetia

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Forgot to mention this, Richard will have the same specialties as Ozymandias (found on bio).




The one before Richard was surely strong, not wasting any time with words. The Lionheart gladly would have it no other way. Through passive mental command, the ash bound to him coats every inch of his skin, the color of his body now reflecting that of his opponent's. While his opponent's visage was now that of a fearsome knight, Richard's features were still his own. The durability of his own body had become enhanced as well, the ash coating also possessing metal within its composition. Though, Richard's intent for an opening move did not entail entering close quarters with the opponent. Rather, total annihilation. Bringing his hands together, the young man forms a single seal, and expels ash over the field, creating a terrain of ash over a mid-range radial on the field, with a large skeletal gate behind him. In the same timeframe as its creation, Zarathustra would passively bolster its strength, and Richard would infuse particles of earth from the field around them into the ashen terrain, further increasing its power. Once created, four skeletons would rise from the ground at short range of the armored opponent, one on each side. They would rush him upon creation, eager to annihilate the target before them. As they move closer and closer to their prey, Richard weaves another lone seal, this time, focusing a great amount of electromagnetic energy underground, directly beneath the opponent at short-range. It would surge upwards through the earth, aimed to erupt from the ground as a five meter radial pillar of energy that would tear apart the man after his body had been ripped from his metal shell and hammered by the explosive force of the skeletons.

Katon: Gladsheimr – Fire Release: The Fifth Universe
Type: Offensive / Defensive
Rank: S
Range: Short - Mid
Chakra: 40 (-15 per turn)
Damage: 80 + 20 + 20 = 120
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and release it as a mass of ash. The countless particles will tightly pack together and create a gargantuan form. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground. Resembling a large, demonic courtyard and gate, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the rank of the original technique e.g. 4 skeletons in a single wave each individually possess B-Rank strength. The final feature of the technique is the largest skeleton, which itself lies dormant when the technique is created. Upon mental command and at the cost of a move, the user may awaken the largest skeleton, allowing it to take part in the battle. Whilst it is active, this skeleton is able to traverse the entire field freely, and gains an extra 10 meters in height. This skeleton, as an A-Rank component of the technique, is able to utilise generic A-Rank blasts, beams, and streams of Fire Release once per turn. It possesses the same form of limited sentience as lesser skeletons, but is not capable of exploding by any means, and instead possesses six arms rather than two. Whilst the large skeleton is active, the main structure of the technique can only create up to a maximum of 2 skeletons per turn passively, as opposed to the original 4. Once the jutsu expires naturally, the ash will naturally lose its form and crumble harmlessly, and the user must wait a single turn before using this technique again.

⇒ Lasts 4 turns
⇒ Usable 2x
(Doton: Gaia no Yōsai) | Earth Release: Gaia's Fortification
Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.
(Kōshiton: Gensho no Shin) – Dendera Light Release: Primordial Abyss
Type: Offensive / Defensive / Supplementary
Rank: D - S
Range: Short - Long
Chakra: 10 - 40 - 10 = 30 (-10 per turn)
Damage: 20 - 80
Description: Primordial Abyss encompasses the most basic applications of Dendera Light Release in its wispy, intangible state of matter closer to that of flames. Through it, the user is capable of forming basic attacks of varying shapes and sizes, including constructs and even cloaks on the body. What the user creates through this technique, for whatever purpose, is limited only by imagination. This energy can be released directly from the user, or through the ground, or in the air. There is no restriction to where this energy is created, except that it cannot be manifested within short-range of the opponent, unless the user is also within short-range. The crackling sound of the energy where Dendera Light is being created serves as a warning to anyone who is within that same area. The energy can be compressed at will to the point of being able to punch through solid matter. At its weakest, it will cause minor electrical burns, and at its strongest, can cause lethal electrocution and scorching of the body. B-Rank and higher usages will require handseals (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. The S-Rank usage can be performed 4 times per battle and cannot be used in consecutive turns.
 
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