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Vayne

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As usual the Nara strode into the field with Dragon Fang around his hip, Semiramis 6 meters to his right, Noteleks around his body, and merged with GOA. Seeing their opponent mid range away, Shirou would let out a smirk and nod, greeting the previous Kage before starting things off. No words were needed, the two knew what was about to go down. With the pleasantries out of the way, Shirou & his companions would lock onto Mirabelle with their respective senses, with Semiramirs' own passively causing a deliberating effect on Mirabelle.

Kicking things off, Shirou would go through a few hand seals and create a pit beneath Mirabelle, spanning 6 meters in each direction and 8 deep. The pit would contain multiple stalagmites and sharp shapes to potentially harm the woman, with their power being elevated through Dragon Fang. The attack would be supplemented through an additional sealing technique which would make escaping and future combat somewhat harder. Semiramis herself would move in a long arc to circle around the pit and position herself 3 meters behind the pit.

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.
(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Personal Summons

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.

(Fūin/Ōsmuton: Itan no Ana) – Sealing/Osmium Release: Pit of Heresy
Type: Offensive
Rank: A
Range: Short – Mid
Chakra: 30
Damage: 60 +25
Description: The user will perform a sequence of three seals, channeling their chakra into the earth and creating a great mass of Osmium ten meters beneath the surface of the ground. In doing so, they will hollow out the earth beneath the surface of the ground, creating an open space lined with stalagmites and other sharp formations of Osmium. Some of the formations are as tall as five meters, others no taller than that of a human child. The creation of the pit disrupts the structural integrity of the remaining earth between the pit itself and the surface of the ground, causing it to cave in. Anything situated atop the ground which hangs over the pit will be dislodged, falling down into the stalagmites below. The Fūinjutsu component of this technique is designed to alter the nature of the barriers which exist in all Osmium techniques. In the case of Pit of Heresy, the barriers are manipulated to take on the properties of the Crimson Mist Barrier technique, masking the sound it creates when it hollows out the earth beneath the ground's surface. As such, the technique cannot be detected via the vibrations in the ground one would normally feel from a technique of this nature. The size of the pit itself can be controlled by the user, so long as it is between three to fifteen meters radial in length and width. This technique can be performed up to three times per battle with a single turn cooldown between uses.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns
 

Mirai

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Greeting her successor with a headnod as well - Mirabelle focused as she noticed Vayne starting to make a set of hand seals. Her eyes immediately started to look in every direction - trying to make sight of the attack; with the seal located on her neck the Nibi would be watching her back in the case of a sneak attack. However nothing visible came to view, and her higher spiritual awareness didn’t detect an illusion or spiritual entities in the vicinity. Moments after, the ground beneath her would ultimately give way, announcing the techniques arrived much to her surprise. She didn’t feel the vibrations - but she simply smiled as she was about to have some fun in this match up.

As she started to tumble, she would have quickly made two hand seals and gripped the hilt of Kurokiba as she quick drew it - triggering another technique at the same time. The surrounding terrain would start to become cut down, swiftly as the black lightning chakra surged through it and shattered the Osmium constructs and the very terrain itself down. The terrain was carved out into a plethora of levitating swords in the air, as Mirabelle landed onto one of em. She quickly manipulated all of them, causing a storm of electrified blades to be released flying towards Vayne.


(Raiton: Zeusu Takumi no Waza) - Lightning Release: Zeus' Craftsmanship
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 20 (Baleful Omen) = 100
Description: Calling on concepts from 'Four Pillar Bind' and 'Lightning Blades Levitation', this technique allows the user to perform two hand seals and send Lightning chakra into the ground to carve out multiple shapes of rock through the careful administration of the destructive properties of lightning. Various shapes can be crafted, ranging from walls, cubes and pillars to spikes and even crude weapons. The shapes, filled to the brim and coated with lightning chakra, can be manipulated to violently rise from the ground, guided into a desired position, and can even be made to levitate mid-air. Upon creation the shapes will, acting as conductors and amplifiers for the lightning chakra, release multiple bolts of lightning that dance from one shape to the next at rapid speeds and repeatedly shock anything caught within their formation. Meanwhile the created shapes pose the threat of crushing, smashing into, or stabbing through anything caught within their path. The created shapes can be of a large enough scale to impale and completely incapacitate a large summoning such as Gamabunta. However they can also be created in far smaller sizes for the sake of releasing smaller, yet far more potent lightning bolts. In the case of the creation of but a single shape, lightning will radiate out from around the rock forming a perimeter of electricity that will cover twice the area of that which the rock covers.

Note:
- Can only be used 2x
- No Lightning techniques above A rank in the user's next turn
- Can only be taught by Scaze
(Kuroi Kaminari: Kyōakuna Zenchō) Black Lightning: Baleful Omen
Type: Supplementary
Rank: A - Rank
Range: Short - Long
Chakra: 30 ( +10 Infusion)
Damage: N/A
Description: Baleful Omen is an infusion technique utilized in order to turn regular lighting techniques into black lighting as well enhancing it. Through an application of the “Super Vibrating Lightning Release Sword”; the user increases the frequency of the technique in order become more destructive and sharper, while infusing with one’s black lighting chakra. This in turn causes the technique in question to gain the elemental strength and weaknesses of Black Lighting while gaining a boon in power. This boon is translated as a +1 Rank increase for techniques A rank and below however techniques S rank and above in order to gain a +20 DMG increase instead. This technique can only be used three times per battle which once activated, the user is unable to use black lightning techniques above S rank in the same turn. The user adds an additional hand seal into the original technique's original sequence (if any) and is activated in the same time frame as the original technique. This technique has a cooldown period of one turn between usages.

As she traveled on one of em; she quickly jumped off of it outside of short range (seven meters away), allowing for them all to attack. As she raced towards Vayne’s right side, she would have inhaled and exhaled, releasing a powerful ball of blue flames, about 8x8x8 in size towards the intended target.


( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S (S)
Range: Short – Long
Chakra: 20 - 40 (40)
Damage: 40 - 80 (80)
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.

Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.
 

Vayne

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As a multitude of swords descend towards Shirou, they would be met by a massive shield (Lord Camelot) of magnesium created from the Nara's body. It would emerge from his body and rapidly fly towards the swords, clashing with them and continuing onwards towards Mirabelle. The shield would be composed of Mg under the influence of Jigsaw & Brokenshard, making it so that the Mg could not be ignited by the lightning while carrying piercing and slicing potential on it's surface. The shield would be made to be 6x6 in size with a 2 meter thickness, allowing it to easily deal with the multiple lightning swords in one instance and the fire attack should it be released.

Lord Camelot would be directed through hand movements by the Nara, allowing him to easily direct it to combat the lightning then directing it to continue towards Mirabelle without losing any strength. Notably, Lord Camelot would be empowered further through Path of Charon, giving it a darker shadowy exterior. Said shadow coating would serve to prevent movement should it make contact with Mirabelle's own shadow, something that is likely to occur a few meters before the shield makes direct physical with her. Lord Camelot would be directed to smash into Mirabelle then grind her against the ground, maximising on the composition of the Mg used. Semiramis would continue on her path to position herself 7 meters behind where Mirabelle would land.

[Magunisuton: Magunesiumu Kaibyaku] - Magnesium Dust Release: Greater Magnesium Creation
Type: Offensive | Defensive | Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (-15 per turn to maintain)
Damage: 80 + 20 + 20 = 120
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.
(Kage: Karon No Michi) - Shadow Arts: Path of Charon
Type: Supplementary
Rank: C - B
Range: Short -Long
Chakra: 15 - 20 (5)
Damage: N/A
Description: Based around the ability of infusing objects with 'shadow chakra' shown in the the Shadow Imitation Shuriken technique, Charon allows the user to imbue physical objects/techniques with 'shadow chakra', referred to as Primordial Darkness, granting them traits of the user's shadow techniques. At it's base (C Rank), Path of Charon would grant the object the ability to paralyse opponents if it makes contact with their shadows, lasting for as long as the object remains in contact with shadow. In this variation, the objects own shadow would be the source of it's Primordial Darkness, enabling this technique to be utilised at a range, as long as the chakra was channeled through a source, and the user is aware of the object/shadow. Primordial Darkness would manifest in the form of a coating of tangible shadow around infused objects (aesthetically changing them). In it's advanced variation, the user can imbue the effects of shadow techniques in the same timeframe of performing a tangible technique as long as the technique originates from the user's body, or makes contact with his shadow upon creation. For each turn active the technique draws 5 chakra, as do objects infused. The infusion lasts three turns, and the advanced variation can only be used four times per battle, separated by a two turn interval between infusions.
 

Mirai

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Mirabelle would have landed onto the ground, but her original plan of wanting to release the fire became null when she noticed some sort of giant wall construct. Her eyes narrowed slightly, but her confidence didn’t waver. Simply put, she placed her hand out in front of her – as she quickly summoned a steel ball from a summoning script on her wrist. As she did, she tossed it at high speeds – allowing the ball to spin at a very high rate. The Spin from the steel ball would have expanded around it, as it headed towards the approaching construct – to which once in short range of it the Spin would activate its sealing properties as it captured the magnesium construct within it. Mirabelle had previously infused some additional chakra into the Spin, allowing its sealing capabilities to be enhanced further. Once the steel ball continued into the direction of the enemy – it would detect his presence to which causes the violent storm within the Spin to unleash, being a combination of the initial explosion inherent to the Spin but also the opponent’s unique element being added into the mixture for one crazed outcome of an attack.

(Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + 10 = 40
Damage: 60 (60 + 100 = 160)
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Once Vayne was placed to handle that threat, Mirabelle would have inhaled and exhaled – allowing deep red chakra to swirl around her for a moment. Immediately afterwards, she would have fully transformed into her Version 2 State – creating a powerful pushing force, sending others within short range of her backwards. Alas, once she transformed she would have roared, swinging her tail to release a powerful shockwave in all directions as she mows the terrain down apart. She snarled, as she quickly then rushed after Vayne – though not moving fast enough to wind up in her own technique’s blast.


( Nibi Fukanzen Henji no Justu ) - Two Tailed Initial Transformation Technique
: Mode
Rank: S
Range: Short
Chakra: 50 ( +600 Chakra, -20 per turn )
Damage: N/A ( +30 to Fire, Bijuu Techniques and Taijutsu )
Description: When the incomplete form is activated, the user borrows chakra from Matatabi before a dark red, nearly black layer of chakra envelops them. The Jinchuriki's muscle mass increases as cat ears and large nails as well as two distinctive tails are created. Entering Version 2 creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range. The user becomes capable of reducing up to 40 damage per attack and can ignore the drawbacks of the Health System while in this form.
Note: This form only lasts a maximum of 10 turns.
Note: Can only be used twice, after each usage the user cannot activate it for at least 6 turns. Should it end, the user is left unable to use any Bijuu jutsu above A rank for two turns.
( Bijutsu: Biju Shōgekiha ) - Tailed Beast Skill: Tailed Beast Shockwave
Type: Offensive/Defensive
Rank: B - S Rank
Range: Short - Long
Chakra: 20 - 40
Damage: 40 - 80 (80 + 30 = 110)
Description: A basic skill available to all Tailed Beasts and their Jinchuriki, the chakra shockwave is as dramatic as it is useful. A Tailed Beast uses its massive chakra reserve to turn anything from a roar or a simple wave of a limb into a powerful force of pressure and destruction. The ability varies in power, depending on the chakra mode the user is in and the chakra he puts into it but can only be used from time to time and never in focused or precise ways. In their Chakra Shroud state, the technique gains a +20 damage increase. In their Incomplete Mode, the technique gains a +30 damage increase. In Complete Transformation, the technique gains +40 damage increase.
Note: Can be used by Pseudo Jinchuriki's in their Final Pseudo Mode
Note: Jinchuriki's can use this skill in their Initial and Complete Transformations
Note: Can only be used once every 2 turns


 

Vayne

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Seeing Lord Camelot being absorbed by a unique technique, the Nara would not fret. Calling out to Semiramis, Shirou would be instantly summoned to her side, out of sight from Mirabelle and far away from the counterattack. Shirou himself would have unleashed his Level 1 Kama in the same time frame, increasing his overall capabilities as a result while gaining some dark markings on his body.

Upon being summoned to her side, Shirou would notice Mirabelle's attack and would utilize the capabilities granted by Kama to simply absorb the attack, leaving him and Semiramis save from the attack.

Over here.
Semiramis would then once again arc in a clockwise fashion, maintaining a long range distance from Mirabelle, aiming to position herself behind Mirabelle. (assuming she turns to face Shirou)

(Gyaku Kuchiyose no Jutsu) – Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.
( Akai Kāma ) - Red Karma
Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +20. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +30. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn.
 

Mirai

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Mirabelle's eyes narrowed for a moment; watching as Nara suddenly disappeared prior to. As she looked around after her tail chakra wave was absorbed, she heard him calling out to her from behind. The sizzling deep red chakra hugged tight to her body, as she turned to face her opponent. “ It seems you’ve come into contact with a very dangerous form of power, Vayne… she commented on his appearance becoming littered with the accursed markings. However in truth, she was identifying them as the Cursed Seals rather than Karma, Mirabelle haven't experienced the unique alien marking beforehand.

Curious as to what he used to absorb her technique; she snarled as she performed a leg sweep into the air as she molded it into a giant wolf made out of natural winds. The beast would immediately howl into the heavens as it violently tracked down its prey, growing in size as a result. She would have also utilized two void artifacts in order to gain a void infusion and an empowerment as a combination of the two.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void (Passive)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40
Damage: 80 + 30 + 20 = 130
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops. It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a three turn cool down in between usages.

Once the wolf is released, Mirabelle would have crafted a two meter tall armored familiar with an additional infusion of Yang Energy into it’s body gifting it sentience. As a result, the armored being would have started to run into the direction of the opponents with Mirabelle following behind using it as a sort of meat shield in the mean time.

(Farao no Hōrei #6. Sentōin Montu) – Pharaoh’s Decree #6. Menthu the Militant
Type: Offensive / Defensive / Supplementary
Rank: A (S)
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60 (80) (80 + 20 + 30 = 130)
Description: By performing a sequence of 3 seals, the user will create a familiar made entirely of ash, whether by creating the ash themselves, or manipulating pre-existing ash of their own on the field (e.g. a Fire technique made of ash) to summon the familiar. If used through the latter usage, the familiar’s creation does not weaken the original jutsu which it was spawned from, though its strength is dependent on the technique it comes from. For example, if used on anything less than an A-Rank structure of ash, its damage will decrease to reflect the source technique (e.g. B-Rank source will create a B-Rank familiar). This principle can be applied to S-Rank structures as well, instead resulting in the familiar’s damage being increased, though only a single familiar can be created possessing S-Rank strength. The familiar will possess the appearance of an armored humanoid, standing at approximately two meters tall. Within its chest cavity is a small but powerful flame that keeps the familiar partially ignited at all times as a cosmetic effect, and also acts as a source through which it can form tangible weapons made of these flames by igniting and shifting the ash’s shape. These weapons can reach up to 3 meters in size, with a whip being extendable to mid-range. The strength is a single construct is equivalent to the strength of the familiar, and is divided equally in the case of more than one construct. The familiar is also able to use any Fire Release techniques the user knows within reason (techniques with pre-requisites that cannot be met, e.g. Wall of Flames, which requires a lighter, cannot be used). Both variants of this jutsu last for four turns, and cannot be used again within the turn of deactivation or in the user’s next turn. The familiar must be created at least five meters away from the target enemy. The user will be unable to use S-Rank and above Fire Release for the turn following the creation of an S-Rank familiar. This jutsu can, overall, be used thrice per battle.
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use their Yang nature too imbue life into an elemental technique, creating a Yang/Element sentient entity that remains on the field to aid them. The only limit is the size of the technique originally used as an elemental source, as the resulting entity will always be half the size. The entity can be interacted with, can act on its own, and is made of the element sourced with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn’t consume time since it is actually a skill applied to a technique used within the same timeframe. The infused chakra increases the technique by an additional ten chakra, of the fifty it costs in total. Note that the resulting entity created by this technique is bound by logical limitations of its shape and nature; a meteor cannot move on its own, a pillar cannot walk away, and a statue without arms cannot pick things up. Likewise, while it is able to use techniques from the source it is created from it cannot extend into different fields. For instance, if Susano’o is brought to life by this technique it cannot use Blaze Release unless the Susano’o itself is constructed, or partially formed, from Blaze itself (e.g. Sasuke’s Susano’o). It is bound by the literal source it is formed from, rather than the fields it is bound to.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from. Its chakra reserves can be replenished through external means, and because it has a chakra network can fall under the influence of Genjutsu or other Spiritual-based techniques.
Note: Yang Release Specialists and Yin-Yang users can apply this technique to advanced fields and CE and advanced elements.
 

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Seeing the incoming wolf entity, the Nara would blaze through a series of hand seals to manipulate his shadow into the shape of a large empowered samurai creation. The samurai, denoted Amakusa, would be 15 meters large with it's left hand in the form of a sword, while it's right would be in the shape of a 10 meters large shield. Strength wise, Amakusa would be empowered through the Nara's Kama & September, whereas defensively it would be bolstered through a body seal coming into effect, granting Amakusa the ability to store constructs within itself & a water technique that enabled chakra draining and strength over fire based techniques. To top it off, Amakusa would be separated from the Nara's shadow, gaining autonomy and sentience through Shirou imparting it with the 'Nobility' aspect of his persona. Amakusa would utilize it's shield hand to clash with the wolf, storing it within the shield, followed by retracting it and striking with it's sword arm in a swift combo. The sword would be aimed to hit Mirabelle (&creation if used) from the right side, sending them flying sideways.

On Shirou's end, Erebus would take effect, granting him a shadowy state, while the Nobility aspect of his persona would be removed, feeding more and more into the Kama seal changing him. Shirou would remain behind Amakusa by a few meters, under the gap beneath it's legs, carefully observing Mirabelle's movement and actions. Shirou would be in his shadow state for the moment.


(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn) +10 = 50
Damage: 80 +20 + 20 = 120
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

(Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect (Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.

(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are decreased by a turn for each turn in contact with the shadow. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle, lasting four turns with a three turn cool down. If the shadow hits multiple targets at the same time the chakra draining is split between them.
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Ref)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 50
Damage: Dependent on the technique that activated it 120 + 20 = 140
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependent on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.
 

Mirai

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80⚔️
As mentioned I don’t really agree with the shadow being able to just absorb the wolf mainly due to how sealing/storing things works in context to the game. I’ll still reply accordingly I suppose.

As the shadowy sword entered within short range of Mirabelle, the maiden simply smirked as a seal she had previously prepared beforehand would have triggered, though she would mentally control it to do so. Adding in an additional amount of chakra, she forgoes her attempt of manifesting the creation and instead releases a spiritual parasite that latched onto the shadow’s form - quickly absorbing all the chakra within it. This would have effectively drained all the chakra sustaining, as the shadowy figure simply collapsed into nothingness. The spider-like apparition would have swiftly returned into it’s mystic code seal.


(Magiruti Sensu: Meigasuāchā no shinzō-bu) Maguilty Sense: Heart of the Magus Archer
Type: Defensive
Rank: S - Rank
Range: Short
Chakra: 50 + 10 = 60
Damage: N/A
Description: A practitioner of Maguilty Sense would have a unique arrow prepared before battle, labeled with a seal labeled “protection”, mixed together with a mystic code. This in turn causes the seal to remain dormant until foreign chakra is within five meters of the user. Once this occurs, the mystic code infused seal will break open, unleashing a spiritual parasite. This parasite, black in coloration and with the appearance of a spider immediately latches onto the foreign chakra source, as it utilizes its Yin Energy to siphon the chakra. This acts as a means of protection to user, capable of triggering outside of their control though if the user is aware of the incoming technique can mentally control the seal to not trigger or trigger it willingly. The spider parasite then is sealed back into the mystic code, going into a rest period after consumption. This parasite is capable of absorbing any technique of 40 chakra and below. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of S Rank and above can be used for one turn
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

The release of the shadow would have also released the wolf from within the shadow, as it quickly came back and started to hunt after the enemy once more as intended. The Jinchriki would have then simply inhaled and exhaled a giant stream of hot blue flames into the opponent’s direction.

( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80 (80 + 30 + 20 = 130)
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.
Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.
 
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