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![]() NAME Amara NICKNAME The Darkness, First of the Fallen CLAN Surgebinders AGE 31 DATE OF BIRTH April 30 APPEARANCE Amara’s appearance is remarkably beautiful; she possesses long, wavy dark brown hair and has fair skin with black nails. She is roughly 5’8” and typically wears a long black dress with a v-neck, exposing the Insignia of Duality which is attached below her collar bone. Her eyes are a deep, dark brown. PERSONALITY Amara, after being unsealed, can only be described as a cold, destructive, and amoral force bent on bringing her brother suffering and reshaping the world in her vision. She cares little for those around her regardless of who they are. Justice, injustice, good, and evil all carry little importance to her in the grand picture of existence. She is extremely focused on capturing her brother and sealing him within the Insignia so he can experience the same pain she did. When confronted by Radiants Amara finds their existence laughable, seeing them as mere soldiers that can be brushed aside with ease. In certain instances against Radiants which she sees as corruptible Amara will seduce them toward the path of the Fallen in order to wrought more chaos within the Order. Prior to her imprisonment at the hands of Galahad, Amara’s youth was unlike most others. As a child she frequently isolated herself from friends and family finding their presence to be a nuisance. She always preferred to be alone, finding comfort in silence and darkness. The only exception to these qualities was her brother, Galahad. To Galahad she was a young and loving sister and perhaps the only one whom she didn’t isolate herself from, frequently reaching out to him for guidance during her youth. Amara’s amorality and indifference developed from a young age; she cared little about her mother’s suicide and even less when her father was exiled. Amara was also very fascinated by the struggle and burden of humanity.
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V I L L A G E I N F O R M A T I O N
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R A N K / C H A K R A I N F O R M A T I O N
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NATURE TRANSFORMATIONS & THE FIRST BLADE Aside from her elemental mastery over both Mystic Fire and Mawscape Release Amara has also mastered the basic five elemental nature transformations; a rare feat among her peers. While she prefers to not use them, Amara's favorite is Fire Release. From a young age Amara displayed remarkable control over the nature, which extended toward her mastery over Mystic Fire Release. Because of the rage she experienced during her imprisonment when Galahad sealed her away Amara's Fire Release was altered to exhibit Asmodeus's Ire, one of the Seven Sovereign Flames. Asmodeus's Ire produces, at Amara's volition, brutally crimson fire. These crimson flames barbarically consume oxygen at irrational rates causing it to become highly explosive and volatile in what is known as a "thermobaric explosion." Amara also has mastered the Pillars of Creation, a Mystic Fire technique created to imbue her energy-based techniques with Shiraton. Through the technique Amara can passively infuse and alter her energy-based natures, causing the coloration of these techniques to generally appear black, although this occurs at will and can be altered to fit other colors. Sometime after her father's exile and her brother's return Amara discovered the First Blade, an ancient weapon built from a donkey's jawbone and given serrated edges. For years the blade had been locked away in Lancelot's home within his personal army; likely the blade was forged during an era of brutality and savagery. When Amara discovered the weapon she reforged it using her mastery over Mawscape and Mystic Fire Release. Amara reinforced the blade with a layer of Mawscape, a metallic substance which can absorb all radiation giving the blade an appearance of absolute darkness. During the reforging Amara infused the blade with Mystic Fire chakra empowering it. When Amara rediscovered the blade she applied her knowledge learned from her brother and bound the blade to her existence by creating the Mark. The Mark exists on Amara's arm and is a seal bearing the Kanji for "Massacre." Through its script the Mark cannot be removed from her arm and is the true vessel for the First Blade. With the Mark Amara is capable of summoning the Blade and resealing it at will. Through its unique composition the First Blade is capable of converting the light and radiation of the surroundings into energy, sealing it within. This sealed energy is released into Amara's control over both Fūinjutsu and Mystic Fire Release, empowering both. |
Weapons of the Darkness
(Senzō Kigen) – The First Blade
(Nanatsu Shukenja Kaen) Seven Sovereign Flames
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The First Blade is an ancient weapon, shaped in the appearance of a serrated donkey’s jawbone. Likely forged during an era of brutality and savagery, the First Blade is composed of Mawscape, a metallic substance capable of absorbing all light and radiation giving it an appearance of pure darkness. The blade, during its forging, was also infused with Mystic Fire chakra granting it the properties of Mystic Fire Release while also powering the blade. The hilt of the First Blade is composed of the same bone which the blade is created of, simply lacking its Mawscape layering. The blade itself is actually a set of two items: the Mark and the Blade. The two form a unique link forged through Fūinjutsu. The Mark itself is actually a seal located on the user’s upper forearm and bears the Kanji for “Massacre;” this Mark acts similarly to the seals used for Lightning Blade Creation enabling the abilities of both Mark and Blade. The Mark itself, through its sealing script, is bound to the user preventing it from being removed or swapped from the user’s body. Additionally, because of the bond between Blade and Mark one must be in possession of the Mark in order for the Blade to be powered, as it passively draws upon the user’s emotions and chakra.
The passive abilities of the Mark are enabled by its sealing script and acts similarly to the Lightning Blade Creation technique. By default the First Blade is sealed within the Mark and can be passively unsealed through the user’s mental commands. Likewise, the Mark is also capable of sealing the Blade, enabling one to passively recall the blade back to the Mark in order to protect it or to return it to its sealed state. The First Blade also possesses certain passive and unique characteristics, endowed upon it by its unique composition. Its passive abilities revolve around its Mawscape reinforcement and Mystic Fire characteristics. Mawscape’s unique composition allows the First Blade to absorb all radiation, including the natural light of the surroundings. Through this ability the First Blade passively absorbs radiation in even the darkest of surroundings and seals the energy within the blade. This causes the blade to heat up significantly, causing it to be able to produce burns and enhance its cutting potential; although this remains inert to the wielder. Additionally, the sealed energy passively empowers the user’s control and capabilities over Mystic Fire Release and subsequently Fūinjutsu, due to Mystic Fire’s intimate bond with the Sealing Arts. This sealed energy is passively released into the user’s Fūinjutsu and Mystic Fire techniques causing them to increase by one rank in strength, or twenty additional damage, up to and including A-Rank. S-Rank and above techniques gain an increase of ten additional damage, although this does not apply to Fūinjutsu.
The First Blade also possesses a set of active abilities; these abilities, like its passives, are derived from its unique composition and nature.
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The First Blade is an ancient weapon, shaped in the appearance of a serrated donkey’s jawbone. Likely forged during an era of brutality and savagery, the First Blade is composed of Mawscape, a metallic substance capable of absorbing all light and radiation giving it an appearance of pure darkness. The blade, during its forging, was also infused with Mystic Fire chakra granting it the properties of Mystic Fire Release while also powering the blade. The hilt of the First Blade is composed of the same bone which the blade is created of, simply lacking its Mawscape layering. The blade itself is actually a set of two items: the Mark and the Blade. The two form a unique link forged through Fūinjutsu. The Mark itself is actually a seal located on the user’s upper forearm and bears the Kanji for “Massacre;” this Mark acts similarly to the seals used for Lightning Blade Creation enabling the abilities of both Mark and Blade. The Mark itself, through its sealing script, is bound to the user preventing it from being removed or swapped from the user’s body. Additionally, because of the bond between Blade and Mark one must be in possession of the Mark in order for the Blade to be powered, as it passively draws upon the user’s emotions and chakra.
The passive abilities of the Mark are enabled by its sealing script and acts similarly to the Lightning Blade Creation technique. By default the First Blade is sealed within the Mark and can be passively unsealed through the user’s mental commands. Likewise, the Mark is also capable of sealing the Blade, enabling one to passively recall the blade back to the Mark in order to protect it or to return it to its sealed state. The First Blade also possesses certain passive and unique characteristics, endowed upon it by its unique composition. Its passive abilities revolve around its Mawscape reinforcement and Mystic Fire characteristics. Mawscape’s unique composition allows the First Blade to absorb all radiation, including the natural light of the surroundings. Through this ability the First Blade passively absorbs radiation in even the darkest of surroundings and seals the energy within the blade. This causes the blade to heat up significantly, causing it to be able to produce burns and enhance its cutting potential; although this remains inert to the wielder. Additionally, the sealed energy passively empowers the user’s control and capabilities over Mystic Fire Release and subsequently Fūinjutsu, due to Mystic Fire’s intimate bond with the Sealing Arts. This sealed energy is passively released into the user’s Fūinjutsu and Mystic Fire techniques causing them to increase by one rank in strength, or twenty additional damage, up to and including A-Rank. S-Rank and above techniques gain an increase of ten additional damage, although this does not apply to Fūinjutsu.
The First Blade also possesses a set of active abilities; these abilities, like its passives, are derived from its unique composition and nature.
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
The Sovereign Flames themselves are as follows;
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.
Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.
Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.
Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.
Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the reprecussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revalations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colors as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.
The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.
The Sovereign Flames themselves are as follows;
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatanlty offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.
Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different color.
Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.
Schifone's Acrimony - Unfortunatly for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.
Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.
Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibilty", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.
Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.
Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:
The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).
The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.
The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:
The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).
The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.
The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.
FUINJUTSU Amara’s body is adorned with seals and sigils which supplement her defenses. On the back of her left hand she possesses the Command Seal. On her hip she possesses a set of talismans with the Kanji for “Abhorrence” as well as the Kanji for “Eternal” on her back. Amara’s most important seal, the Insignia of Duality, is placed beneath her collar bone. It is the mark used to seal her away by her brother. All of these seals are reinforced with an infusion of Fire chakra to supplement their defenses (via Scripture of the Templars). Amara is a notable Fūinjutsu specialist preferring it over basic elemental natures in many circumstances. She is also the bearer of Jewel, the Akatsuki ring. It empowers her skill over Fūinjutsu. | SHADOW'S INVOCATION Amara possesses an innate skill and mastery over Prana. As the first to be inducted into the Order she is ranked as a Heroic Spirit and has mastered all four Surges. When she was exposed to Prana her body altered in such a way that it became an "open doorway" for Prana energy. Amara named this trait Shadow's Invocation. This causes Prana to constantly exist within Amara's body; any foreign chakra or energy inserted into her body will immediately be transported to the Throne. However, because of this, Amara is unable to obtain and Curse Mark or utilize Sage Mode. It also becomes impossible for others to heal Amara with Medical Ninjutsu or utilize the Chakra Transfer. Any ally or opponent who attempts to absorb or consume her chakra will instead absorb this ambient Prana energy and be frozen internally. As a Heroic Spirit Amara's Prana is black in color, matching her Mystic Fire nature. |
Amara's Signature Techniques
(Jūinjutsu: Kishō Meian) – Cursed Seal: Insignia of Duality
(Fuuin: Bachi no Fukyuu) - Sealing Technique: Bane of the Immortal
(Fuinjutsu: Kamei no Gokuin) - Sealing Technique: Command Seal
(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
(Fūinjutsu: Ken'o) – Sealing Technique: Abhorrence
HISTORY
(Fuuinjutsu: Sukuripucha Shussekenteki Kishi) - Sealing Technique: Scripture of the Templars
(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
(Fūinjutsu: Seishin Iyashi) – Sealing Technique: Spiritual Acquiescence
(Fūinjutsu: Genbu no Kai) - Sealing Technique: Shell of the Black Turtle
(Fūinjutsu: Yami no Chojutsu) - Sealing Technique: Dark Ecriture
(Shiraton: Genshi Sōzō) – Mystic Fire Release: Primordial Creation
(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
(Shiraton: Mokusei no Yūrei) – Mystic Fire Release: Ghost of Jupiter
(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
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
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
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:
Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.
Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.
Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.
Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.
Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:
Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.
Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.
Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.
Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.
Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30 (+10/turn)
Damage Points: 10/ turn (to the user)
Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
Note: Usable twice in battle, Lasts 4 turns.
-Can only detect techniques up to its own rank.
Type: Supplementary
Range: Short-Long
Chakra Cost: 30 (+10/turn)
Damage Points: 10/ turn (to the user)
Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
Note: Usable twice in battle, Lasts 4 turns.
-Can only detect techniques up to its own rank.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames 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. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. 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.
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames 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. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. 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.
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 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.
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 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.
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying two distinct applications of Ghost of Jupiter, both applying similar principles. Tampered and disrupted seals and barriers remain useless for three turns. The first application applied utilizes a total saturation of the battlefield in harmless Mystic Fire chakra, occurring instantly. The result of this is the disruption of free standing seals; this includes seals such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals which are located on the battlefield. This is because the seals themselves are simply sheets of paper, or simple inscriptions, which possess unranked durability. This allows the Mystic Fire chakra to permeate the seal and disrupt its mechanics, rendering it temporarily useless. While this first application is unable to be applied to seals located on the body, it can be applied to seals which are attached to the body after the fact, such as Flying Thunder God seals. The exception to this application is the fortification of seals. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seals physical durability, then the absolute neutrality of Mystic Fire must be respected. This causes the user’s application to defer to the second application of Ghost of Jupiter requiring the user target the specific seal they wish to disrupt, even if it is not a body seal. This application, through the user’s will and knowledge, will not tamper with one’s own seals.
The second application is a more precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with one seal equivalent to the rank of the Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it temporarily useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeting on the opponent’s body requiring they have already seen it before hand and have knowledge of its existence. Alternatively, the user can apply this second application to barrier Fūinjutsu. Through this method the user infuses Mystic Fire chakra into a barrier of equivalent or lesser rank (following the splitting rules listed above) effectively disrupting it. This technique can be used four times per battle regardless of application, with a single turn cooldown in between applications.
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying two distinct applications of Ghost of Jupiter, both applying similar principles. Tampered and disrupted seals and barriers remain useless for three turns. The first application applied utilizes a total saturation of the battlefield in harmless Mystic Fire chakra, occurring instantly. The result of this is the disruption of free standing seals; this includes seals such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals which are located on the battlefield. This is because the seals themselves are simply sheets of paper, or simple inscriptions, which possess unranked durability. This allows the Mystic Fire chakra to permeate the seal and disrupt its mechanics, rendering it temporarily useless. While this first application is unable to be applied to seals located on the body, it can be applied to seals which are attached to the body after the fact, such as Flying Thunder God seals. The exception to this application is the fortification of seals. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seals physical durability, then the absolute neutrality of Mystic Fire must be respected. This causes the user’s application to defer to the second application of Ghost of Jupiter requiring the user target the specific seal they wish to disrupt, even if it is not a body seal. This application, through the user’s will and knowledge, will not tamper with one’s own seals.
The second application is a more precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with one seal equivalent to the rank of the Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it temporarily useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeting on the opponent’s body requiring they have already seen it before hand and have knowledge of its existence. Alternatively, the user can apply this second application to barrier Fūinjutsu. Through this method the user infuses Mystic Fire chakra into a barrier of equivalent or lesser rank (following the splitting rules listed above) effectively disrupting it. This technique can be used four times per battle regardless of application, with a single turn cooldown in between applications.
Type: Offensive/Defensive/Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses all basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne; however when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact, effectively freezing a target solid depending on the rank of application used. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars.
Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released through physical movements or through the usage of a single hand seal. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled and can be passively reshaped. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
Embrace of Ishtar – Armory of Akkadia
The Embrace of Ishtar allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors, enveloping it in a formless manner or surrounding it with a large-scale avatar. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame; the Raikage’s Lightning armor being a close representation of this. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole, meaning it will still be capable of neutralizing attacks of the same chakra or lower. The third and final type generates a large scale avatar composed of Prana around the user’s body, which is capable of adopting any shape or configuration. For example, the user could create a massive wolf’s head. Unlike Susano’o, it will be capable of covering the space beneath the user (even if they’re ground-borne) as a layer of Prana is manifested beneath their feet. However, their scale can never exceed the size of the Great Stone Golem. Avatars are bound to the user’s bodily movements. Like the Pride of Gilgamesh the armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while S-Rank applications require 10 chakra per turn. While the Embrace of Ishtar is active the user is capable of accessing their normal abilities. This technique can last a maximum of four turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.
Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. Familiars are capable of flight, whether they possess wings or not, through their composition as an energy. These familiars are also capable of taking solid form at the user’s volition. S-Rank familiars are capable of remaining on the battlefield for four turns; for each rank below S-Rank the created familiar gains an additional turn to remain on the battlefield. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: This technique encompasses all basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne; however when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact, effectively freezing a target solid depending on the rank of application used. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars.
Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released through physical movements or through the usage of a single hand seal. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Created constructs will last three turns per usage unless they are prematurely cancelled and can be passively reshaped. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
Embrace of Ishtar – Armory of Akkadia
The Embrace of Ishtar allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors, enveloping it in a formless manner or surrounding it with a large-scale avatar. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame; the Raikage’s Lightning armor being a close representation of this. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole, meaning it will still be capable of neutralizing attacks of the same chakra or lower. The third and final type generates a large scale avatar composed of Prana around the user’s body, which is capable of adopting any shape or configuration. For example, the user could create a massive wolf’s head. Unlike Susano’o, it will be capable of covering the space beneath the user (even if they’re ground-borne) as a layer of Prana is manifested beneath their feet. However, their scale can never exceed the size of the Great Stone Golem. Avatars are bound to the user’s bodily movements. Like the Pride of Gilgamesh the armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while S-Rank applications require 10 chakra per turn. While the Embrace of Ishtar is active the user is capable of accessing their normal abilities. This technique can last a maximum of four turns. S-Rank applications can be used twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.
Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. Familiars are capable of flight, whether they possess wings or not, through their composition as an energy. These familiars are also capable of taking solid form at the user’s volition. S-Rank familiars are capable of remaining on the battlefield for four turns; for each rank below S-Rank the created familiar gains an additional turn to remain on the battlefield. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. S-Rank applications can only be used three times per battle and no S-Rank or above Prana in the user’s next turn when it is used.
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(Jūinjutsu: Kishō Meian) – Cursed Seal: Insignia of Duality
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: The Insignia of Duality is a potent dual talisman-based Cursed Seal first utilized by Galahad to seal his sister Amara over concerns of her corruption and power. The Insignia is a unique seal in its nature, but simple and common place in its application and mechanics. Much like the generic Sealing Tag the Insignia of Duality is utilized by an individual who wishes to seal another living being. However, unlike the Sealing Tag, this technique requires two talismans: one which bears the user’s chakra to initiate the seal, and the other which bears the sealed individual; the Light and Darkness of Duality. The seal’s basic mechanics are simple: the Light talisman requires the user’s chakra to initiate the Dark talisman to seal its victim. Through contact with the opposing seal the bearer is capable of sealing away the opposite, as such Light can seal Dark, and Dark can seal Light. This direct physical contact requires the wielder to bear the opposite talisman on their person while also maintaining physical contact for over two turns. After two turns the bearer of the opposite talisman will be instantly sealed within it. Like many seals those who are sealed away become exempt from the physical world entering a form of stasis preventing their bodies from aging. Unique to the Insignia of Duality the only one incapable of unsealing the individual within their respective talisman is the bearer of the opposite. As such, anyone who is not the bearer of Light or Dark can unseal the victim simply by making contact with the seal and expending 30 chakra. Additionally, unique to the Insignia of Duality, is its ability to detect the emotional state of the opposing talisman. It has been frequently shown that techniques and chakra can contain the emotions and consciousness of the user. And because Sealing Techniques have been noted to be able to seal metaphysical aspects of reality as well as convey communication through techniques such as Scroll Communication the talismans become able to sense the emotional state of its wielder. As such each talisman can sense its opposite; Light and Darkness become able to feel the anger, sadness, fear, doubt, and other emotions of the other. This does not convey locational sensory or any other form of chakra sensory. simply the cosmetic ability of sensing the emotional state of the opposite. Because of the Insignia’s unique design it can only be taught and bestowed upon pairs of individuals, effectively connecting their biographies – one which bears the Light, and one which bears the Dark. As such, this technique can only be taught to one other person.
Each talisman also possesses certain unique capabilities as well, offered to both bearers regardless if they are sealed or unsealed. The chakra which forged these talismans is capable of being passively released into the user’s techniques, much like the leaking of the Cursed Seal of Heaven and Earth’s ability to influence the user’s techniques. This is reflected through a limited and passive form of the transformation technique applied upon the user’s techniques causing them to change coloration at the user’s will. While coloration can be influenced, and is purely cosmetic, techniques cannot become invisible, transparent, or translucent, through this technique. Although their color scheme can be altered to fit any color within the visible light spectrum, as well as cause the complete lack and removal of light to create absolute darkness. This requires the user expend 10 additional chakra.
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: The Insignia of Duality is a potent dual talisman-based Cursed Seal first utilized by Galahad to seal his sister Amara over concerns of her corruption and power. The Insignia is a unique seal in its nature, but simple and common place in its application and mechanics. Much like the generic Sealing Tag the Insignia of Duality is utilized by an individual who wishes to seal another living being. However, unlike the Sealing Tag, this technique requires two talismans: one which bears the user’s chakra to initiate the seal, and the other which bears the sealed individual; the Light and Darkness of Duality. The seal’s basic mechanics are simple: the Light talisman requires the user’s chakra to initiate the Dark talisman to seal its victim. Through contact with the opposing seal the bearer is capable of sealing away the opposite, as such Light can seal Dark, and Dark can seal Light. This direct physical contact requires the wielder to bear the opposite talisman on their person while also maintaining physical contact for over two turns. After two turns the bearer of the opposite talisman will be instantly sealed within it. Like many seals those who are sealed away become exempt from the physical world entering a form of stasis preventing their bodies from aging. Unique to the Insignia of Duality the only one incapable of unsealing the individual within their respective talisman is the bearer of the opposite. As such, anyone who is not the bearer of Light or Dark can unseal the victim simply by making contact with the seal and expending 30 chakra. Additionally, unique to the Insignia of Duality, is its ability to detect the emotional state of the opposing talisman. It has been frequently shown that techniques and chakra can contain the emotions and consciousness of the user. And because Sealing Techniques have been noted to be able to seal metaphysical aspects of reality as well as convey communication through techniques such as Scroll Communication the talismans become able to sense the emotional state of its wielder. As such each talisman can sense its opposite; Light and Darkness become able to feel the anger, sadness, fear, doubt, and other emotions of the other. This does not convey locational sensory or any other form of chakra sensory. simply the cosmetic ability of sensing the emotional state of the opposite. Because of the Insignia’s unique design it can only be taught and bestowed upon pairs of individuals, effectively connecting their biographies – one which bears the Light, and one which bears the Dark. As such, this technique can only be taught to one other person.
Each talisman also possesses certain unique capabilities as well, offered to both bearers regardless if they are sealed or unsealed. The chakra which forged these talismans is capable of being passively released into the user’s techniques, much like the leaking of the Cursed Seal of Heaven and Earth’s ability to influence the user’s techniques. This is reflected through a limited and passive form of the transformation technique applied upon the user’s techniques causing them to change coloration at the user’s will. While coloration can be influenced, and is purely cosmetic, techniques cannot become invisible, transparent, or translucent, through this technique. Although their color scheme can be altered to fit any color within the visible light spectrum, as well as cause the complete lack and removal of light to create absolute darkness. This requires the user expend 10 additional chakra.
Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.
Note: Can only activate a maximum of thrice per battle
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.
Note: Can only activate a maximum of thrice per battle
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.
Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.
Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT
Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.
HISTORY
A dance of duality; for she is the Darkness, and he the Light. Amara is the fraternal twin to Galahad, both the children of Elaine and Lancelot. Prior to their birth Elaine infamously seduced Lancelot using an illusion to appear as his deepest love, Guinevere. After discovering Elaine’s deceit he exiled her from Camelot, sending her and, unbeknownst to Lancelot, the children she bore to a small village on the outskirts of the city. Shortly thereafter she gave birth to Galahad and Amara. For as long as Galahad and Amara could remember their mother was plagued with sadness and guilt, her unrequited love weighed heavily on her. On many nights the two found her longingly reciting stories of Lancelot and his achievements, honor, and character. It was like a drug which brought her momentary happiness, but pulled her further and further into an abyss which could only be filled by Lancelot himself.
The stories and sadness reflected on Galahad and Amara. Galahad retreated to studying; the desire to follow in his father’s footsteps began to emerge and direct his goals. Perhaps it was a misguided attempt to fill a void left within his mother. Yet Amara reacted differently, her relationship with her mother was never strong. She rarely relied on it, leaving Amara to her own devices and relying on her brother to find her way through the fragile nature of childhood. Such a weight gave rise to Amara’s great love and reverence on Galahad. As a young girl she had few to no friends, choosing to read books in solitude and consume knowledge with remarkable hunger. Yet, unlike Galahad, she had little interest in the pursuit of Justice. She became particularly interested in history, reading about wars and conflict throughout humanity. She cared little for the justice and reasons behind the conflict, simply studying it from a cold and distant perspective noting that humanity suffered from a tendency toward injustice, rather than justice.
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“I was in the beginning, and I will be the end. I will be all that there is.”
When the twins reached the age of eight their mother killed herself in their own home, having finally succumbed to the guilt and the shattered emotions of her broken heart. Elaine’s death mattered little to Amara, who had already become an isolationist by nature to all except Galahad. Yet the pair, at such a young age, could not remain in their village together alone. And so Galahad decided on the best course of action – to seek out their father, Lancelot. Fortunately Elaine’s stories made finding Lancelot simple. Upon arriving at Camelot the twins quickly found their father and his magnificent home. Galahad was awestruck by the glory and splendor of Camelot and its Knights, including his father. Yet Amara simply did not care, it all seemed so unimportant to her, including her own father. Yet to her surprise Lancelot was overcome with joy being reunited with his long lost children, despite Elaine’s deceit. Amara hid her indifference, masking it under a warm smile for her newly met father in support of her brother. Their lives finally stabilized again as they settled in their new home.
Unlike life in their old village, life in Camelot was far more eventful. Lancelot took a more active role in their lives and development than Elaine did. Galahad, to his excitement, continued his studies under his farther in preparation to be knighted and inducted into the Knights of the Round Table. However, much to Amara’s discontent was required to study to be a traditional woman in these times. Over the later years of her childhood she learned how to cook, sew, and other important tasks that a woman needed to know. She confided her disappointment in Galahad, telling him she wished to learn more about the world, its history, and how to change it. Amara explained that she was fascinated by humanity’s struggle and strife. Galahad naturally interpreted this as Amara’s desire to change the world for good, to pursue justice and to correct injustice. It leads Galahad to help Amara learn and understand Knighthood in secret. And so began her informal training under her brother. During the day she would continue how to learn to be a woman under those her father hired, and at night she would learn swordsmanship, combat strategy, history, and the nature of good and evil from her brother.
As the months passed and Galahad continued to train under the Knights of the Round Table Amara found herself feeling alone. She felt no jealously for her brother and his achievement, but continued to feel a building sense of abandonment. All throughout her life she only found comfort and family in her brother, even her father and mother failed to fill those holes completely. And when he left to become a knight she had no one to turn to, naturally widening the hole in her heart. Yet she did not express this to others, not even Galahad knew. It would become the most dangerous secret she could keep from her brother, one which would come to haunt the twins throughout their lives.
Amara’s perplexing nature became apparent to her father when she was ten years old in two separate instances. The first instance occurred over time; given her father’s fame and status in Camelot Amara naturally had many suitors. Yet despite this she found little interest him them, insisting to continue her studies in history in secret. On the surface her father was deeply confused for Amara had, for the past two years, dedicated herself to studying to become a woman and she had done so quite well. Yet she had no interest in finding a suitor which interested her. The second instance was a public execution of a criminal who had murdered and stolen food from a baker. She came upon the execution on her way home from doing errands for Lancelot. Given her curious nature she decided to stand amongst the crowd and looked upon the executioner and the criminal. She was fascinated by the crowd’s rapid nature, their desire to see the criminal meet justice and beheading was practically palpable. She herself remained silent though; not out of fear or disgust, but simple indifference. When the blade finally fell and the criminal was beheaded the crowd roared, joyful for the swift dispense of justice. But she remained silent, feeling nothing. She didn’t care for justice, nor did she care that the man had murdered and stolen. They were so insignificant to her.
“Good, evil, Heaven, Hell, people, it all seems so unimportant.”

A series of uneventful months passed. Galahad continued to train under the Knights of the Round Table. His training and honor-bound requirements prevented him from continuing teaching Amara in secret. Their separation created a great divide between the twins, one neither of them had
experienced before and continued to widen the void in her heart. For the first time since birth Amara was truly alone. Both her father and brother were immersed in their order and Amara was left to care for the home. But she never directly expressed this to Galahad.
After two years passed and the twins turned sixteen Galahad undertook his quest to find the Holy Grail, a mythical artifact that Amara and Galahad had become all too familiar with during their studies. With somber eyes Amara wished her brother the best in finding it, hoping that he would return soon. Almost as soon as her brother left order soon turned to chaos and crisis; Lancelot would finally commit the unthinkable and engages in an affair with Guinevere, bringing chaos to Camelot. For many months the affair went uninterrupted and concealed. It was a blissful time for Lancelot, so much so that even Amara could tell he had changed somehow. But unbeknownst to the world this affair would impact many lives, spanning over immense time. It was the beginning of Berserker, a terrible scourge which would grip the world in time.
Eventually the affair is discovered by Agravain, one of Lancelot’s fellow knights. When the matter is taken to the Round Table it fractures it and creates factions. Lancelot is put in chains, his great power willingly shackled away as his honor and dignity as a knight proved far too great causing his guilt to consume him. A trial would be held in Camelot with all in attendance, bar Galahad. Before the trial many knights and citizens came to Amara to both offer their condolences or scorn her. For the first time since arriving in the city Lancelot could no longer protect his children. People had always seen Amara as a stain on Lancelot’s honor; an illegitimate child that should not exist, born of lust and deceit. But their insults didn’t bother her, she felt nothing. She looked upon them with indifference understanding that they suffered from the burden of humanity, nothing more.
Within days the trial began. Amara was in attendance, sitting far in the back as a mere silent spectator. She would not speak in defense of her father, nor would she speak against him as a witness to his transgressions. None of it mattered, however. The trial was one of show to quell the desires for Lancelot’s immediate execution. In reality Arthur had already decided Lancelot’s fate, choosing an act of kindness to spare Lancelot’s life. Against the judgement of his advisors Arthur sentenced Lancelot to exile. But Lancelot’s honor compelled him to seek the ultimate justice, death. He was angered that Arthur’s ‘kindness’ forced him to languish in shame and disgrace due to his transgressions.
On the day of his departure Amara watched from a distance as her father marched in shame out of the city. She wore a similar black dress to the one she wore when Galahad was knighted. Amara spectated with indifference, caring little for her father’s fate. She even looked on upon her father at the gates of Camelot as he killed Gareth and Gaheris with an expressionless face. However, Amara couldn’t help but feel that she could change what had happened, not simply for her father but for all humans. That perhaps she could correct the struggles of the world regardless of justice, honor, or law. That perhaps a better solution existed than the Knights of the Round Table could offer. Her father’s fall and struggle was perhaps the penultimate moment in Amara’s transformation into Nothingness, the true incarnation of Darkness: a relentless amoral force with cold resolve.
During the civil war Amara hid in Lancelot’s home. It was a well-built structure with many places to hide. But she did not fear for her life; she relied on Galahad’s training to navigate the situation. She hid herself in Lancelot’s basement with a small assortment of weapons to protect herself should any come seeking her. Finally, some did come for her. Members of Agravain’s faction, who sought the death of Lancelot and Guinevere, came to burn down his home. While they ransacked it they found Amara hiding causing them to be overcome with rage. Like those who insulted her weeks before they too felt Amara was a stain on Lancelot’s honor and was partially to blame for the destruction of Camelot. One of the invaders rushed at Amara and struck at her before she could arm herself. With a blow to the eye she is thrown back against a wall, her vision obscured and panic beginning to overcome her. Despite her amorality Amara still resisted death. Her will to survive awakened the use of her chakras causing her to unleash a maelstrom of black flames engulfing the invaders and Lancelot’s own home in destruction.
After Arthur and Mordred fell the fighting ended. Camelot was left in ruins with few to no survivors. Rising from the chaos was the return of Galahad. For the first time in many years Amara felt connection again when she saw her brother return, something which had become so unfamiliar to her. She was overwhelmed with happiness to see him, commenting that he hadn’t changed. But Amara simply meant this on a physical scale; just simply by looking at her brother she could tell that he had undergone a profound transformation and deduced that it must be from finding the Grail. His quest for the Grail revealed itself to be misleading – the grail was no physical object according to the lore, it was actually an object of ethereal energy. Her brother explained that the Grail had fused with his very soul, and he had come to master a form of energy which he called Prana. Standing in the ruins of Lancelot’s home Galahad offered Amara the greatest opportunity of her life – to become a knight in an order called the Radiants. The Radiants would protect humanity, defending it from injustice and seeking to spread goodness throughout. Amara immediately accepted; she became the second Knight of the Radiants.
In order for Amara to complete her transformation into a Surgebinder she would need to spend extended time in the Throne, the dimension which contained the Grail and Prana. While this would normally prove a monumental task Amara’s transformation and training went smoothly. After adjusting her body to Prana she revealed herself to be a natural at its manipulation and control, mastering it to the same degree her brother did very quickly. Amara’s mastery was so great she became a master of all four Surges and even proved to be a legend in the Surge of Evocation, altering her body to become a doorway for Prana energy, also known as Heaven’s Feel. Amara’s original Prana was green in color, matching her nature as a Radiant and her will to protect the world around her. A will that was imparted by her brother upon her; one that would be a mere temporary reprieve and would inevitably disperse before Amara's cold nature and understanding of reality.
Once her training had been completed the twins began to gather followers to induct into the Order and become fellow knights. Galahad had few stipulations for joining, generally only requiring the member have a sense of justice and a desire to protect those who suffer from injustice. Word of the Order spread throughout the world quickly; they became the defenders of the oppressed, guardians of justice, and harbingers of balance. Over the next decade the Order intervened in unjust wars protecting the defenseless from destruction. Yet time and time again their efforts proved fruitless. In the short term the Order saved some lives and protected the weak. But in the long term little changed; the burden and struggle of humanity remained ever prevalent in their fight against injustice. It was then Amara realized that the Radiants were nothing more than the Defenders of the Status Quo, that their presence did not prevent injustice, it simply was a band aid for it, an enabler for humanity to continue doing wrong. But Amara did not truly care about humanity’s actions and choices, whether they were just or unjust. Her studies lead her to believe that to fix humanity, it would need to be reshaped entirely and be born anew.
Coupled with Amara’s revelation was the growing distance between her and Galahad. While joining the Order had revitalized their relationship temporarily it proved only to be a momentary bridge across an expanding abyss. From Amara’s perspective Galahad had become consumed with creating the perfect order, so much so that he put it above his own sister. It bothered Amara to no end causing her to keep her feelings hidden, including those about her doubts about their ability to stop injustice. She began to resent her brother for his actions and decisions.
Once she had corrupted a sizeable number of Galahad’s knights Amara manipulated them into confrontation. At their council meeting the knights claimed that Galahad’s method was not optimal, saying that they could rule over humanity from within because they were incorruptible. But Galahad refused to bend, insisting that their self-perceived incorruptibility was flawed and that they should never be involved in politics. With neither side giving the other room the Radiants began to abandon Galahad’s cause, thus forming the Fallen. Once the meeting had ended Amara confronted Galahad herself revealing that it was her who corrupted and manipulated her fellow knights to bring Galahad pain. Stunned by her betrayal Galahad was unable to stop Amara from walking free to continue her corruption and her goal to reshape the world. She had become the First of the Fallen; such a transformation was even reflected in her Prana, originally a magnificent green in color it shifted to reflect her nature becoming entirely black.
Amara’s plan had worked flawlessly. Many Radiants converted to the Fallen, entering villages and attempting to claim seats of power. Some Radiants, much to Amara’s delight, became apathetic all together and became Divergent, simply refraining from involving themselves at all and staying on the side lines. Surgebinders began to fall and perish to the strife created. Fallen who attempted and failed to claim power in a village were executed, while others who managed to claim power met their downfall in civil war or wars with other villages. The Order entered a death spiral; Divergents began to be hunted down by Amara systematically in a purge-style cleansing of the clan while other Radiants continued to be corrupted and fall. The situation reached its climax when Fallen began to declare war on each other in the name of their respective villages. The very world itself began to burn away at the seams.
After a year of strife Galahad took his stand. Knowing Amara’s manipulation, corruption, and power was far too great to go unchecked Galahad decided on a dangerous course of action. He was unable to bring himself to kill Amara, but was willing to imprison her and lock her away for eternity. With his great skill and knowledge of Fūinjutsu he devised a seal which would become known as the Insignia of Duality. It was a potent seal capable of restraining such a dangerous and amoral force. The Insignia of Duality was actually two separate seals, the Seal of Light and Darkness; each bound to the other in a special connection. In order to perform the seal Galahad would need to mark Amara with the Seal of Darkness while he himself would also be marked. Knowing that he could not confront Amara alone Galahad recruited Percival, a fellow knight, and created a deceptive plan to capture Amara.
However, nothing ever truly ends. After a long period of time passed Amara was finally freed, released into a world she no longer understood. The seal had been broken by the one who called herself Ruler, Jeanne d’Arc. She would unleash her anger upon her brother as she finally took the ultimate and final step in becoming the Darkness.
After two years passed and the twins turned sixteen Galahad undertook his quest to find the Holy Grail, a mythical artifact that Amara and Galahad had become all too familiar with during their studies. With somber eyes Amara wished her brother the best in finding it, hoping that he would return soon. Almost as soon as her brother left order soon turned to chaos and crisis; Lancelot would finally commit the unthinkable and engages in an affair with Guinevere, bringing chaos to Camelot. For many months the affair went uninterrupted and concealed. It was a blissful time for Lancelot, so much so that even Amara could tell he had changed somehow. But unbeknownst to the world this affair would impact many lives, spanning over immense time. It was the beginning of Berserker, a terrible scourge which would grip the world in time.
Eventually the affair is discovered by Agravain, one of Lancelot’s fellow knights. When the matter is taken to the Round Table it fractures it and creates factions. Lancelot is put in chains, his great power willingly shackled away as his honor and dignity as a knight proved far too great causing his guilt to consume him. A trial would be held in Camelot with all in attendance, bar Galahad. Before the trial many knights and citizens came to Amara to both offer their condolences or scorn her. For the first time since arriving in the city Lancelot could no longer protect his children. People had always seen Amara as a stain on Lancelot’s honor; an illegitimate child that should not exist, born of lust and deceit. But their insults didn’t bother her, she felt nothing. She looked upon them with indifference understanding that they suffered from the burden of humanity, nothing more.
Within days the trial began. Amara was in attendance, sitting far in the back as a mere silent spectator. She would not speak in defense of her father, nor would she speak against him as a witness to his transgressions. None of it mattered, however. The trial was one of show to quell the desires for Lancelot’s immediate execution. In reality Arthur had already decided Lancelot’s fate, choosing an act of kindness to spare Lancelot’s life. Against the judgement of his advisors Arthur sentenced Lancelot to exile. But Lancelot’s honor compelled him to seek the ultimate justice, death. He was angered that Arthur’s ‘kindness’ forced him to languish in shame and disgrace due to his transgressions.
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On the day of his departure Amara watched from a distance as her father marched in shame out of the city. She wore a similar black dress to the one she wore when Galahad was knighted. Amara spectated with indifference, caring little for her father’s fate. She even looked on upon her father at the gates of Camelot as he killed Gareth and Gaheris with an expressionless face. However, Amara couldn’t help but feel that she could change what had happened, not simply for her father but for all humans. That perhaps she could correct the struggles of the world regardless of justice, honor, or law. That perhaps a better solution existed than the Knights of the Round Table could offer. Her father’s fall and struggle was perhaps the penultimate moment in Amara’s transformation into Nothingness, the true incarnation of Darkness: a relentless amoral force with cold resolve.
“I felt nothing. I didn’t care if he was executed, exiled, or freed.”
Lancelot’s exile did not end the struggle in Camelot. Soon after Arthur caved to the pressures of his advisors and decided to execute Guinevere for her affair and betrayal. The execution crystallized the factions within Camelot causing incredible amounts of turmoil. Those who sided with Agravain, the one who exposed the affair, would fight those who sided with Mordred. Camelot fell under siege and ended with Arthur and Mordred fighting each other ending in mutual death.During the civil war Amara hid in Lancelot’s home. It was a well-built structure with many places to hide. But she did not fear for her life; she relied on Galahad’s training to navigate the situation. She hid herself in Lancelot’s basement with a small assortment of weapons to protect herself should any come seeking her. Finally, some did come for her. Members of Agravain’s faction, who sought the death of Lancelot and Guinevere, came to burn down his home. While they ransacked it they found Amara hiding causing them to be overcome with rage. Like those who insulted her weeks before they too felt Amara was a stain on Lancelot’s honor and was partially to blame for the destruction of Camelot. One of the invaders rushed at Amara and struck at her before she could arm herself. With a blow to the eye she is thrown back against a wall, her vision obscured and panic beginning to overcome her. Despite her amorality Amara still resisted death. Her will to survive awakened the use of her chakras causing her to unleash a maelstrom of black flames engulfing the invaders and Lancelot’s own home in destruction.
After Arthur and Mordred fell the fighting ended. Camelot was left in ruins with few to no survivors. Rising from the chaos was the return of Galahad. For the first time in many years Amara felt connection again when she saw her brother return, something which had become so unfamiliar to her. She was overwhelmed with happiness to see him, commenting that he hadn’t changed. But Amara simply meant this on a physical scale; just simply by looking at her brother she could tell that he had undergone a profound transformation and deduced that it must be from finding the Grail. His quest for the Grail revealed itself to be misleading – the grail was no physical object according to the lore, it was actually an object of ethereal energy. Her brother explained that the Grail had fused with his very soul, and he had come to master a form of energy which he called Prana. Standing in the ruins of Lancelot’s home Galahad offered Amara the greatest opportunity of her life – to become a knight in an order called the Radiants. The Radiants would protect humanity, defending it from injustice and seeking to spread goodness throughout. Amara immediately accepted; she became the second Knight of the Radiants.
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In order for Amara to complete her transformation into a Surgebinder she would need to spend extended time in the Throne, the dimension which contained the Grail and Prana. While this would normally prove a monumental task Amara’s transformation and training went smoothly. After adjusting her body to Prana she revealed herself to be a natural at its manipulation and control, mastering it to the same degree her brother did very quickly. Amara’s mastery was so great she became a master of all four Surges and even proved to be a legend in the Surge of Evocation, altering her body to become a doorway for Prana energy, also known as Heaven’s Feel. Amara’s original Prana was green in color, matching her nature as a Radiant and her will to protect the world around her. A will that was imparted by her brother upon her; one that would be a mere temporary reprieve and would inevitably disperse before Amara's cold nature and understanding of reality.
Once her training had been completed the twins began to gather followers to induct into the Order and become fellow knights. Galahad had few stipulations for joining, generally only requiring the member have a sense of justice and a desire to protect those who suffer from injustice. Word of the Order spread throughout the world quickly; they became the defenders of the oppressed, guardians of justice, and harbingers of balance. Over the next decade the Order intervened in unjust wars protecting the defenseless from destruction. Yet time and time again their efforts proved fruitless. In the short term the Order saved some lives and protected the weak. But in the long term little changed; the burden and struggle of humanity remained ever prevalent in their fight against injustice. It was then Amara realized that the Radiants were nothing more than the Defenders of the Status Quo, that their presence did not prevent injustice, it simply was a band aid for it, an enabler for humanity to continue doing wrong. But Amara did not truly care about humanity’s actions and choices, whether they were just or unjust. Her studies lead her to believe that to fix humanity, it would need to be reshaped entirely and be born anew.
Coupled with Amara’s revelation was the growing distance between her and Galahad. While joining the Order had revitalized their relationship temporarily it proved only to be a momentary bridge across an expanding abyss. From Amara’s perspective Galahad had become consumed with creating the perfect order, so much so that he put it above his own sister. It bothered Amara to no end causing her to keep her feelings hidden, including those about her doubts about their ability to stop injustice. She began to resent her brother for his actions and decisions.
“To change everything I must become all there is: the sole Surgebinder.”
Amara decided, with hatred permeating her soul and cold indifference guiding her mind, that she would reshape the world in her own image and vision; she would choose to abandon the status quo and her oath as a Radiant. But above all she wanted to make Galahad suffer; to destroy all that he had built, including his Radiants. It was an ambitious goal for Amara to pursue. In order to reshape the world she would need to sacrifice her only remaining kin, Galahad. She would have to become the only Surgebinder; only her reign alone could reshape the world in her vision. Amara decided to target knights who had similar feelings to her own regarding the state of humanity and decided to manipulate them and create their own Surgebinder civil war. She sowed the seeds of dissent among the Order, corrupting and manipulating her former comrades into believing that in order to correct injustice they would need to enter villages, towns, and clans and claim positions of leadership. They were led to believe that Galahad was wrong, that his method was flawed and insufficient to stop injustice.
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Once she had corrupted a sizeable number of Galahad’s knights Amara manipulated them into confrontation. At their council meeting the knights claimed that Galahad’s method was not optimal, saying that they could rule over humanity from within because they were incorruptible. But Galahad refused to bend, insisting that their self-perceived incorruptibility was flawed and that they should never be involved in politics. With neither side giving the other room the Radiants began to abandon Galahad’s cause, thus forming the Fallen. Once the meeting had ended Amara confronted Galahad herself revealing that it was her who corrupted and manipulated her fellow knights to bring Galahad pain. Stunned by her betrayal Galahad was unable to stop Amara from walking free to continue her corruption and her goal to reshape the world. She had become the First of the Fallen; such a transformation was even reflected in her Prana, originally a magnificent green in color it shifted to reflect her nature becoming entirely black.
Amara’s plan had worked flawlessly. Many Radiants converted to the Fallen, entering villages and attempting to claim seats of power. Some Radiants, much to Amara’s delight, became apathetic all together and became Divergent, simply refraining from involving themselves at all and staying on the side lines. Surgebinders began to fall and perish to the strife created. Fallen who attempted and failed to claim power in a village were executed, while others who managed to claim power met their downfall in civil war or wars with other villages. The Order entered a death spiral; Divergents began to be hunted down by Amara systematically in a purge-style cleansing of the clan while other Radiants continued to be corrupted and fall. The situation reached its climax when Fallen began to declare war on each other in the name of their respective villages. The very world itself began to burn away at the seams.
After a year of strife Galahad took his stand. Knowing Amara’s manipulation, corruption, and power was far too great to go unchecked Galahad decided on a dangerous course of action. He was unable to bring himself to kill Amara, but was willing to imprison her and lock her away for eternity. With his great skill and knowledge of Fūinjutsu he devised a seal which would become known as the Insignia of Duality. It was a potent seal capable of restraining such a dangerous and amoral force. The Insignia of Duality was actually two separate seals, the Seal of Light and Darkness; each bound to the other in a special connection. In order to perform the seal Galahad would need to mark Amara with the Seal of Darkness while he himself would also be marked. Knowing that he could not confront Amara alone Galahad recruited Percival, a fellow knight, and created a deceptive plan to capture Amara.
“He was so threatened by me, fearful that I would make a more perfect Order than he, so he exiled me. Virtually erased me from the Order’s history.”
The plan went against Galahad’s nature as a righteous knight. Relying on trickery was an abhorrent act to Galahad and filled him with disgust, guilt, and self-loathing; but he justified it to himself as a necessary action in order to stem the erosion of the Order and to protect humanity. Galahad offered to meet Amara as if offering himself up to her as a sacrifice to stop her from destroying humanity and the Order. Unwittingly accepting Galahad’s action as surrender and not trickery, believing Galahad would never resort to such actions, Amara was attacked. After a long battle ensued between Amara, Galahad, and Percival, her brother finally managed to attach the Seal of Darkness in her weakened state just below her collarbone. Galahad quickly initiated the sealing mechanism and within an instant his sister was trapped within an ageless stasis, unable to free herself or continue her corruption. Before departing from the battlefield Galahad modified the seal one final time ensuring that temptation could never free Amara. As the bearer of the Seal of Light Galahad modified it so that, as the bearer, he would be unable to release the Seal of Darkness; instead he allowed any individual other than him to release the Seal of Darkness passing the choice to humanity should the day ever come. However, nothing ever truly ends. After a long period of time passed Amara was finally freed, released into a world she no longer understood. The seal had been broken by the one who called herself Ruler, Jeanne d’Arc. She would unleash her anger upon her brother as she finally took the ultimate and final step in becoming the Darkness.
O T H E R
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N/A Won | Lost N/A |
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