Enter Darkness Overload; Aurelius Vayne v7

Vayne

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Heir to Chaos; Descendant of Erebus; Usurper of Nyx; Aurelius Vayne
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Basic Information




Name

Vayne Theofratus Aurelius​

Nickname

Mana | Logix | Usurper

Gender

Male

Age

23

Clan

Nara


Looks
Standing at 1.82 meters tall, Vayne is of an impeccable arrangement of structure and physique, not too muscular, nor too fragile, an unblemished balance of power and agility equally distributed throughout his amb. Vayne is fathomed by stout blue/green eyes and radiant white/grey hair. Although naturally having coloured eyes, Vayne is often mistaken to have brown eyes. This is due to wearing dark contact lenses that can be compared to sunglasses. The lenses prevent Vayne from being blinded by flashbombs or similar, but in turn limit his vision in dark places, similar to how normal sunglasses would. Furthermore, unlike most males of his clan, Vayne does not tie his hair back in a ponytail, opting to leave it free. As for his attire, Vayne is considered the embodiment of class and eloquence, commonly wearing suites or garbs of the highest quality. Considered somewhat of a fashion freak, especially when it comes to official business and special occasions, Vayne drives home his artistic side in his attire, always aiming to achieve his own personal interpretation of perfection. However, when on missions and in fights, his style often changes based on necessity, although, almost in all cases he has ninja pouch which contains an assortment of tools unique to him and his style, and the Garb of Achlys is always worn beneath his attire, concealed to the naked eye. Furthermore, Vayne has multiple summoning tattoos placed on his body. His wrists, lower legs, chest, and inner mouth have the summoning tattoos of both snakes and deers. In regards to the one's inside his mouth, they are placed on the inner upper and lower lips, in addition to his tongue. All tattoos are small in size. Who'd want to cover up greatness, ey?
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Personality
Like most members of the Nara clan, Vayne is of superior intellect, however, even amongst the Naras his intelligence is considered unnatural. Highly praised as a prodigy that only appears once every generation, he quickly rose to become the leader of the Nara clan. Rumour has it that he intends to lead the clan into a bloody war that would enslave the world. But of course, that is a mere rumour. Vayne is also noted to be quite the master manipulator, being more sly than a margay/conman hybrid, and more charming than a lovesick poet. Although a callous and brutal fighter, Vayne's style is quite tactful. However, he does have a bad tendency to toy with his opponents, even in dangerous situations. Despite his nature, Vayne does share a special bond with most of his village, having a nurture over nature stance in regards to them. This bond, however, has not stopped Vayne from manipulating members of his village in order to serve his ulterior motives. It is also noted that Vayne is quite the prankster, although some of his pranks often lead to massive fights and disagreements, such as the time he published an article on Scaze which lead to the later developing a deep seeded phobia of Vayne. Overall, Vayne's personality is quite the contrast to his outwards appearance, where he appears to be peaceful and innocent but is truly a savage beast.



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Will you define your sins? Or will they define you?





Village Info





Land of Birth:

Green Bit (081)

WSE Clan:

Golden Sabbath ft.
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Tsumigakure

Group Associations

*** Addicts Anonymous


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Rank & Chakra Info





Ninja Rank

Jounin

Specialties

(Chakra)Lifeline

Combat Specialist

Kenjutsu Specialist

Shadow Manipulation

Advanced Kenjutsu Specialist

Jaded Fist of Judgment Fighting Style


Elements

Fire

Wind

Earth

Water

Lightning

Dream Sand

Ninjutsu

Ink Arts

{Excluding Restricted}Body Arts

Ninja Arts

Sword Arts

Leg Weights

Sealing Arts

Forbidden Arts

Illusionary Arts

Deer Summoning

Snake Sage Mode

Eight Inner Gates

Snake Summoning

Shadow Manipulation

Soften Body Modification

(Advanced Ken Specialty)Samurai Sword Techniques



Custom Fighting Styles

Whip Arts

Shadow Combat

Nine Arts Dragon

Jaded Fist of Judgment




What is history but a fable agreed upon?



Background Information




History


For months I have roamed the world in search for a new pawn, for, Chun Woo-Han had long since served his purpose. The Gyojin was no longer capable of handling the tasks given to him. A shame, truly. I would have kept the nine arts dragon, the Goomoonryong, around, but pride, pride is a lethal poison. The dragon's descent from power was an abrupt one, but his attempt to regain it was a long and hard journey etched throughout time. Unfortunately, all journeys must come to an end. It was an undeniable fact of this world, no, the undeniable fact of this world. Chun fought valiantly, but his attempts were nothing more than a child's tantrum. I spared his life, reluctantly, in hopes of using him once again in the future. But as it shows, you can only hit a man so many times before he breaks. Chun fled the main village and eventually left the country all together. As a result I went out to search for new subordinates. My search, in complete honesty, was a disappointment. Baraggan Louisenbairn, the main prospect, took his own life in front of my own eyes. It was a strange act, one that I have yet to wrap my mind around. But nevertheless, the journey was not a complete disappointment. On my way back I had found a candidate; a 'child' who had remarkable growth potential. Our conversation was a short one, but the seeds were planted... My return to the rock was uneventful and rather bland. I chose to return to the rock gardens, to get an update on the affairs of the village. It was well known that I was generally detached from common village affairs, only involving myself in necessary conflicts, although the last one was rather unique. A reverse summoning had removed me from the war, leaving the village in an uncommon state. Nevertheless, this was Iwagakure, it stays strong and rises despite all. The path I took was a scenic one, choosing to enjoy the rebuilt beauties of past, in addition to some new changes. All was going well until.. 'Feitan!' It had been a while since I seen Feitan, especially in such a manner, but knowing his temper I did not immediately react. It might have been a small insignificant scuffle, but the crowd, the crowd told another story. A few minutes had passed since Fetians outburst, but civilians were still fanatically running for their lives. I stopped one man to inquire about the situation. LET GO OF ME! He shouted as he attempted to shake me off. I firmly held him in his place and spoke. Whats going on here? My voice was clear and calm. The man instantly recognised it and let out a deep breathe. The officials... Feitan and Morgana, they're fighting! Feitan and Morgana fighting? This didnt make sense, none at all. I'll sort this out. Go! Needless to say I rush towards the scene, causing it to rain as I do so. If it was indeed true that Feitan and Morgana were fighting then things were bound to get messy. As I ran a sense of dread washes over me, not solely based on Feitan and Morgan, but on what my reaction would be.
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(Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S Range: Short - Long Chakra: 40 (-10 per turn) Damage: 80 Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away. Note: Must know Sage Mode Note: Usable 3 times a match, lasting 4 turns each use. Note: Requires a 2 turn cool down between uses Note: Must be taught by Korra.
Arriving at the battle scene I realise that it was indeed true, the two officials were duking it out. I arrive as the witch flies away and just as Feitan recovers from an attack. My eyes shifted between the two, rage building up with each passing moment. The two had truly decided to fight. But that decision was not one that should be taken lightly, repercussions were bound. I act quickly, dropping a flashbomb behind me, expanding the range of my shadow and increasing the speed of my order exponentially. Both Feitan and Morgana would almost instantly close their mouths and bend their knees as if praying to a God, the latter avoiding a stone aimed at her neck as a result. What is the meaning of this bullshit? I demanded, switching my gaze between the two who formed with me a triangle of equal lengths. I release my hold on their mouths, but keep them bent on their knees, as I stood tall. It might have been true that Morgana had the high ground, but I still gazed down on her in equal proportions to that of Feitan whom was level with me. It was not a matter of height, it was one of character. (Kage: Chumon No Yogen-Sha) - Shadow Arts: Order of The Prophet

Type: Supplementary
Rank: D Range: Short - Long Chakra: 10 Damage: N/A Description: After capturing the target(s), either through this technique or others, the user is given the opportunity to humiliate the target(s). The user can choose to force the opponent to bend their knee(s) in order to kneel in front of the user, or to choose to cause the target(s) to close their mouths, preventing them from talking. The two are often used together to silence insubordinate mongrel. Other than the aesthetic uses of the technique it has a practical use. The user can choose to close the mouths of the target(s) as they are releasing a jutsu, thus effectively stopping the technique and potentially harm the target(s) depending on the nature of the released technique.
The two were surprised to say the least. My appearance was unexpected and to a certain extent unwelcomed. The two reveal the nature of their fight and, after hearing out the two points, I would allow their battle to continue, moving on towards the nearby Tshuchikage to discuss preparations for the future, particularly preparations for the future conduct of the village. Dark days were ahead. A few months passed and many events unfolded, namely the crowning of a new Tshuchikage. Feitan was elected as the new kage of the village. My position as war general would remain relatively unchanged, leaving my plans to go on swiftly. Soon after I would embark on a journey and enact a plan of mine. The plan cultivated in the formation of an alliance with Amegakure's first officer and several others. However, the alliance would serve as a means to the destruction of Konohagakure and the death of it's Hokage, once again, the death of the Raikage, and the death of Amegakure's surrogate leader. From my end of things it was a flawless victory, with not a single loss. Soon after I would leave for some sorts of head hunter game. The event was rather easy, as I won my division, but I was stripped from my prize due to some fine printing I missed in all the bloodshed. Nevertheless, it was an interesting experience, one that followed several troublesome actions. Now, I seek an ancient relic of the past...

Little to none has yet to be revealed. The journey has just begun...







And so it was, he was the alpha & the omega​





Other





Specialties and Fields of Interest
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Summonings and Sage Mode





During my early years, I stumbled upon the snake master Orochimaru. Intrigued by the powers snakes wielded, I would go on to sign the contract and form a pact with the snakes of Ryuchi cave, becoming one of the multiple signers. However, down the line I began to stand out among other signers of the contract. Eventually my infamy would lead to the White Snake Sage himself seeking me out, with intentions of teaching me how to utilise natural energy. The training was supervised by the sage of snakes himself. After a short period I became capable of fully utilising natural energy to my benefit. Several months later, I encounter a unique breed of snakes, said snakes were much more capable and adapt at combat. Naturally, these stronger and more effective snakes replaced normal generic snakes. Furthermore, the Sage of Snakes gifted me with unique tags that replaced my normal explosive tags. These tags would summon snakes that would bite the target then explode, adding a more lethal aspect to a basic technique. Additionally, I am a signer of the deer contract, having multiple tattoos throughout my body.(Mentioned in looks)
Sage Mode
( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary

Rank: S

Range: N/a

Chakra cost: N/A ( -10 turn to sustain )

Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank

Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is immune to C-rank and below damage (unless externally empowered to increase lethality) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.

Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.

Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

Crotalinae

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive

Rank: D-S

Range: N/A

Chakra Cost: 10-40 (Depends on rank of summons)

Damage Points: N/A

Description:

The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae

Tags

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Type: Offensive

Rank: E Rank

Range: Short

Chakra: 5

Damage: 10

Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.

Note: Must post this in the user bios to be able to use them

Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.

What they look like

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The heritage and the mana Two and one, the heritage and the mana are essentially interchangeable synonymous words, if you understood their implications. The heritage is no other than the Nara Clan's hidden art; shadow manipulation. From a young age I was able to grasp the concept of the clan's secret art, becoming quite proficient with it's usage, matching and even surpassing clan elders in skill. However, it took me years to actually begin to dwell into the ability. This was due to being contempt without it's usage. The focused interest into the ability would soon lead me down a path of untold potential. I progressively unraveled new abilities and discovered new capabilities, steadily increasing my arsenals lethality over time. Eventually this would lead to my encounter with the Gods, a tedious tale. On the hindsight of the encounter many new abilities were gained, such as the Garb of Achlys himself.
(Kage: Chumon No Yogen-Sha) - Shadow Arts: Order of The Prophet

Type: Supplementary

Rank: D

Range: Short - Long

Chakra: 10

Damage: N/A

Description: After capturing the target(s), either through this technique or others, the user is given the opportunity to humiliate the target(s). The user can choose to force the opponent to bend their knee(s) in order to kneel in front of the user, or to choose to cause the target(s) to close their mouths, preventing them from talking. The two are often used together to silence insubordinate mongrel. Other than the aesthetic uses of the technique it has a practical use. The user can choose to close the mouths of the target(s) as they are releasing a jutsu, thus effectively stopping the technique and potentially harm the target(s) depending on the nature of the released technique.


(Kage: Deddo Otoko Okingu) Shadow Arts: Dead Man Walking

Type: Supplementary
Rank: B

Range: Short - Mid

Chakra: 20 (5 per turn per person)

Damage: N/A

Description: A technique to be used when an individual is injured/incapable of proper movement on their own. The user would control their shadows through chakra and would follow the movements of their shadows. This allows the user to continue moving on the battlefield. It follows the basic technique of the Naras. While this is invoked the user can not use elemental chakra. It can be applied to others to control their movement however the allies can only use taijutsu, kenjutsu, and basically anything other than that which does not require chakra. This can be used on multiple targets(up to 4), thus allowing the user to control an army of puppets. This allows the user to control even dead bodies and use them as meat shields.

-Usable 4 times

-Lasts 3 turns

-Mastery over Nara clan techniques.

-The controlled people would move 2 levels slower than they normally do. If the user controls himself moves at his same speed. No speed boosts will be applied while active


(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow

Type: Attack/Defensive/Supplementary
Rank: A

Range: Short - Long

Chakra: 30(+20 Per creation)

Damage: 60

Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.

-Usable 4 times per battle.

-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.

-Non-elemental chakra can be infused into the creations.

-Requires two turn break in between usages.


(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra

Type: Offensive/Defensive/Supplementary
Rank: A

Range: Short - Long

Chakra: 30 (-10 per turn)

Damage: N/A (60)

Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.


The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.


The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.

-Requires mastery of shadows.

-4 time per battle.

(Kage: Phantasos) - Shadow Arts: Phantasos

Type: Offensive/Supplementary
Rank: A

Range: Short - Mid

Chakra: 30

Damage: 60

Description: A technique based on the very core of the nara clan. It is essentially an advancement and refinement of the basic paralysation technique. A nara commonly takes control of the shadow of the target and inversely prevents their movement or move them around. This shows a direct correlation between the targets shadow and their muscles/body. Phantasos makes use of this correlation in order to grant the nara unprecedented advantage when combating durable target with great physical prowess. Phantasos allows the user to utilise his shadow in order to attack the targets muscle via their own shadow. Essentially the technique works in a modified way of the basic technique. Instead of controlling the target’s muscles to move the target, the user would forcibly move the targets muscle in order to cause damage. For instance, instead of moving the leg muscles in order to move the target, the user would have the muscles constrict on themselves, causing damage to the target’s legs, potentially preventing proper movement for future turns, similar to what the effects of a strong kick to the back of the leg could result in. The technique’s range can be increased similar to other shadow techniques, of course under the condition that the users shadow has enough area to increase it’s range. The technique can be used thrice per battle and four times per event.


(Kage: Erebus) - Shadow Arts: Erebus

Type: Supplementary
Rank: A

Range: Short

Chakra: Equal to the technique that activated it, then five per turn

Damage: Dependent on the technique that activated it

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


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


(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot

Type: Supplementary
Rank: A

Range: Short - Mid

Chakra: 30

Damage: -

Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.


(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type: Supplementary

Rank: A

Range: Short- Mid

Chakra cost: 30 (-10per turn)

Damage: +20

Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required (cannot be applied to Forbidden ranks). This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.


(Shadō sentō de : Don'yoku ōrudoman no chūshōbodi) | Shadow Combat: Maligned Body of a Greedy Old Man
Type: Defense

Rank: S

Range:Short

Chakra Cost: 40 (+5 every turn)

Damage Points: N/A (-15 total to user for 5 turns)

Description: This technique is one of the most powerful techniques of the Shadow Combat Style. Its main motive is to provide the utmost defensive abilities that shadows could ever provide. The user begins by channeling his shadow chakra throughout his body and releasing tendrils of shadows from all the pores in his body. The tendrils will swiftly coil around the body, re-enter the body, re-emerge and coil around the body again. This is a continuous process that coats the user's body in layers of shadows, creating a tight mesh that provide a very good defense by providing a new layer every time. The mesh is so strong, that the user can punch a big and dense rock with his fist with all his might, and still feel nothing. Not only that, the tendrils go deep inside the user’s body, and coat itself over the bones as well, making it extra strong. Damage due to physical impact (or any Taijutsu) will increase by +20 due to the strong chakra mesh coating over the body. The tendrils when they re-enter the body, causes slight pain to the user every time, enough to keep him out of B-Rank and below genjutsus continuously. The user can, if needed, channel his shadow chakra into his weapons, to give them the same effect. However, they lose the effect the moment the user leaves the weapon. The user can also release the tendrils passively outside his body (up to short-range), to grab the opponents and throw them (any freeform activity).

Note:

This technique requires concentration; and hence the user cannot perform techniques above S-Rank when this is active.

Can only be taught to a Shadow Combat Student

Cannot use any Shadow Combat techniques in the same turn it is used.

Lasts 5 turns at max.

Can only be used twice

(Kage/Ninpou: Mugen Teiri) - Ninja Arts/Shadow Arts: Infinite Theory

Type: Supplementary
Rank: S

Range: +1 To base technique

Chakra: 40 (10 per Turn)

Damage: -

Description: A simple technique that can only be applied on shadow constructs with physical shape. It allows the user to manipulate the shadow that is created by the construct. Since the construct has a physical shape, then it would have a shadow of it's own. This technique allows the user to control said shadow in order to augment the damage done. It can be used in two ways. The first is to cause the shadow of the previously created construct to surround the construct. This gives the construct more defensive and offensive prowess. Defensively it would allow the construct to take one rank more damage than it normally would, and offensively it would give the construct one rank more damage points.For S rank that transaltes into +20. The second usage, and the more used one, is duplication. It allows the user to create duplicates of the existing constructs. The user can create 2 duplicates of the construct. The first duplicate would retain 1/2 of the original techniques strength, while the second duplicate would only retain 1/4 of the original techniques strength. This also applies to the size of the duplicates. When used with techniques that have physical form, but are used for restraints for example, this technique allows the techniques to reach longer distances, specifically 1 range more than it normally would. The duplicated constructs would retain any characteristics present in the original technique. Like if a physical shadow dog with long fangs was created, the duplicate dogs(puppies) would have the same long fangs. The duplication would normally work on techniques that create 'sets' of constructs, like a technique that created two shadow hands, each hand would have its owns duplicate. This technique alters the fact that shadows don't normally have shadows of their own. This is accomplished through a variation on the Hiding With Camouflage techniue, in which not only the way light affects the shadow is altered, but also how physical shadow constructs react to light.

-Usable 3 times with a turn break between uses.

-In the first usage it would last the same time as the original technique.

-In the second the duplicated construct would last one extra turn than the original construct.

(Bugu no Achlys) - Garb of Achlys
Type: Weapon

Rank: Dependant

Range: Dependant

Chakra: 10 per turn | Up to forty for specific abilities

Damage: -

Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.


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


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


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


In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.

-Can only be used by a nara.

-If not on the user's person, it can be summoned similar to any other weapon.

Vessel of Enyalius is the inauguration of body skills gathered throughout countless years of training and battle. It was, at a point in time, my bread and butter, my main method of fighting. However, upon my investment to the shadows I slowly relied less on it. Nevertheless, I kept training and honing skills with it. Branching out to perfect utilisation of all sorts of weaponry, whips and kunais in particular. Due to my constantly adapting style of combat, I keep my body as sharp as my brain. This translates into my capability of moving faster and more effectively than those that should be of equal level to mine. Furthermore, I went a step further than most and had my body , granting me the ability to stretch my limbs to great extents, allowing me to incorporate unique and unexpected attacks into my fighting style. Furthermore, I am capable of opening the Eight Inner Gates, in addition to being well versed in Samurai techniques.

Tools of Ares: are the assortment of tools plunged from the vaults of the God himself, Ares. The tools vary from mere needles, to smoke pellets to more intricate creations such as war fans and much more. The tools were modified to be heavier than normal tools, allowing them to be more efficient in free form combat. This is similar to Minato's flying thunder god kunai, but to a greater extent. Furthermore, all tools have two tags on them, intricately intertwined to appear as one. They are common explosive tags and the explosive snake tags. Lastly, I always carry a single tag related to the technique thunder rage. Additionally, at the back of each of my ankles I have a small plastic bottle that contains ink mixed with my blood. If pressure is applied to the bottles they would squirt ink into the ground, allowing for a source of ink techniques in some situations.

Sight of Apollo: is the testimony of a superior artistic sense polished through years of battle and self devotion. My experience lead to being capable of drawing extremely complex and intricate drawings at a severely fast and effective manner. Additionally, I utilise several unique methods of utilising ink release, both in terms of ink release by itself and combining it with other aspects available in my arsenal, such as elemental chakra and summoning based techniques. For instance, all my ink reservoirs and those utilised in preprepared techniques have the same ink as that of oath sign and Ars Chasseur, allowing for a more dynamic method of utilising ink.

(Inkupo/Kuchiyose: Chikai no Sain ) Ink Arts/Summoning: Oath Sign
Type: Supplementary

Rank: N/A

Range: N/A

Chakra: N/A

Damage: N/A

Description: A rather unique technique in terms of composition, being rather tame in its effects due to not being an offensive nor defensive technique. Through the manipulation of specialized chakra absorbing ink, this brew of ink is merged with chakra of the user and actual blood - causing it to take a murky crimson coloring. The ink however has special properties, allowing for those who frequently uses summoning a new unique way in order to summon. By kneading chakra into the ink, drawing on a surface( be it on the ground, on a scroll or airborne) the user creates the kanji for the animal they are summoning i.e dog would be written as “犬” which then allows them to summon the animal. This makes the load easier for the user, due to the ink carrying their chakra and blood within the ink,acting as a medium for the appropriate summoning. The ink provides half of the needed chakra, thus the user only needs to pay half the total amount it would normally need to summon the animal.While primarily used for contract summonings, the user may also use this method for techniques such as Summoning Technique: Rashōmon by drawing a kanji associated with the technique i.e gates. This technique must be mentioned in the user’s bio or before battle in order to utilize and is passive in nature, not taking up a move nor time in the the timeframe though must be referenced while performing said techniques. The user may also say incantations, speaking in unique languages or phrases purely for cosmetic purposes.


Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive

Rank: C

Range: Short-Long

Chakra cost: N/A (-5 per turn)

Damage: N/A

Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:


Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.


Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.


Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.


Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.


Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.


Note: Must be stated in the user's biography or beginning of the battle.

Note: Up to 3 tattoos can be made in one go.

Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.
(Inkupo/Genjutsu/Raiton: Shuuru Fantazumu) Ink/Illusion/Lightning Technique: Surreal Phantasm
Type: Supplementary
Rank: A
Range: N/A (Same as Genjutsu; to which how far the flash will reach)
Chakra: X + 30 Infusion (X being the original illusions chakra cost)
Damage: N/A
Description: Through the use of some unique in tattoos on the user’s body; the user may will infuse their lightning chakra into the tattoos in order to cause them to begin to glow bright. This causes a flash of light to occur, which spans up to long range (depends on original technique's range) away from the user’s position – causing those who see the light to be inflicted into an illusion. This allows a new and unique way of casting techniques, utilizing the tattoos as a mean to cast an illusion; with the user being able to us any illusion they desire. This technique costs a move, but is use in tandem with the illusion, needing the same amount of hand seals, chakra etc for the original technique though with minor infusion of chakra for the flash of light. This method can follow with any Genjutsu the user knows up to A-Rank but is can only be used once every three turns. The tattoos must be posted before battle or within the user’s bio.

(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.


Knowledge of Athena: is essentially the years of battle experience and battle engagement rolled into one. Throughout the years I had developed a different way of fighting than most, often going for more roundabout tactics, and precise manoeuvres. An example of this is how I never look an opponent in the eye, but rather at their chin. This quirk is carried on by my summons who adapt similar methods when possible. Additionally, my summons are capable of understanding me when I talk in my native tongue.

Pillages of Prometheus: Personifies several bodily seals prepared beforehand in order to combat particular situations if the need arises. On my tongue and on my chest above my heart I have the Lightning Blades Creation seal, while on the lower of my spine I have the Reverse Four Symbols seal. Additionally, Dark Times is a unique seal relating to Dream Sand that I also have on my body.

( Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.


Scientific Tools/Artifacts: Absorption Arm | Kote; (Suiton: Gufuu Suika) - Water Style: Typhoon Water Vortex | Kote; (Raiton: Sandāboruto) - Lightning Style: Thunderbolt


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Battles


Won:

34

Lost:

6

Tie:

2



Updating Vayne/EIG Prize

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