Geezy vs AJ

Ańbu Juniør

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Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.

Official Title: King of Beasts - For the King of Inuzuka, Kōtetsu, for his skill and alpha status amongst the wild packs of animals. Unrivaled in his domain, Kōtetsu has truly become the King of Beasts.
  • Earned by winning the Grand Roleplay Tournament.
  • Increases the number of available summonings, pets, or wild beasts the user is able to have at by one.
  • Gains a 20 damage increase to attacks done by summonings or pets, not counting as a boost.
    Once per fight, able to spend a move to extend his dominion over beasts to an opposing summoning, pet or beast up to S rank and control them for up to 3 turns or prevent them from fighting. Creations not included.

The sun shined across the clear blue sky, and beamed down into the twenty meter wide clearing in a port of the forest that spread across the Land of Fire. It was in this clearing that the Inuzuka appeared, seemingly alone as his ninken were merged into his into his body and unable to be seen. Twenty meters above him flew a large quadruped creature with glistening white feathers and fur. Moving towards the center of the clearing he came across a dark-skinned man wearing a white hooded robe, and decided to attack immediately.

He takes two uniquely marked kunai from the thick fur waistline of his skirt and tossed them ten meters to each side as he brings his hands apart before slamming them together with such tremendous force that a horizontal shockwave of air pressure is produced. This shockwave raced towards the darkskinned man, and at the same time that he began to move the Inuzuka flexed his leg muscles to passively release the weights that bound his speed. Simeoutaneously from above, Sleipnir covered her conceal ghastly hands with lightning chakra before clapping them together to unleash it in the form of a powerful thunderbolt directed at the dark skinned man below.

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 + 10 = 90)
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.
Health
Kōtetsu: 200
Sleipnir: 150

Chakra
Kōtetsu: 1,600 - 105
Sleipnir: 2,000 - 40​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11

Tracking
Kōtetsu: 126
Sleipnir: 30

Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
 
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Geezus

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Joined
Sep 10, 2008
Messages
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Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.
Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.
Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.
Intrinsic Traits:
Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)
Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)
Blood Brawler

A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.
Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.
*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
Official Title: King of Beasts - For the King of Inuzuka, Kōtetsu, for his skill and alpha status amongst the wild packs of animals. Unrivaled in his domain, Kōtetsu has truly become the King of Beasts.
  • Earned by winning the Grand Roleplay Tournament.
  • Increases the number of available summonings, pets, or wild beasts the user is able to have at by one.
  • Gains a 20 damage increase to attacks done by summonings or pets, not counting as a boost.
    Once per fight, able to spend a move to extend his dominion over beasts to an opposing summoning, pet or beast up to S rank and control them for up to 3 turns or prevent them from fighting. Creations not included.

The sun shined across the clear blue sky, and beamed down into the twenty meter wide clearing in a port of the forest that spread across the Land of Fire. It was in this clearing that the Inuzuka appeared, seemingly alone as his ninken were merged into his into his body and unable to be seen. Twenty meters above him flew a large quadruped creature with glistening white feathers and fur. Moving towards the center of the clearing he came across a dark-skinned man wearing a white hooded robe, and decided to attack immediately.
He takes two uniquely marked kunai from the thick fur waistline of his skirt and tossed them ten meters to each side as he brings his hands apart before slamming them together with such tremendous force that a horizontal shockwave of air pressure is produced. This shockwave raced towards the darkskinned man, and at the same time that he began to move the Inuzuka flexed his leg muscles to passively release the weights that bound his speed. Simeoutaneously from above, Sleipnir covered her conceal ghastly hands with lightning chakra before clapping them together to unleash it in the form of a powerful thunderbolt directed at the dark skinned man below.
(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 + 10 = 90)
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.
Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.
Health

Kōtetsu: 200
Sleipnir: 150
Chakra
Kōtetsu: 1,600 - 105
Sleipnir: 2,000 - 40
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Tracking
Kōtetsu: 126
Sleipnir: 30
Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
  • Must be stated in the user’s biography or at the start of a battle.
  • After empowering an attack or activating the barrier, this technique goes into a three turn cool down.
---

Zasalamel bathed in the tranquility of the sun rejoicing as the rays shining down upon him through the vast treetops of the forest made him Thank his Lord that he would be able to serve him once again. When the tranquility of the forest was broken by the appearance of another, he began to pray for this wayward soul. The lost soul took no time in attacking alongside a flying creature of unknown origin.

As the attacks closed in, Zasalamel would drop a smoke bomb to cover his movement and would proceed to merge with the ground where he would remain undetected due to the nature of the technique. In essence, he would seemingly disappear from the opponent altogether. However unbeknownst to his opponent, Zasalamel was lying in wait, observing his reaction as he had traveled beneath the techniques avoid them and staying within a three meter radius with the intent to surprise Kōtetsu when he least expected it.


(Hiru Banshō: Bōka no Jutsu) - Leech All Creation: Attack Prevention Technique
Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20 (-5 per turn)
Damage points: N/A
Description: Using this jutsu, the user can merge with another passive object and take on its properties to avoid any damage. While merged, the user is virtually undetected unless the enemy has a doujutsu. Even chakra sensors won't be able to pinpoint the users position. The limitation of the technique is that to use a technique and mold chakra, the user must fully unmerge although doing so doesn't produce any sound and the user can only be sensed once fully unmerged. The user is still aware of the world outside the object and can travel inside it at his normal running speed. The technique was used so far by 3 ninjas (Yamato, Orochimaru and Uchiha Madara) but as an advanced ninjutsu, it can be used by any skilled enough ninja.
Note: the user must be Sannin Rank and above
Note: Orochimaru and Yamato can use it 5 times per battle, Uchiha Madara can use it 3 times, other ninjas can use it twice.
Note: Cannot merge into mediums which aren't tangible.
 

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Smoke engulfed his opponent's position, which was blown away by the incoming attacks, but the Inuzuka suddenly lost track of his opponent. His enhanced senses failed to pick up his location, and even his chakra-sensing ability seemed to have been subverted. As a precautionary measure, Kōtetsu performs four handseals and channels his chakra into the earth through his legs, creating a vast layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface. This layer formed in a circular fashion with him at the center, allowing it to reach seven meters in all directions and prevent his opponent from coming close. At the same time from within her packbrother's body, Sirris focused chakra to her nose and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that the Inuzuka was able to tap into due to their merger.

(Seshiumuton: Vígríð No Keshin) Liquid Caesium Release: Vígríð Incarnation
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user performs four handseals and channels his chakra into the earth through his legs or hands. This creates a layer of Liquid Caesium three meters beneath the ground that oozes upward to the surface, making the enemy unable to utilize techniques that use the ground as a source as they would be corroded before surfacing. Destroying the layer of Liquid Caesium requires complete destruction, as simply destroying a part of the layer will only result in it regenerating as more Liquid Caesium oozes upward to take its place. Additionally, the user can control this layer via hand movements to form defensive walls or to bind the opponent, dealing 40 per turn as the Liquid Caesium corrodes their clothes/armor and deals damage to their skin directly. However, the constructs formed from the material can’t be created within short-range of an enemy, and also can’t converge on an opponent if they’re positioned outside of the affected area. Though this layer holds the effects of Liquid Caesium, the user and those designated as allies are able to stand atop it without experiencing the damaging effects over time.

Notes:
- This technique lasts for four turns per usage.
- Manipulating the layer through hand motions counts as a move per turn.
- This technique can only be used twice per battle and requires a two-turn cooldown between uses.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.

Health
Kōtetsu: 200
Sleipnir: 150

Chakra
Kōtetsu: 1,495 - 65
Sleipnir: 1,860​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11

Tracking
Kōtetsu: 126
Sleipnir: 30

Solaris: 20/80
Void Harvester: 10%
Void Infusions: 0/3

Vígríð Incarnation: 1/4
 

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The opponent's usage of Handsigns signaled he was preparing a technique which Zasalamel took advantage of as his upper body began to rise directly behind the lost soul whom he intended to save. Whilst unmerging Zasalamel's arms wrapped completely around his opponent's torso and squeezed his opponent as if he was embracing a long-lost friend. In the next moment, as his body completely unmerged, Zasalamel would bite directly into the side of his opponent's neck, drawing blood into his mouth in order to begin the ritual sacrifice of this lost sheep. The bite would place a seal onto the man which would cause him to feel a weight much greater than the original leg weights he had released just moments before. From the man's neck region, a large black object would wrap and spread around his opponent's neck as if a weighted collar had been placed upon him, the added weight would cause him to topple face forwards.

The Liquid Caesium meanwhile had pooled upwards, burning through Zaslamel's sandals and beginning to melt the skin of his feet, the sizziling sensation was trivial and felt like a a nice scratch which would soothe a deep itch. It was because he walked in service to a Lord more powerful than any pain he could endure.


"Yes, Judgement is at hand. Bow down and repent to the one true God of salvation my child."

Fuinjutsu| Anka - Sealing Arts | Anchor
Rank: S
Type: Supplementary
Range: Short - Mid
Chakra: 40
Damage: NA
Description: A sealing technique which forms as the kanji for anchor (錨) is placed on the body. The Anchor Seal technique utilizes the properties of the Earth Release: Super Added Weight Technique and can be placed upon an opponent through direct contact, initiated by either the opponent or user. In a similar fashion to Leg Weights, by combining the seal's formula with the user's Earth chakra this seal forms into to a black, large weighted object upon the opponent. This weighted object will encase area surrounding the seal while weighting down the opponent which effectively seals the opponent's movement by utilizing the weight as an anchor. The seal makes it harder for the opponent to move while reducing them to half their base speed and preventing movement based abilities/techniques (Flight, Flicker Evasion, etc) until the seal is removed following the S/W of S-rank Earth Release. This Anchor's Seal's only function is to limit the target's mobility by combining the seal with the properties of the Super-Added Weight Rock Technique. Since this weight inherently does no damage, the Anchor seal can be applied to other restrictive techniques to afford them with the added properties of this seal by adding two handseals to the total. If used this way, it is applied within the same time frame of the technique but can only be combined with A-rank and below restrictive techniques. When used this way, the technique is raised by a single rank. This seal may be activated immediately or lay dormant as a trap that activates when the opponent rids themselves of the initial restrictive technique.
Note:
Can only be used twice per battle.
Requires Adv. Fuuin, after use no Fuuinjutsu may be used for two turns.

Zasalamel would choose to engulf the man in the flames of hell, to give him a preview of the eternal damnation he was about to be codemn to for all eternity. Torture always prepared the soul for an exquisite Sacrifice, but the one thing Zaslamel had not counted on was the bright blue light which the flames transformed into when they interacted with the Liquid Caesium that still pooled below their feet.

Jigokuton|Meiun - [Hellfire Release| Doom]
Rank: A
Type: Attack/Defence/Supplementary
Range:Short-Mid
Chakra: 30
Damage: 60
Description: The user will create a large pillar of hellfire to surround the guarding them from all sides and damaging the landscape as well. This technique activates quickly without the use of handseals and causes the opponent's water based attacks to become useless for the turn after this is used due to an increase in temperature.

HP: 160 - 40 = 120
CP: 1955 - 70 = 1885
 

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I don't think that seal is valid anymore: Speed and Tracking Meta Changes

Due to the severeness of current speed debuffs and how they effect the game, any Custom Jutsu, Field or Item that provides more than a 40% speed debuff is hereby revoked
Kōtetsu feels his opponent's presence as the arms wrap around him and he completely unmerges, aiming to bite his neck. The Inuzuka snaps his head to the opposite side as he counterattacks by cupping his hand and striking his opponent's throat, preventing the incoming attack from making contact and the seal from being placed. At the same time, with his free hand, Kōtetsu dug his claws into one of the arms around his body, applying a sealing formula to it as he pried the arm from around him and threw Zasalamel a short distance away in one fluid motion.

( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: This is the technique through which Senju Tobirama and Namikaze Minato apply the sealing formula, that will allow the use of their trademark space time techniques, to any desired object through physical contact and allowing him to teleport to that desired location through the Flying thunder God Technique and the use of its variations. While Minato carries with him multiple kunais marked with the seal (making the core aspect of his fighting style which revolves around the use of FTG Kunais), Tobirama doesn't. To use the Flying Thunder God technique on kunais, Tobirama has to apply the seal to them though through one use of the technique he can mark up to 5 kunais (this is valid only for kunais and other basic weapons, not enemies or other targets of the seal).
Note: Can only be used by Senju Tobirama and Namikaze Minato bios.
Taijutsu: Rendo | Body Technique: Rend
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 20 + 10 = 90)
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.
-Can only be used 3 times per battle.
His opponent lands on his back, and the Inuzuka follows up by clenching his fist, manipulating the layer of Liquid Caesium to bind the man's body as it continues to damage him.
Health
Kōtetsu: 200
Sleipnir: 150

Chakra
Kōtetsu: 1,430 - 65
Sleipnir: 1,860​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11

Tracking
Kōtetsu: 108*
Sleipnir: 30

Solaris: 30/80
Void Harvester: 15%
Void Infusions: 0/3

Vígríð Incarnation: 2/4
 
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His opponent was quick to react to Zaslamel's sudden reappearance. His opponent quickly moved his head to the opposite side, and would replace it with a strike coming directly for Zaslamel's throat. Almost by instinct, in response to the oncoming strike, Zaslamel himself would lean his head backwards to avoid the attack coming for his own neck but did so while he released a large amount of non focused electricity that began to rage around the two combatants. Still with his arms tightly wrapped around Kotetsu, the Inuzuka would get the full brunt of the electricity which would send his body into a complete state of paralysis, and would now be unable to move. To make matters worse, Zaslamel would slam his opponent into the pool of Liquid Caesium they before he produced a sealing tag from within his white robes and placed it directly onto Kotetsu's torso. The tag would ensure the sacrifice would be aptly prepared to be released from the mortal plane.

(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty

( Arashi Nageru ) - Tornado Throw
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage points: 40
Description: The user grabs ahold of a target by their clothing and then spins them around in a circular motion above their head. Using the momentum of the spin the user then slams the target into the ground.

( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.

HP: 120 - 40 = 80
CP: 1885-50=1835
 

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The successful placement of the seal came at the cost of being paralyzed by the parasite persistently clinging to him, but the Inuzuka's goal had already been achieved. From above, Sleipnir performed a single handseal before emitting lightning in the shape of a spear from her mouth that rapidly descended toward Zaslamel, aiming to pierce him from above. At the same time, Kōtetsu enters a dimensional void, vanishing in a flash of crimson and reappearing ten meters to the left where he'd thrown one of the specially marked kunai at the start of the battle.

(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
Immediately upon reappearing, the Inuzuka draws upon his spirit to focus the Atavistic Flame throughout his body, releasing it in the form of an expansive wall of flames that reached fifteen meters in length and width towards his opponent. He closed his eyes as this happened, as the flames would ignite the layer of Liquid Caesium, forcing it to release a blinding blue light as it evaporates.

(Kaen Kakkusei Iden: Ōkan Hi) – Atavistic Flame: Crown Fire
Type: Offensive, Defensive, Supplementary
Rank: A – S (S)
Range: Short – Long
Chakra: N/A
Damage: 60 – 80 (90 – 110) (80)
Description: Crown Fire is an advanced application of the Human Principle available to Masters and Grandmasters. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. The technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body. Unlike Human Principle, which can only be used from the user’s hands, Crown Fire can be released anywhere from the user’s body and in significantly greater quantities. This fire can be shaped to the user’s will and inflicts combustible physical damage to anything it strikes. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Crown Fire with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.

Health
Kōtetsu: 200 - 20
Sleipnir: 150

Chakra
Kōtetsu: 1,365 - 40
Sleipnir: 1,860 - 40​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11

Tracking
Kōtetsu: 108*
Sleipnir: 30

Solaris: 30/80
Void Harvester: 20%
Void Infusions: 1/3

Void Harvester roll success at 15.

Vígríð Incarnation: 3/4
 

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The successful placement of the seal came at the cost of being paralyzed by the parasite persistently clinging to him, but the Inuzuka's goal had already been achieved. From above, Sleipnir performed a single handseal before emitting lightning in the shape of a spear from her mouth that rapidly descended toward Zaslamel, aiming to pierce him from above. At the same time, Kōtetsu enters a dimensional void, vanishing in a flash of crimson and reappearing ten meters to the left where he'd thrown one of the specially marked kunai at the start of the battle.
(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.
( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
Immediately upon reappearing, the Inuzuka draws upon his spirit to focus the Atavistic Flame throughout his body, releasing it in the form of an expansive wall of flames that reached fifteen meters in length and width towards his opponent. He closed his eyes as this happened, as the flames would ignite the layer of Liquid Caesium, forcing it to release a blinding blue light as it evaporates.
(Kaen Kakkusei Iden: Ōkan Hi) – Atavistic Flame: Crown Fire
Type: Offensive, Defensive, Supplementary
Rank: A – S (S)
Range: Short – Long
Chakra: N/A
Damage: 60 – 80 (90 – 110) (80)
Description: Crown Fire is an advanced application of the Human Principle available to Masters and Grandmasters. It possesses intrinsic Anti-Divinity, a property that allows it to damage Divine beings in the same way that the God-Slaying Tools can. The technique is activated by focusing Atavistic Flame and drawing upon the user’s spirit, focusing it throughout their body. Unlike Human Principle, which can only be used from the user’s hands, Crown Fire can be released anywhere from the user’s body and in significantly greater quantities. This fire can be shaped to the user’s will and inflicts combustible physical damage to anything it strikes. Activating the technique requires the user expend 20 spiritual Health Points. The user regenerates 10 spiritual Health Points per turn for the following two turns. Grandmasters are able to use Crown Fire with an additional 30 damage to each rank, not counting as a boost. S-Rank applications can be used four times per battle, once every two turns.
Health
Kōtetsu: 200 - 20
Sleipnir: 150
Chakra
Kōtetsu: 1,365 - 40
Sleipnir: 1,860 - 40
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Tracking
Kōtetsu: 108*
Sleipnir: 30
Solaris: 30/80
Void Harvester: 20%
Void Infusions: 1/3
Void Harvester roll success at 15.
Vígríð Incarnation: 3/4
I have a question regarding this before we continue.

Edit: posted it in your VMs.
 
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Kotetsu had suddenly disappeared in less than the blink of an eye. It seemed the opponent was capable of utilizing Space/Time Ninjutsu, a quite intriguing revelation as Zasalamel adjusted his posture to stand upright after the disappearance. However it was one that wouldn't change Zasalamel's plans to offer a sacrifice to his lord. Scanning his surroundings he quickly relocated the lamb who laid numb on the ground. A flash of light caused him to peer upwards. It seemed the creature that had hovered above was instinctually ready to act as it released a blast of Lightning.

Having been now made aware of his opponent's ability to utilize Space/Time Ninjutsu, Zaslamel adjusted his strategy. This resulted in Zaslamel quickly performing several handseals as the Lightning closed in. The arcs of Plasmoid energy that wafted from him as a result of his Heavenly Blessing seal soon began to wildly react to the advance of the Lightning Jutsu as the arcs were passively drawn towards the thermal energy from the Lightning bolt and as a result began to draw upon that energy to converting the excess into chakra which was subsequently channeled into the jutsu Zaslamel was performing.

When the final handseal had been completed, the resulting Ninjutsu was the creation of a large 3 dimensional cube forming like a barrier around Zaslamel as it expanded out to 15 meters in height, length and width, shielding Zaslamel from all directions and sides. Now standing on a thin layer of Plasmoid chakra, Zasalamel had forged a defensive barrier out of the Plasmoid. With the large core of Plasmoid radiating brightly above him. The expansion of this barrier, not only repelled the Lightning Jutsu from Slepnir, but Kotetsu's wall of Atavistic Flames would also be negated from the sheer force of the expansion, preventing it from making contact with the Liquid Caesium which was now contained below the bottom layer of Plasmoid that had been created.

These encounters caused the ball within to grown even brighter and as a result, a blast of energy would be released outwards from each point of impact the barrier had with the opposing jutsus. As a result, Slepnir and Kotetsu would both be at risk of being flash frozen due to the removal of all thermal energy they would possess should they be caught up in the blast.

(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly Blessing (Reference)
Type: Supplementary/Defense
Rank: A
Range: Short
Chakra Cost: 30 (+10 per turn to maintain barrier)
Damage points: N/A
Description: A body seal that activates at the start of battle that will passively infuse the user's clothing/armor with Plasmoid chakra. The Plasmoid forms the kanji for heaven (天) on the user's clothing/armor appearing as a bright white symbol. As a result of this seal, arcs of energy will be seen flowing off of the user’s clothing up to a meter from the user. The purpose of this seal is to increase the power of techniques utilized by the user by constantly absorbing nearby thermal energy. To achieve this effect, the user will utilize the signature property of Plasmoid. This involves siphoning thermal energy off of energy based objects once in range or the opponent if they get within range (5m). As an energy based object weak to Plasmoid nears the user, the seal will passively draw in the thermal energy and convert it to chakra for the user. By doing this the user will be able to passively enhance one of their techniques by twenty damage points or one rank depending on the situation by using the chakra to empower the techniques even more. At the cost of a move when an opponent gets within range, the user can preform the seal of confrontation to activate the seal. This will cause a short range spherical barrier to expand with the user at the center. In this barrier, the user effectively becomes the core of the Plasmoid and the barrier will move along with the user. Opponents who are within this barrier will begin to feel sluggish and cold as their thermal energy drains, this results in their speed being reduced by 2 levels and taijutsu and weapon techniques to be weakened by 10 damage. This effect increases by 1 speed levels and 5 damage for each turn the opponent remains in range. Eventually on the 4th turn, the target will be rendered completely frozen due to losing all their thermal energy. To maintain the barrier will however drain the user of 10 additional chakra per turn during which no other chakra based techniques can be used.
Note:
  • Must be stated in the user’s biography or at the start of a battle.
  • After empowering an attack or activating the barrier, this technique goes into a three turn cool down.


(Purasumoidoton: Shishou no Jutsu) Plasmoid Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S
Range: Short-long
Chakra: 15 - 40 (+5 per turn to maintain C & B rank, +10 per turn to maintain A to S rank)
Damage: 30 - 80 + 20 + 20 = 120
Description: The user will perform a number of handseals (B-rank = 2, A-rank= 3, S-rank = 4) depending on the amount of chakra they wish to use in order to create various three dimensional objects out of their Plasmoid chakra. These forms are limited to the user's imagination and the Plasmoid appears to be transparent shape with small sphere located at its center that glows and radiates arcing streams of energy along the confines of the shape. Once a target encounters the Plasmoid, the center sphere grows bright and explodes outwards with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius and/or allows the blast to extend outward upon the targeted area up to 5 meters, the energy drains the object of its thermal energy if its weak to Plasmoid which can force organic objects to be flash frozen in place. The size and shape of these objects are also determined by the amount of chakra the user plans to use. C-rank usage can create simple objects such as basic 3-d shapes, swords, shields, platforms, etc. These may be no larger then the user's own size. B-rank usage allows the user to create objects no larger then double the user's own size. A-rank use allows the user to create objects that can cover a 5 meter area. S rank would allow the user to create objects up to a mid-ranged area. They can however be used like a projectiles that reach out to long range and can be maintained at the expense of chakra per turn during which no additional Plasmoid techniques can be used.

Note: Can only use S-ranked technique twice per battle, A-Rank can be used three times per battle.
Note: Requires a two turn cool down following the use of the S-Rank variant
Note: Constructs may be sustained with C and B ranks draining 5 additional chakra per turn while A and S ranks will drain 10 extra chakra per turn.
Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing
Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short-long
Chakra Cost: 20
Damage points: N/A
Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique.

Note: Only one variation can be used at a time.
Note: Can only be used four times.

HP: 80 / 160
CP: 1855 - 30 - 20 - 40 = 1765
 

Ańbu Juniør

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A three-dimensional cube forms around the zealot and expands outward, threatening to engulf the Inuzuka, and as it reached closer he pulled Angurvadal from his back and slashed at the technique in one fluid motion. The seal pre-applied to the inky black blade activates as it connects with the plasmoid, sealing the chakra inside of it and dispersing the cube before it could reach its full size. The unraveling of the technique would re-establish contact between Zaslamel and the Liquid Caesium, and the Inuzuka used this chance to once again enter short range of his opponent while resheathing his sword, coming to a stop five meters away from him.

At the same time, Sleipnir claps the ghastly hand buried beneath her fur and focuses Yin chakra behind her, creating a single arm invisible to the naked eye that rushes toward Zaslamel. This arm was unique in the fact that it possessed the properties of sloth that would weaken its target upon contact.

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Inton: Namakemono no Ude) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Health
Kōtetsu: 180 + 10
Sleipnir: 150

Chakra
Kōtetsu: 1,290 - 75
Sleipnir: 1,820 - 110​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11

Tracking
Kōtetsu: 108
Sleipnir: 30

Solaris: 40/80
Void Harvester: [Dormant]
Void Infusions: 1/3

Vígríð Incarnation: 4/4
 

Geezus

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A three-dimensional cube forms around the zealot and expands outward, threatening to engulf the Inuzuka, and as it reached closer he pulled Angurvadal from his back and slashed at the technique in one fluid motion. The seal pre-applied to the inky black blade activates as it connects with the plasmoid, sealing the chakra inside of it and dispersing the cube before it could reach its full size. The unraveling of the technique would re-establish contact between Zaslamel and the Liquid Caesium, and the Inuzuka used this chance to once again enter short range of his opponent while resheathing his sword, coming to a stop five meters away from him.
At the same time, Sleipnir claps the ghastly hand buried beneath her fur and focuses Yin chakra behind her, creating a single arm invisible to the naked eye that rushes toward Zaslamel. This arm was unique in the fact that it possessed the properties of sloth that would weaken its target upon contact.
(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique
(Inton: Namakemono no Ude) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
Health

Kōtetsu: 180 + 10

Sleipnir: 150


Chakra

Kōtetsu: 1,290 - 75

Sleipnir: 1,820 - 110
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Tracking
Kōtetsu: 108
Sleipnir: 30
Solaris: 40/80
Void Harvester: [Dormant]
Void Infusions: 1/3
Vígríð Incarnation: 4/4
Quoting while we await on the requested check ~
 

Vayne

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Without going into wether Plasmoid can absorb lightning attacks, the fact is that the element itself is classified as weak to Lightning. As a result, it would fail to absorb the False Darkness (30 chakra vs '50'), so the boost would not come into play with the Master Technique. As a result, it would be 100 Plasmoid vs 80 Lightning & 110 AF. Based on the t/f being that the lightning occurs before the AF, it would clash with the Plasmoid and cancel out with it, leaving Geezy to eat the 110 AF attack. This leaves it at Geezy's turn with him having to deal with the HoS.

Alright, seeing as I checked Plasma instead of Plasmoid, we go again. Plasmoid would indeed be capable of absorbing the Lightning due to it's strength against it. So, with that out of the way, the Master Technique would be strong enough to combat the two attacks of AJ, remaining at full strength. As such, we move onto the next turn!

AJ would be correct on the point of the damage being split between the points of contact. Plasmoid should be capable of absorbing lightning release attacks on contact. Since electrical charges don't produce heat until they are resisted. While we can say drag could heat it up, it would become a case of trying too much and doing too much. So for simplicity sake, and a fair compromise, let's go with it being on collision with the Plasmoid. So in this instance, the Heavenly Blessing seal would be capable of dealing with lightning once they reach a meter distance from Geezy; when lightning collides with the arcs of Plasmoid. In this instance though, it doesn't become a large factor for the following reasons.

The Plasmoid cube would be 7.5 meters to each direction due to the size limitation of it being mid range and Geezy having it expand around him. It stands to reason that Geezy would be in it's center for the aforementioned range. As such, with AJ's teleportation, he would be about 2.5 meters away from the cube's edge. So, the explosions would put AJ at risk. As for Slepnir, it would be outside of the range of the explosion as it only travels short range from the point of contact.

Moving on the explosion and strength of the Master Technique, Geezy's usage would be valid, as Heavenly Blessing is indeed passive and does not consume a move slot to use, so it would be at 120 strength. However, the strength of the blasts would be split due it clashing on various points, such as the AF fire and lightning. However, in this case, the split would be irrelevant due to how it is countered by AJ. He utilizes the Lost Blades sealing technique on the released blast. While not explicit on saying the blast itself, he mentions 'technique', so that is sufficient. In regards to Geezy's point on the blast not being of Plasmoid. I see nothing in the technique that indicates that. If that how it is intended to be, I would recommend an update, such as 'blasts released are not classified as Plasmoid, and have X chakra amount and Y damage'. As it stands, it would be based on the Plasmoid itself, and as such, AJ's statement would be valid either way.

All in all, AJ would be capable of absorbing the blast. And with it being linked as it is to the Plasmoid cube, the Master Technique would be sealed away too. As such, it is Geezy's turn, with him having to deal with the HoS. As for the Liquid Cesium, it would be in play as it would not be fully destroyed due to the underground portion, but would be on it's last turn on Geezy's move.
 

Geezus

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As discussed, the HoS technique, only travels up to Mid-Range, this means it doesn't reach and would come to a stop just side Short-Range of Zasalamel, although he is currently unaware of this due to the nature of the technique.
___

A quick slash had dispelled the barrier of Plasmoid, but would that be enough to prevent the soul of Kotetsu from reveling in the glory of God? Several handseals were cast by Zasalamel as he headed straight for the sacrificial lamb who had also begun running towards him as well. This time, a new barrier was produced, one that expanded into a Pyramid shape that would extend fully to mid range. A arc of Plasmoid shooting towards Kotetsu would seek to freeze him on contact, but Zasalamel, had not stopped there as he had mirrored the movement of a Mantis in order to deal a blow that would undoubtedly take Kotetsu blood upon Zaslamel.

(Deddozōn) | Dead Zone
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
  • Can only be used twice per battle
  • No Plasmoid above A-rank next turn after deactivation
  • Lasts four turns
  • Requires Advanced Fuin

( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.
 

Ańbu Juniør

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As discussed, the HoS technique, only travels up to Mid-Range, this means it doesn't reach and would come to a stop just side Short-Range of Zasalamel, although he is currently unaware of this due to the nature of the technique.
___

A quick slash had dispelled the barrier of Plasmoid, but would that be enough to prevent the soul of Kotetsu from reveling in the glory of God? Several handseals were cast by Zasalamel as he headed straight for the sacrificial lamb who had also begun running towards him as well. This time, a new barrier was produced, one that expanded into a Pyramid shape that would extend fully to mid range. A arc of Plasmoid shooting towards Kotetsu would seek to freeze him on contact, but Zasalamel, had not stopped there as he had mirrored the movement of a Mantis in order to deal a blow that would undoubtedly take Kotetsu blood upon Zaslamel.

(Deddozōn) | Dead Zone
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 70 (-10 each turn)
Damage: N/A
Description: The user will perform four hand seals creating a barrier sealing jutsu that expands the user's Plasmoid chakra into any three-dimensional shape with a variety of sealing scripts which can be seen rotating around the barrier. This barrier extends up to mid-range with their body being the epicenter and will move along with the user. Arcs of energy can be seen spreading throughout this barrier awaiting its moment to activate. The main purpose of this technique is to affect targets with thermal energy who remain or enter inside the "Dead Zone". Passively, due to the sealing script present along the barrier, the plasmoid arcs remove thermal energy of jutsus within range while the sealing nature of this technique facilitates the absorbing of chakra. This reduces the chakra of the opposing jutsu by ten and thus reduces its rank or alternatively removes an abundance of additional chakra which may be boosting the technique causing it to lose a single boost. Most techniques will be affected by this ability since they contain some amount of thermal energy but there are some cases where a technique could be devoid of thermal energy or resistant to having this energy affected. For this very reason, jutsu that are strong to Plasmoid will not be affected by the weakening portion of this jutsu; however, techniques that are strong to Plasmoid can still be affected by the sealing ability which allows the user to remove a boost to the applicable technique. If desired, it is possible for the user to spend a move while this jutsu is active to have adverse effect on opponents. If a living organism comes into contact with a Plasmoid arc, the organism then will begin to feel extremely cold as their body begins to freeze preventing movement for one turn. During this time, the freezing cause subsequent techniques to deal an additionally twenty damage points to the opponent’s body if they make contact.
  • Can only be used twice per battle
  • No Plasmoid above A-rank next turn after deactivation
  • Lasts four turns
  • Requires Advanced Fuin

( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.
As agreed the Dead Zone technique does not occur as the technique was approved after this fight started. Also, you are now at 40 HP due to damage from the Liquid Caesium technique before it dissipated.
"It's about time I send you to meet your god," The Inuzuka remarks as Zasalamel rushes to meet him. Kōtetsu charges sound chakra into each of their hands and slams them together, releasing a high-pitched, high-frequency sound wave that paralyzes both Sleipnir and Zalsamel. The man would stop in his tracks, while the creation fell from above him, maneuvering the Hand of Sloth to grab hold of his torso as she falls into range, positioning it in such a way to ease her descent. The Inuzuka also passively activates an artifact to obtain a single void infusion.

( Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.
(Inton: Namakemono no Ude) Yin Release: Hands of Sloth (Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
With his foe unable to move and grasped by a force invisible to him, a large silver ninken unmerges from Kōtetsu's body. Sif's piercing silver eyes lock on their target, and he gathered a massive amount of chakra within his mouth that is condensed before being released through a deafening roar in the form of a compact, spiraling beam of lustrous silver chakra aimed at Zasalamel head.

Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 (80 + 20 + 20 + 20 = 140)
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.
Health
Kōtetsu: 190 + 10
Sleipnir: 150
Sif: 100

Chakra
Kōtetsu: 1,215 - 75
Sleipnir: 1,710 - 50​
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Sif: 18

Tracking
Kōtetsu: 108
Sleipnir: 30
Sif: 44

Solaris: 50/80
Void Harvester: [Dormant]
Void Infusions: 2/3
 
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Geezus

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As agreed the Dead Zone technique does not occur as the technique was approved after this fight started. Also, you are now at 40 HP due to damage from the Liquid Caesium technique before it dissipated.
"It's about time I send you to meet your god," The Inuzuka remarks as Zasalamel rushes to meet him. Kōtetsu charges sound chakra into each of their hands and slams them together, releasing a high-pitched, high-frequency sound wave that paralyzes both Sleipnir and Zalsamel. The man would stop in his tracks, while the creation fell from above him, maneuvering the Hand of Sloth to grab hold of his torso as she falls into range, positioning it in such a way to ease her descent. The Inuzuka also passively activates an artifact to obtain a single void infusion.
( Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.
(Inton: Namakemono no Ude) Yin Release: Hands of Sloth (Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
With his foe unable to move and grasped by a force invisible to him, a large silver ninken unmerges from Kōtetsu's body. Sif's piercing silver eyes lock on their target, and he gathered a massive amount of chakra within his mouth that is condensed before being released through a deafening roar in the form of a compact, spiraling beam of lustrous silver chakra aimed at Zasalamel head.
Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 (80 + 20 + 20 + 20 = 140)
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.
Health
Kōtetsu: 190 + 10
Sleipnir: 150
Sif: 100
Chakra
Kōtetsu: 1,215 - 75
Sleipnir: 1,710 - 50
Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Sif: 18
Tracking
Kōtetsu: 108
Sleipnir: 30
Sif: 44
Solaris: 50/80
Void Harvester: [Dormant]
Void Infusions: 2/3
Zasalamel would create wings of wind on his back and would utilize the to propel himself fowards and upwards into the air away from the HoS and the piercing roar despite his body being paralyzed from the use of the sound technique. As he manipulated the wings to keep him aloft in the air as the flying creature hit the ground, Zaslamel appeared almost angelic as he flew away from the battle escaping into the tree canopy.

(Fuuton: uyoku enzeru) - Wind Style: Take Flight
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30
Damage: 60
Description: the user gathers a lot of wind chakra into his back creating 2 large wings and 2 small wings made out of wind , the 2 large wind wings can be used to fly or to guard the user against incoming attacks, and the 2 small wings are made to increase the speed of the user while he's flying in the air, when the user activates this technique , he's pushed into the air upwards from the thrust of the wind that comes out of his back.

~ 4 times per battle.
~ as long as this technique is active the user cannot use any fire based techniques
~ Can Only be taught by ~Crow~
 
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