(Fuinjutsu/Purasumoidoton: Ten no Shukufuku)- Plasmoid Release/Sealing Arts: Heavenly BlessingFenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - SolarisRank: 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)
(Sagīnjōzu) - The Sanguine Maw(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
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)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.
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.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.
- 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
(Kaihou Kasugai) Automated Clamps (Passive)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.
(Katai Omori) Leg Weights (Reference)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
(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClapType: 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.
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 - 40Movement Speed
Kōtetsu: 14 (56)
Sleipnir: 11
Tracking
Kōtetsu: 126
Sleipnir: 30
Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
I have a question regarding this before we continue.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
( Hiraishin no Jutsu ) - Flying Thunder God TechniqueType: 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.
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.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.
(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 - 40Movement 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
Quoting while we await on the requested check ~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
(Inton: Namakemono no Ude) Yin Release: Hands of SlothRank: 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
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 - 110Movement 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
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.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.
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.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
(Inton: Namakemono no Ude) Yin Release: Hands of Sloth (Reference)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.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)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.
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.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.
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 - 50Movement 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