[Graveyard of Sin 115] Mirabelle vs Vayne

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
This post marks the beginning of the mission below:




With enough intact of the natural energy surrounding her, she would utilize her own copy of the September tool Sado built as she gathered it and entered into Imperfect Cat Sage Mode. She now can sense the world around her more effectively, but immediately looked over at Vayne, but saw he wasn’t present? No that wasn’t it, she can still in fact sense his chakra. His voice was coming from nearby was well but this didn’t bother her for the time being as she had an accurate positioning on the man. She made the first move, now swiftly she would make the needed hand seals. This causes rings forming an atom to be spawned into life, as they quickly and swiftly raced to close in and explode onto her target but amongst this she would follow up with weaving her fingers together in order to create jutsu formulae that swiftly crawled across the surface of the ground; swiftly aimed to appear right now her opponent.

Once within range, the appropriate kanji would be formed and thus would immediately explode due to this. Mirabelle rushed into the direction of Vayne as all this transpired in hopes that he remained preoccupied with her attacks.

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

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

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

( Fukanzen Sennin Modo ) - Imperfect Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to contract-specific anatomical features and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Farao no Hōrei #5. Sōzō no Sugata - Pharaoh's Decree #5. Semblance of Creation
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 + 20 = 80
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn
(Namikazeron ♦ Bakuhatsu Ken) – Theory of Waves and Wind ♦ Explosive Fist
Type: Offensive/Defensive
Rank: A-Rank
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 + 20 = 80
Description: A technique that takes advantage of Namikazerian Fūinjutsu’s ability to form common explosive tags freely and almost instinctively. The Explosive Fist consists of a series of versatile, adaptable Gōken-style movements wherein the user extends a number of Jutsushiki-Sen towards a target (formed from the hands) and creates any number of regular explosive tags on these. The tags are always directional, essentially functioning as shaped charges, and can thus be detonated shockingly close to the user without harming them. This technique is often used to supplement a Taijutsu attack, but can also be used to pressure a target to disengage.
- Can only be used three (3) times per battle.
1995 - 199.5 = 1795.5
399.5 Sage Chakra - 30 = 339.5
Let's go.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Seeing Mirabaelle undergo a transformation of her own, V knew that the battle was about to start. The fire technique would be met with the emergence of a dragon from the earth below. The dragon would rise coiling around V, protecting him from all angles with it's massive size(same as water dragon bullet) and strength before charging towards Mirabelle. The dragon's strength would allow it to easily tank the fire and charge towards Mirabelle in an attempt to consume her. If the Namikazeron was utilised, Mirabelle would be left vulnerable to the dragon.

V would follow up by releasing a torrent of snakes that would be empowered by sage mode and the pitviper species, allowing them to deal with more resistance if it came to it. The snakes would aim to swarm and overwhelm the woman.

(Doton- Jari Tatsu) Earth release: Gravel Dragon
Type: Attack
Rank: S-rank
Range: Short-Long
Chakra cost: 40
Attack points: 80 + 20
Description: the user creates a large dragon out of gravel and sends it towards the opponent. The gravel is constantly moving around as the dragon shoots straight through towards the opponent. The dragon then swallows the opponent and begins to thrash him inside of him while grinding him w/ the gravel.
*Note: can only be used by Toku.
*Note: can only be used 3x per battle.
*Note: No s-rank earth and above can be used next turn.
(Mandara no jin) – Myriad Snake Net
Type: Offensive
Rank: A
Range: Mid
Chakra: 30
Damage: 60 + 20 +20(Defensively)
Description: The user will release a torrent of serpents out their mouth. This wave will rise and rush towards the target and covering them while biting them and crushing them.

Note: Must be able to summon snakes
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers (Reference)
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


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

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

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

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

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
As agreed; the Explosive Fist and Dragon would neutralize each other.



Once the dragon was destroyed by the explosive tags she crafted – she released she was in trouble once more; as the snakes came hurtling towards her. She would simply smirk, as they came closer they would be met with the resistance of a kite shield. The snakes would touch the jutsu formulae on the shield, causing them to be pulverized and pressured down, severed off completely from their bodies as they are sealed into the script. The battle was now reset to neutral once more, causing Queen to stand on the other end looking. She had a smug look on her face, as the very same thing she did before was repeated now again.

She used her right arm to combat the snakes; while her free left hand weaved more formulae, not needing chakra to do so. It was simple, as she guided it towards Vayne it would attempt to explode once more. She, however, of course, knew he wouldn’t fall for it a second time thus she would unleash a lightning snake from her hand, aiming to strike Vayne and cause immense damage aimed directly for his chest. She remained about seven meters away, wanting to find the right moment to pop off.

(Fūinjutsu: Akiresu Kyōka) – Sealing Technique: Achilles’s Bulwark
Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30 + 20 = 50
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m)
( Raiton: Hebi Mikazuchi ) - Lightning Release: Snake Lightning
Type: Offensive / Supplementary
Rank: A
Range: Short to Mid
Chakra: 30
Damage: 60 + 20 = 80
Description: The Lightning Release: Snake Lightning technique allows the user to generate a discharge of yellow electricity from their hand, which can electrocute a target by either emitting it around the user's body while they're submerged in water and increasing the damage by 25 thrusting it into a target, or manifesting a snake from the concentrated chakra to attack from a distance.

339.5 - 70 = 269.5
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
The girl seemed to be taking the fight rather leniently, an underestimation perhaps? Or was it overconfidence? V would deem it necessary to find out. As such, when he saw the release of a technique of similar nature to before, he would decide on what type of fight he was going to make this. As the Namikazeron are within range of V's shadow, they'd be met by an arched wall erecting in front of them, engulfing them in their entirety without a trace. The wall rose in such a manner and size that it would prevent the tags from being redirected around it. It would essentially be a semicircle of 6 meter radius, 6 meter height, and 3 meter thickness. While the wall could have easily tanked the attacks, Into The Lights passive activation allowed a different course of action, the storage of the Namikazeron within the walls of the shadow. The technique itself was empowered by V's SM and his usage of Asteria, increasing the overall durability and strength. The wall itself would only be one component of V's counterattack, as the wall serves as a simple distraction for the tendrils that burrow down in the ground behind it, w.r.t Mirabelle, and move towards Mirabelle in an attempt to pierce her body, albeit not lethally, but very close to that and then restrict her by pinning her in a prison of tendrils against the ground. The shadow itself already had paralysing qualities, but this was to serve as an extra means of precaution. In essence, the wall portion stores the Namikazeron and tanks the lightning undisturbed while the tendrils travel from below.

However, Mirabelle would not be aware of this occurring, as she would be placed in an illusion as soon as V utilises his shadow. Inside the illusion, Mira would see the shadow begin to rise only to then move forwards towards her direction at a rapid rate, connecting with her shadow. All the other techniques on the field would seem to disappear, even Mirabelle's own SM and passives, alongside with V's. He'd yell out Sealing Arts: Reversal to Origins in order to throw off the girl, even if momentarily. The illusion would then evolve into Mira thinking that she's imitating V's movements, which would be running in an arc to the left. This sensation would lead to Mira believing that she had moved from her original spot while in reality, it was only V moving in the arc and she was standing paralysed in place. Additionally, on V's end, his Erebus form would kick in when he uses DoL, transforming his body to a shadow, with only the outline being of physical shadow component. V'd aim to move to 5 meters behind Mirabelle. His SM would then wear off at the end of the turn, having been excessively to empower the overall assault.


(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 - 5
Damage: 80 + 20SM + 20
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No shadow jutsu above A rank in the following turn.

(Kage/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type: Supplementary
Rank: A
Range: Short- Mid
Chakra cost: 25 (-10per turn)
Damage: +20
Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required (cannot be applied to Forbidden ranks). This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Passively Activated)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 25 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.
(Kage: Erebus) - Shadow Arts: Erebus (Passively Activated)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 30
Damage: Dependent on the technique that activated it 120
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.
(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.

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

Rank: Dependant

Range: Dependant

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

Damage: -

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



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



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



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



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

-Can only be used by a nara.

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

239* - 20SM - 70 - 35 - 25 - 25 - 30 - 30 = 4 SM Chakra that runs out for lack of enough to maintain
1600 - 30 GOA = 1570[/B][/B]
 
  • Like
Reactions: Shady Doctor

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
Such a mediocre…” the Sage thought to herself, as she noticed the shadows, but her mind was alarmed almost instantly upon the intrusion of foreign chakra. This was due to her mastery of yin release, allowing her all-knowing knowledge of when her mind is being affected by an opponent but also is doubled due to her Tajin allowing her to be aware of her own spiritual existence. She didn’t budge at the illusion, it was too easy to truly determine how fierce this opposing technique would but she was able to detect the shadows approaching from beneath her as well. She would form more of the black jutsu shiki along the ground, to which the shadows would be met with. The would have their chakra drained out of them, and sealed within the script.

At the same time as this; she would fully utilize her spiritualty to gain an immense resistance towards the illusion, breaking free from within it’s confines. “Filthy, keep your filthy illusions to yourself naïve bastard” she said annoyed. She wasn’t happy at all, but she tried to remain as calm as she can conjure up.

Mirabelle would summon her spear into her palm afterward, prepped for more of the fight.


(Namikazeron ♦ Ōkami no Nagai Tsume) – Theory of Waves and Wind ♦ The Long Nails of the Balverine
Type: Defensive
Rank: A-Rank
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: A modified, Namikazerian alternative to the Ho/Mizu/Kaze/Tsuchi/Rai Hōin that relies on a number of Jutsushiki-Sen as the delivery system and Sōjō Kanji shaped to form the character for ‘essence’ as the medium of storage. This technique allows the user to draw chakra and energy from an incoming technique, thus nullifying techniques consisting solely of energy, but having essentially no effect on purely physical attacks. The technique can only seal one technique per usage, but, like its parent technique, it can drain techniques up to S-Rank in strength.
- Can only be used thrice (3) per battle.
Spirituality: The very beings of all Hayabusa are embedded with the Watatsumi Sanjin. Due to such a power, the Hayabusa have a great deal of spiritual energy which makes them more acute and resistant to spiritual based attacks. When confronted with spiritual/mental attacks (with the exception of Yin Release and MS level), the damage and effects are reduced by half and status effects (effects that place restrictions on a victim’s capabilities) would weaken by one rank. Though, when a Hayabusa becomes more skilled they can actively resist the effects of any spiritual based techniques completely at the expense of a move (minus Yin and MS level). Note, this does not make Hayabusa passively immune in any way to techniques like genjutsu or Yamanaka techniques, merely they are more tolerant and capable of resisting mental and spiritual damage from such techniques. They still experience the sensory manipulation of illusions and must actively recognize and break free unless they have the power to resist the technique
(Chikai no Kiipaa) Oath Keeper (Passive)
Type: Custom Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Oath Keeper is relatively newly forged spear. It was named in remembrance of Mirabelle’s love for her people and all those who influenced her in life and her oath to always protect them. The shaft of the spear is decorated in a milky silver metal; accompanied by a white colored blade. It’s weight is rather light but it’s durability speaks volumes – as it unbreakable by any means. This however doesn’t mean that it alone can stopped ranked techniques but it can easily slice through free formed weaponry and hand to hand combat. The basic framework of it’s abilities come in the combination of Fuinjutsu and Yin Release. It’s abilities are known as “Oaths” respectively.

Oath of the Calling: This is the most “basic” of the weapon’s ability; in which it takes the aspect of “Yin Release: Hand’s of Sloths” ability. This allows the blade to be summoned into existence from within a spiritual state of existence into a tangible one or vice versa. This is relatively useful as she can choice when to summon the weapon into her hand when actually needed; as in most cases will be simply traveling dead weight. In it’s spiritual form it is intangible and cannot be interacted with – floating around the user aimlessly though other Yin specialists are able to see it or Sage Mode users being able to sense it. This ability is C ranked, being passive by nature due to it’s pure simplistic nature though because it is Yin based, the ability uses 30 chakra to use each time to switch forms. In the event the user is knocked unconscious while it’s in tangible form, the spear automatically reverts back into it’s spiritual form. In addition to the this, the blade levitates around the user in which she can guide it with hand gestures to be used in conjunction with Oath to Strike.

Oath of Empowerment: Another ability programed into the spear is a seal with the inscription of empowerment. It’s main ability is due to the user’s constant sealing of Yin chakra into the spear – it gained generous amount within it. This chakra is then leaked back into the user’s body over time from the seal in order to empower their Genjutsu abilities. This translates to the user gaining an increase in rank towards all their genjutsu by +1 Rank up to A rank though S ranks will simply gain a +20 point increase in damage if offensive whereas non damaging ones aren’t affected (However this can only be applied once per turn and goes into a usage cool down of two turns making Oath of Empowerment unusable in that time). This increases the chakra amount spent in genjutsu to be increased by +20 additional if the ability is applied though it doesn’t add into the overall effectiveness of the illusion. This ability is passive and doesn’t require a move slot.

Oath to Strike: The last and final ability of the spear – this ability simply allows for the spear in itself to be used as a conduit in order to perform kenjutsu, spear, or any other weapon technique. This is done by the spear being able to apply a similar effect of “Change of Heaven” to itself and remold it’s blade into the needed weapon’s form. In terms of techniques used through the spear released as a projectile, it passively becomes Yin natured instead of normal raw chakra but in order to do so will cost it an additional +30 included in the original technique’s chakra cost. This only applies to chakra based techniques (kenjutsu/weapon based projectile techniques lacking an elemental nature such Crimson Slicing Wave and can only be used twice per turn and having a cool down of two turns after use causing Oath to Strike to be unusable).

This spear can only be wielded by Mirabelle and those who she allows. Others who wish to use the spear will require to know Yin Release and Fuinjutsu while also having “Yin Release Specialist” and any other genjutsu related a specialty in order to use. Those lacking in those areas who try to make contact with the spear will have their chakra drained at a rate of -50 per turn.


269.5 - 70 = 199.5
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
As the tendrils emerge, they'd be met with yet another incarnation of the same line of techniques, this time in the form of a technique that neutralises DoL. While this would normally be the end of things and Mirabelle would have countered unscathed, she'd be met with the surprise release of three techniques from where the shadow had been dealt with, essentially at point blank range. One of the techniques released would be the previously stored Namikazeron, exploding upon emergence, bombarding Mirabelle with distractions. The second two techniques released would be those of Ink Nature. The first, Butterfly Swimmer, would lead to the nigh on instant flooding of the area beneath and around Mirabelle, covering it with copious amounts of ink that would act similar to swamp of the underworld, robbing Mirabelle of her footing whilst putting her at the risk of drowning. The second technique would be one that's more direct in attacking Mira. WoA's release would bring forth a fly/mosquito hybrid that would immediately attack Mirabelle, aiming to pierce her abdomen with it's 'mouth' whilst utilising it's Power ability. If power was successful, Mirabelle would be drained of chakra whilst sustaining damage.

While this was happening without V's input, he was still very aware of what was happening, as his Erebus wore out, meaning his technique had been dealt with and the repercussions were coming out. V would utilise a simple technique to keep the pressure up on Mirabaelle, opting to go with classic MIE. The technique should affect Mirabelle from above as the shadow fall outs come from below.

(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time (Passive)
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow the required tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of Body of Creation, as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique's chakra cost. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets an active shadow to completely neutralise or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. (Would not work if the user wasn't using a shadow technique for instance). Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle. The implementation of Fūin allows the ink to essentially blend and be sealed into the shadow and keep it indistinguishable from a normal shadow, allowing for it's release at a latter point. The chakra used to release a tattoo or repurpose it doesn't factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. Counts towards the Fūin seal limit.
Prestored with the following

(Inku Ninpou/Fūinjutsu: Tsubasa Kouse) Ink Arts/Sealing Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid, similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has two main abilities, each related to the creature’s abilities.

(Counts as a move)Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically in the form of a seal that gives the creature the aforementioned abilities.


Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one.

Usable twice per battle, lasting 3 turns, with a three-turn interval between usages.

Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
 

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
It was all too much; as she tried to say her previous phrase she sensed the release of the techniques. It would seem like all was over for the girl, but in truth, nothing was left behind. All the techniques conjured would land their appropriate mark. However, these were nobody. In truth, Mirabelle was instant in her reaction; immediately erasing herself from Wuji. This would allow her to reappear directly behind Vayne, now unable to detect her at all for a few moments as she returned into the tangible world.

Once she returns, she was seven meters behind her target. She would silently smirk, crafting an assassin composed of water to silently form beside her. It’s body would swiftly run towards V, aiming to stab him in the neck as it remained undetected for the time being.

(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70 (70)
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.
(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80 x 2 (Critcial If landed) = 160 + 20 = 180
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.

199.5 - 120 = 79.5
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Mirabelle would once again slip away, this time by completely disappearing from the battlefield, or at least that's what it would appear as to V. Not wanting to be jumped by any attack, especially considering the lack of proper sensory towards the girl, V would utilise Perfect Cube, insuring his safety for the most part. Naturally, in addition to that he'd be on the lookout for Mira. Mira's arrival and water assassin would be met with a quick demise as the barrier would cancel out the water assassin, whilst also removing any active techniques Mira was utilising, specifically her SM. The barrier would be quick to come into play against Mira, as it was expanding on it's own with her being in close proximity, and V would be dashing towards her as soon as he spots her, only moments after she had spawned. The barrier's presence essentially restricted the two to taijutsu.

V's dash, which was already faster than Mira's speed due to LW and lack of sm, would suddenly become completely untraceable, as V would open the Kiemon, dashing forwards at great speeds to deliver a powerful kick straight to Mira's face, sending her flying away under great duress. The opening of the EIG would cancel out Perfect Cube, but Mira would be left with less than a split second to counter, enabling the attack to go through, supposedly.


You must be registered for see images
(Fuuinjutsu: Kanpekina rippōtai)- Sealing Arts: Perfect Cube
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Perfect cube is a very intricate fuin technique. The user will do a set of three handseals, ending with the tiger. Doing this, the user will cause a barrier to erect from short range around the user in haste taking on a translucent purple color and expanding from there. Once the cube fully forms, anything inside the barrier excluding humans and summons, will be drained and absorbed, completely dispersing said technique. The unique thing about perfect cube is that, once you are in the cube, no jutsu containing chakra is able to be used without the cube completely absorbing it, and any jutsu that is directed towards the cube from the outside will be reflected back towards the opponent. Though the cube is not unbreakable, being able to be broke by completely overpowering the cube by means greater than the rank of the custom or non chakra infused techniques of equal rank (such as taiutsu, kenjutsu etc)
Note: Can only be use twice with a two turn cool down
Note: Last a total of three turns before dispersing
Note: No jutsus that contain chakra are able to fully form inside the cube without being absorbed
( Hachimon ) The Eight Inner Gates (Passive)
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.
(Chiratsuki Kaihi) Flicker Evasion
Type: Defensive
Rank: B-Rank
Range: Short-Long
Chakra: N/A
Damage: N/A
Description:
A skill usable by all EIG users and masters, once one has opened at least one of the EIG, he will move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This version can only be used by EIG masters with at least one gate opened
(Dainamikku Entori) - Dynamic Entry
Rank: D
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 20 + 40 + 10(Passive) = 70*2 = 140 if Crits
Description:A taijutsu attack were the user does a jumping kick into the opponents face.
 

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
1,385💴
Trait Points
80⚔️
As said, SM doesn’t end.



Despite her trying to sneak her opponent, Mirabelle was able to sense him performing another technique; watching the as the barrier is created. However before it made contact with her; she would willingly deactivate Sage Mode of her own accord, letting the wasted senjutsu flow out of her body but immediately in response she would activate another technique instead, as the barrier reached over her. She was now empowered by her Yang chakra, but it was in this instance Vayne would activate another technique, swiftly charging at high speeds towards Mira. Lucky enough, her new enhanced physique was at its peak – making tracking the fool a lot easier. She was faster than him too, allowing her to swing a punch into his jump kick, with her increasing the weight of her punch to overpower Vayne’s kick causing a minor injury to him.

Once she was done; she stood there waiting. “Sigh I think this is enough for the day, I’ve exhausted enough chakra…don’t want to waste any more of it honestly…” she said to him

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.
(Kodzuku) Punch
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20 + 40 + 40 = 100
Description: One of the simplest moves in Taijutsu, the user will simply use one of his hands to deliver a simple punch by clenching his fist and swinging his arm. The user is free to do variations of a basic frontal punch and the technique though simple, can be deadly for strong users.
1795.5 - 140 = 1655.5
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,623
Kin
2,343💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Seeing Mirabelle move to react to his kick, V would be satisfied, having seen enough of the woman's abilities. He'd simply push off the air mid kick, stopping himself just centimeters out of the reach of Mira's punch. He'd adjust mid air as he lands on his feet, closing his EIGs technique.

Indeed, I believe I've seen enough. He'd say, not too curtly. So, how long have you been in the village? He'd say in a more casual tone as he pats his clothes trying to tidy them up. Fuckin' hate turnin' green. He'd curse under his breath.


( Sukaiu~ōku ) - Sky Walk
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users and masters, once one has opened at least six of the EIG, he will gain the ability to walk on air to dodge, attack or defend from techniques. The ability pertains to movement in the air, meaning walking, jumping, dashing off the air itself etc and its speed depends on the Gate currently opened.
Note: Must have at least one gate opened.
 
Top