[GRPT] - Skorm vs Anbu Junior

Skorm

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• You can only use the bio you posted in your application or an update that dates from before the start of the tournament.
• By default, the basic universal battle rules will be applied.
• You may use any Customs and skills your bio is permitted to use, including those learned.
• All players start mid-range from each other ( 10 meters ) in a plain field with a 50m radius with a river encircling it.
• A battle lasts max 6 days with a 2 day reply limit. If 2 replies are not made on each side, then the fight will either be voided or extended or the Mod in charge of the Tournament will make a decision on who progresses.
• The fights are held in the Tournaments and Events section. Failure to abide by any of these rules is grounds for elimination.

I will be using Alucard. Best of luck brother!
 
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Ańbu Juniør

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

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

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

Intrinsic Traits:

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

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

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

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.

Scarlet Virulence
A bloodborne plague spread from user to foe. Alters the appearance of the Sanguine Maw into a red and black two-handed axe dripping blood from its edges.

Vile Disease (B-Rank, passive): A virus born from the user’s blood. The user is immune to the effects of Vile Disease. The disease is released from the Sanguine Maw through its techniques and swings, most notably the blood that drips from its edges passively. The disease infects through a single moment of contact, inflicting 20 damage per turn indefinitely until cured with an S-Rank Medical Ninjutsu or A-Rank Yang/Utu technique.
Wave of Blood (A-Rank, active): A technique that produces waves and streams of blood from the Sanguine Maw, inflicting 60 damage and passively applying Vile Disease to any living target it touches. Costs the user 20 Health Points to activate.
Unholy Empowerment (S-Rank, passive): Converts the damage bonus of Roiling Blood into a powerful boon toward the user’s Scarlet Virulence abilities, and other techniques that manipulate their blood. Increases the damage bonus to 30/35/40% of missing Health Points.
Blood Familiar (S-Rank, active): Forms a familiar from the user’s blood, granting it 200 Health Points at the cost of 50. The familiar moves at a base speed of 17 and is able to use Vile Disease, Wave of Blood, and Exsanguination. Its Taijutsu inflicts 80 damage at the cost of a move, increased by 20 points of damage for every 20 points of Health lost.
Vector of Infection (F-Rank, passive): A passive augmentation to Vile Disease, increasing the damage it deals by an additional 20 points. It also saps the strength and agility of the victim, reducing their speed by 70% of its base and causing the Vile Disease to spread each turn to any other living target within 20 meters of their position, with the only exception being the user.

Endless Devourer
Consume the life of your foes. Alters the appearance of the Sanguine Maw into two one-handed axes.

The Butcher (B-Rank, passive): The user’s Bukijutsu with the Sanguine Maw siphons the life of the target they strike, whether the damage is inflicted or not. Each strike siphons 5% of the base damage of the technique used, unless it is evaded outright.
Empowered through War (A-Rank, passive): Whenever the user gains excess healing through The Butcher they activate Empowered through War, increasing their speed by 2.0x their base and all damage they do by 20. Lasts for two turns or until the user’s Health Points fall from their maximum.
Open Wounds (S-Rank, passive): When an opponent falls below 20% of their maximum health they will gain an Open Wound, causing them to bleed 10 Health per turn that can only be stopped when they fully heal themselves again. This bleed increases in potency to 20 and 30 points per turn when their health falls below 50 and 80% of their maximum health respectively.
Consumption (S-Rank, passive): A passive technique that accumulates any excess healing acquired through The Butcher. Excess healing is defined as any healing that goes beyond the user’s maximum health capacity. This healing is stored, up to 80, and can be added to Taijutsu or Bukijutsu technique as a boost to its damage, including Exsanguination.
Extinguish (F-Rank, active): Activated within the same timeframe as Exsanguination, causing any damage it inflicts to increase the rate of The Butcher from 5% to 15%.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

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


Sif and Solaire stood mid-range from their opponents, less than a meter apart with Kōtetsu seated atop the largest of the two. With Angurvadal strapped across his back, he and his ninken took in the scents of Alucard and Lilith.
 
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Skorm

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Fujiwara's Last Memory
Type: Artifact
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: An emerald pendant owned by the late 34th Daijō-daijin, Naomitsu Fujiwara. The pendant is appropriately called the Last Memory because Fujiwara’s death marked the beginning of a terrible plague of influenza, which would usher in the Time of Troubles that ended the Freehold’s Golden Age. After Fujiwara’s death the pendant was preserved by a guild of Hangurian priestesses. As the virulent influenza gripped the nation the Hangurian priestesses infused it with chakra, believing that they could obtain the blessing and protection of Fujiwara’s spirit from the afterlife. Through complex trial and error, and through the use of arcane sealing techniques, the priestesses managed to infuse the pendant with a recoil-like ability. When worn, the pendant infuses the user’s body with latent chakra that reacts when touched by foreign living beings, essentially creating a feedback mechanism. This mechanism can be triggered by any form of foreign contact, everyone bar the user, anywhere on the user’s body and clothes. This causes the pendant to release a small shock of chakra, passively, through the target who touches the user causing them to take 5 damage. Another side effect of this shock when used against summonings, this causes the summoning to lose all memories of aggression against the user causing them to become docile in combat.

(Mukō: Yūryō) – Void: Charged
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A Void Infused modification that does not act as an Accumulator or Spender; rather, it passively increases the user’s maximum Void Infusion cap by 1. This can be stacked with other Charged Void Infused Artifacts, including itself if the user owns multiple copies.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
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.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Mukō: Eizoku) – Void: Permanence
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: A unique Void Infused Artifact Accumulator similar to Void: Eternity, though more potent with its own drawbacks. Permanence is capable of activating on more than a single Void Infusion, activatable on Void Infusions that require up to three. Permanence has a 25% chance to activate whenever the user consumes a Void Infusion of any quantity up to three. Upon activation Permanence will restore up to three Void Infusions; however, each Void Infusion after the first restored costs 20 Health Points to restore.

(Kamikorosu: Kakei) – God Slayer: Stake
Type: God-Slaying Artifact
Rank: C-Rank
Range: N/A
Chakra: N/A
Damage: N/A
Description: A piercing tool used as an anchor, a boundary marker for property and in some accounts one of few items capable of permanently silencing certain undead now forged as a God-Slaying Tool. It is particularly large for a tool of it's nature, roughly two feet in length from the spiked tip to the bottom of the hilt. This particular Stake was forged for Alucard; because it is a product of certain Atavistic techniques it is bound to his soul, its anti-Divinity properties are able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.

Eye of Riven
Type: Tool
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: The Eye of Riven is an advanced tech that is in the form of a very modernly designed monocle that is on the user either at all times or whenever they feel like using it. As the tool is small and easy to put on, it doesn't cost the user a moveslot to activate it. It draws from the users chakra immediately as it activates. The Eye of Riven is actually a spectrum of advanced technology that lets the user see different patterns through the monocle if they are behind a wall, behind a raging storm, mist or even underground.
The system works not unlike aircraft radar. But instead of bouncing off planes and returning to the ground, the signal here travels through the wall, bounces off a human (as we’re full of water), and comes back through the wall and into a detector, which is in this case the monocle. By using chakra, the user can interpret the signals coming through the monocle and browse through layers of material they are looking at through the monocle.
Note: Can only be made by Skorm.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.



Ah, if it isn’t Kotetsu himself.. If i win this, join the Hellsing Organisation already.. If i lose.. Lol as if that’d happen.

Anoo, your wolves are just as beautiful as last time i saw them.. I hope you will put up a good fight, master Kotetsu-kun!

With introductions set, the game would begin. Alucard and Lilith stood just a meter apart with the same distance to the opponents as per usual in the tournament so far. Three opponents from the getgo, but none of the Ninken could stand in the same tier as Lilith. Kotetsu sat proudly atop of his largest wolf. Alucard would not waste time, he immediately activated his Tenseigan Chakra Mode and two of his Void Artifacts - Blessing of Winter and Strength of the Void. Lilith would also move, not giving the opponents the chance to do the same without some real finessing atleast. As Alucard empowered himself, she would jab one of her swords into the ground (Golden Nightmare). By doing so, there would be streams of molten metal flowing from the origin of the swords hilt downwards into the ground forming into half of a sphere. This sphere would then become a natural source of the metal and form large tendrils, or rather trees, that would scorch its way through the earths crust and swarm the opponents from all directions reaching 10 meters into the air. The tendrils would form between the two teams as well (5m infront of Alucard and Lilith and 5m infront of Kotetsu), cutting off any direct paths to go straight forwards as well as block any visuals between the two parties.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode - (Alucard)
Type: Mode
Rank: S
Range: N/A
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on their collar, dark markings over their eyebrows and lower eyelids, and a single horn shaped like Kaguya's, extending from their forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user's strength is significantly increased, adding +40 damage to their Ninjutsu and Taijutsu techniques. Their speed is also enhanced, increasing it by four times their base.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 4 additional turns before using again.
Note: Can only be used by Otsutsuki Tenseigan wielders while the Tenseigan is active.
Note: If the Tenseigan is deactivated or reverted back to its Byakugan state then the mode is forcibly ended.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing - (Alucard, passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void - (Alucard, passive)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.

(Gōruden'naitomea) - Golden Nightmare - (Lilith, reference)
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (40) + 10 = 50
Damage: N/A (80) + 20 + 20 = 120
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

Alucard smirked at the diversion, a miniature forestation of total destruction was infront of him and his Daugther. He needed no vision of his foes to be able to track them as he was a master of the ways of Yin/Yang and could sense chakra. Alucard would utilize his dust release after having weaved three handseals. A large spherical form of chakra emerged from Alucards hands and shooting forwards, wrapping in the collective targets into its viscinity.. The Dust release would explode inwards in the 3D cube and turn everything caught in it into separate lose atoms. Naturally, this would destroy Liliths technique which only was to serve as a diversion anyway..

(Jinton: Genkai Hakuri no Jutsu) - Detachment of the Primitive World Technique - (Alucard)
Type: Offensive
Rank: C-S (S)
Range: Short-Long
Chakra: 15-40 (40)
Damage: 30-80 (80) + 20 + 40 = 140
Description: The user first performs a short sequence of handseals: Rat → Boar → Snake, then creates a basic 3D-shaped construct via Dust Release between the palms of their hands. A small sphere is located at its centre. The structure expands rapidly in size when being propelled towards the designated target and traps them inside its confines. The sphere then seems to explode with a tremendous amount of force, while the exterior walls of the structure effectively restrict the size of the blast radius. This results in the destruction of everything and anyone caught within, as they are pulverised into minute particles of dust. The technique isn't limited to just affecting physical matter; it can also affect chakra-based defenses. But the resulting damage that this technique can produce varies considerably, depending on the initial shape of the created structure..

Cuboid Structure: A form manipulating the Dust Release structure into a very generic three-dimensional cube. While the cube's surface area is rank-dependent, its shape also enables localized destruction and entrapment. Unlike the other shape alternatives, this form is always limited to just short-range when used.

Conical Structure: A form manipulating the Dust Release structure into a simplistic three-dimensional cone. While the cone's base diameter is rank-dependent, its base is always located in front of the user's hands with the pointed end poised at the desired target. It has an intermediary reach, extending up to mid-range.

Cylindrical Structure: A form manipulating the Dust Release structure into a basic three-dimensional cylinder. While the cylinder's diameter is rank-dependent, it is unique amongst shapes in extending up to long-range.

Note: The surface area of the cube form is 1m² at C-rank, 3m² at B-rank, 5m² at A-rank, 15m² at S-rank.
Note: The diameter of the cone and the cylinder is 1m at C-rank, 2m at B-rank, 4m at A-rank, 8m at S-rank.
Note: Only useable by Mū and Ōnoki bios. Clones are unable to use it.

Alucard Stats:
Chakra: 1,600 - 10 - 40 - 40 = 1,510
Health: 160
Speed: 14 x 4 = 56
Tracking: 14 x 9 = 126
Void Infusions: 0/3
TCM: 1/6
SoTV: 1/4

Lilith Stats:
Chakra: 2,000 - 40 = 1,960
Health: 150
Speed: 10
Tracking: 14​
 
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Ańbu Juniør

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Kōtetsu ignored Alucard's attempts at provocation. The man's personality was one he couldn't bring himself to bear, and as such, he intended to end this as quickly as possible. His opponent was of the same mind, for the Inuzuka caught a glimpse of the man's signature cyan cloak that signified his mode and a kind of metal being released into the earth from Lilith's weapon. Suddenly, large tendrils of liquid bismuth burst from the earth, obscuring his vision and converging towards him and his ninken. With the intent to cut the cat-eared girl off from her perceived medium, Kōtetsu hops to the ground and channels chakra into the earth to open a fissure beneath her and her father, causing them both to fall in. Unbeknownst to him, this would cause the two to fall into the sphere of liquid bismuth being used as a source as they were forced to also deal with a wave of spikes that formed around them from the walls of the narrow opening following an immediate handseal from the Inuzuka.

At the same time that their partner moved, Sif and Solaire sprung into action. The two spin in opposite directions in a drill-like shape while encircling Kōtetsu but maintaining a two-meter distance from him, forming a protective dome that shielded against the incoming tendrils. On his end, Solaire created a lubricating layer of chakra that reduce the friction and intensified the power of his spin, increasing the defensive power of the dome to the point where it became able to withstand the incoming attacks.

Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)
(Jūjin Taijutsu Ougi: Hogo Kiba) Beast Human Martial Art: Protective Fang
Type: Defensive
Rank: A - S (S)
Range: Short
Chakra: N/A - 40 (40)
Damage: N/A (80 + 20 + 20 = 120)
Description: Making use of the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan, this technique is purely defensive in nature and can be used by both the Inuzuka and their ninken. When faced with an attack the user will spin either vertically or horizontally in place at a ferocious speed in a buzzsaw-like shape as air is gathered around them to form a protective shell. Doing this allows the user to defend against techniques of equal strength coming from a single direction, allowing them to act as a shield to protect anything behind them. Alternatively, the user and a partner can spin in opposite directions in a drill-like shape while encircling an ally, but maintaining a two-meter distance from them, to form a protective dome that can shield them from attacks of equal strength coming from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user(s) will channel chakra through their entire body as they spin, using it to strengthen the rotation.

Notes:
- No Gatsuuga and Gatenga rotations above A rank can be used in the following turn.
- The A ranked version of this technique can only be used three times, while S ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can be used by an Inuzuka, their Ninken partners, or together as a collaboration technique, in which case it will be counted as a single use of the technique.
Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique, the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken and Inuzuka, but cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform Gatsuuga or Gatenga techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, it can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.
During all this, the Inuzuka flexed his leg muscles to passively release the weights that bound his speed, and once the tendrils ceased attacking the two ninken stopped their rotation and landed behind him off to his left and right sides.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
Health
200
Chakra
1,600 - 145​
Speed: 14 (56)
Tracking: 90

Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
 
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Kōtetsu ignored Alucard's attempts at provocation. The man's personality was one he couldn't bring himself to bear, and as such, he intended to end this as quickly as possible. His opponent was of the same mind, for the Inuzuka caught a glimpse of the man's signature cyan cloak that signified his mode and a kind of metal being released into the earth from Lilith's weapon. Suddenly, large tendrils of liquid bismuth burst from the earth, obscuring his vision and converging towards him and his ninken. With the intent to cut the cat-eared girl off from her perceived medium, Kōtetsu hops to the ground and channels chakra into the earth to open a fissure beneath her and her father, causing them both to fall in. Unbeknownst to him, this would cause the two to fall into the sphere of liquid bismuth being used as a source as they were forced to also deal with a wave of spikes that formed around them from the walls of the narrow opening following an immediate handseal from the Inuzuka.
At the same time that their partner moved, Sif and Solaire sprung into action. The two spin in opposite directions in a drill-like shape while encircling Kōtetsu but maintaining a two-meter distance from him, forming a protective dome that shielded against the incoming tendrils. On his end, Solaire created a lubricating layer of chakra that reduce the friction and intensified the power of his spin, increasing the defensive power of the dome to the point where it became able to withstand the incoming attacks.
Doton: Daichi Dasshu (Earth Release: Ground Dasher)
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description: A fissure opens up under the enemy. Causing them to fall in the user then does a handseal that will sends wave after wave of spikes that puncture enemies.
(Usable 3 Times)
(No Earth Next Turn)
(Jūjin Taijutsu Ougi: Hogo Kiba) Beast Human Martial Art: Protective Fang
Type: Defensive
Rank: A - S (S)
Range: Short
Chakra: N/A - 40 (40)
Damage: N/A (80 + 20 + 20 = 120)
Description: Making use of the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan, this technique is purely defensive in nature and can be used by both the Inuzuka and their ninken. When faced with an attack the user will spin either vertically or horizontally in place at a ferocious speed in a buzzsaw-like shape as air is gathered around them to form a protective shell. Doing this allows the user to defend against techniques of equal strength coming from a single direction, allowing them to act as a shield to protect anything behind them. Alternatively, the user and a partner can spin in opposite directions in a drill-like shape while encircling an ally, but maintaining a two-meter distance from them, to form a protective dome that can shield them from attacks of equal strength coming from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user(s) will channel chakra through their entire body as they spin, using it to strengthen the rotation.
Notes:
- No Gatsuuga and Gatenga rotations above A rank can be used in the following turn.
- The A ranked version of this technique can only be used three times, while S ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can be used by an Inuzuka, their Ninken partners, or together as a collaboration technique, in which case it will be counted as a single use of the technique.
Ōkami No Keitaku | Blessing of the Wolf God
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique, the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken and Inuzuka, but cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform Gatsuuga or Gatenga techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, it can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.
During all this, the Inuzuka flexed his leg muscles to passively release the weights that bound his speed, and once the tendrils ceased attacking the two ninken stopped their rotation and landed behind him off to his left and right sides.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
Health

200
Chakra
1,600 - 145
Speed: 14 (56)
Tracking: 90
Solaris: 10/80
Void Harvester: 5%
Void Infusions: 0/3
It would appear the enemy was quick on their feet. Alucard sensed chakra being channeled through the earth as Kotetsu apparently had dismounted his wolf and without a visual confirmation this was the only source he could rely on for now. Without using his actual words, Alucard spoke to Lilith as it would seem the chakra was being channeled through the ground.

*Spread your wings my angel of a daughter and unleash the forces of Hell itself..*

Alucard himself would have to utilize his chakra and at the very same second, the earth opened up beneath him and his Daughter. Alucard spread his dreaded wings of bones which granted him flight and shielding against any skewering spikes should they come in his way pre-flight and should he realize either him or his Daughter was in the danger of getting skewered, he would utilize his wings projectiles to destroy them. Lilith would at the same time go on the offence yet again, not letting the opponent have a moment of progression. She would utilize her Yin release in order to formalize a massive Dragon infused with her own Dark Release Element which she also infused with yet another damage boon granted by her second sword, Darkiscie, for an absolutely devastating amount of damage let alone the hungry ghost parasite that by default resided inside of the dragon.

So, your mutts like to spin? Allow me..

( Hone Tsubasa ) - Bone Wings - (Alucard)
Type: Offensive
Rank: B
Range: Short
Chakra: 20
Damage: 40 + 40 + 20 = 100
Description: The user grows large bone wings from their back which can be used to fly or to defend. The user can also flap these wings and release bone spikes once per turn. The wings last for 3 turns.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons - (Lilith)
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150 + 10 = 160
Damage: 100 | 120 (for multi-element) (120) + 20 = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Lilith and Alucard both remained airborne at the same distance towards their opponent - however both flanked the enemy from each side. Alucard went left and Lilith went right, remaining mid-range from the opponent. Meanwhile, the Phantom Dragon would coil itself around the opponent and rock them all.. Like a hurricane. With the ensemble infront of them having to deal with Liliths Phantom Dragon, Alucard would utilize his Ninjutsu to simply erase his own being. This included his scent and even his own shadow. He watched from his new position, with Lilith now in long-range away opposite side and the opponents inbtween of him, she would undoubtibly become the primary target. Which, would be just according to plan.. Alucard kept creeping closer and closer in the air to the rampaging phantom dragon obeying his Daughters will while taking aim at Kotsetsu.

(Meisaigakure no Jutsu) - Hiding with Camouflage Technique - (Alucard)
Rank: A
Type: Supplementary
Range: Short
Chakra Cost: 30 (-10 per turn active)
Damage Points: N/A
Description: This is a ninja escape technique that allows the user after performing the Tiger hand seal to control how light is reflected around their body with chakra inflections. The technique also erases the user's scent and shadow, and is usable on any terrain, making it ideal not only for covert maneuvers but also offensive strikes. Perceiving the user's position is possible only for ninja who are astute enough to observe minute variations within their surrounding environment, such as distortions of air currents in the immediate vicinity or distinguishing sounds, i.e. footsteps etc. However, the usefulness of this ability can be entirely negated by those with special vision or sensory skills. The Second Tsuchikage, Mū's mastery of this technique helped earn him the moniker "Non-Person" seemingly having neither form nor chakra while the technique was active. Thus, he could not be sensed through traditional means.
Note: Technique lasts a total of 3 turns

Alucard:
Chakra: 1,550 - 10 - 15 - 20 - 30 = 1,475
Health: 160
Speed: Unchanged
Tracking: Unchanged
Void Infusions: 0/3
SoTV: 1/4 (it’s based on usages, not turns apparently..)
TCM: 2/6

Lilith:
Chakra: 1,960 - 150 = 1,810
Health: 150
Speed: Unchanged
Tracking: Unchanged​
 
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The two take to the sky to avoid the chasm that suddenly appeared beneath them, but the Inuzuka's goal had been met. The liquid bismuth ceased to attack him dissipated and drained back into the holes they'd burst from, giving him a clear line of sight to the incoming phantom dragon. It was always phantom dragons. Solaire retreated into Kōtetsu's body, leaving Sif as the sole ninken on the field as the large dragon approached and a void-infused artifact was passively activated. Instead of combating it directly, the Inuzuka empowered his physical capabilities by reinforcing his body with yang energy as he spins at ferocious speeds in the form of a drill, maneuvering around the dragon and moving to attack Lilith from above.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
(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.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (80 + 40 + 10 = 130)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Sif mimicked his packbrother, aligning his breath and movement with Kōtetsu's to match the speed and power of his spin, becoming a perfect shadow and concealing himself within the Inuzuka's. As his packbrother went over it to descend on Lilith, Sif suddenly diverged to avoid the dragon and attack Lilith as well from the right. Though moving much slower than his partner once diverged, his speed was still too much for the creation to track. This naturally meant that if undefended, the Inuzuka's attack would hit first with Sif's hitting afterward.

Shorotoru no Kage | Shadow of Xolotl
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (130)
Description: This technique is to be performed when the user's partner is performing a Gatsuuga or Gatenga variant. The technique involves the alignment of the users breath and movements to that of their partners, when their partner begins to roll, they too will roll, matching the roll inch for inch, breath for breath, movement for movement. By doing this the user becomes the perfect shadow, shadowing the movements of their partner while also concealing themselves within their shadow much like the ‘Shadow Shuriken Technique’ and its variants. This essentially creates a second phantom strike behind the original Gatsuuga/Gatenga, that holds all the power of, and behaves in the exact same manner as the original on account of being a perfect replica - which is produced by this technique, with no relation to the original Gatsuuga/Gatenga outside of mimicking. As a shadow, it will never hinder the main body, nor will the main body hinder it, for they exist in perfect sync and harmony. However, at any point in time the Shadow can claim its individuality, diverging from the main body to deliver an attack from a separate angle.
Notes:
Once used by a Ninken/Inuzuka, they must wait a turn before using it again.
Can only be used twice per Ninken/Inuzuka
No Inuzuka techniques above S rank for the rest of the turn.
Health
200
Chakra
1,455 - 125​
Kōtetsu
Speed: 49 (56)
Tracking: 90

Sif
Speed: 18
Tracking: 66

Solaris: 20/80
Void Harvester: 10%
Void Infusions: 1/3

PotS: 1/4
 

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The two take to the sky to avoid the chasm that suddenly appeared beneath them, but the Inuzuka's goal had been met. The liquid bismuth ceased to attack him dissipated and drained back into the holes they'd burst from, giving him a clear line of sight to the incoming phantom dragon. It was always phantom dragons. Solaire retreated into Kōtetsu's body, leaving Sif as the sole ninken on the field as the large dragon approached and a void-infused artifact was passively activated. Instead of combating it directly, the Inuzuka empowered his physical capabilities by reinforcing his body with yang energy as he spins at ferocious speeds in the form of a drill, maneuvering around the dragon and moving to attack Lilith from above.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
(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.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (80 + 40 + 10 = 130)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.
Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Sif mimicked his packbrother, aligning his breath and movement with Kōtetsu's to match the speed and power of his spin, becoming a perfect shadow and concealing himself within the Inuzuka's. As his packbrother went over it to descend on Lilith, Sif suddenly diverged to avoid the dragon and attack Lilith as well from the right. Though moving much slower than his partner once diverged, his speed was still too much for the creation to track. This naturally meant that if undefended, the Inuzuka's attack would hit first with Sif's hitting afterward.
Shorotoru no Kage | Shadow of Xolotl
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A (130)
Description: This technique is to be performed when the user's partner is performing a Gatsuuga or Gatenga variant. The technique involves the alignment of the users breath and movements to that of their partners, when their partner begins to roll, they too will roll, matching the roll inch for inch, breath for breath, movement for movement. By doing this the user becomes the perfect shadow, shadowing the movements of their partner while also concealing themselves within their shadow much like the ‘Shadow Shuriken Technique’ and its variants. This essentially creates a second phantom strike behind the original Gatsuuga/Gatenga, that holds all the power of, and behaves in the exact same manner as the original on account of being a perfect replica - which is produced by this technique, with no relation to the original Gatsuuga/Gatenga outside of mimicking. As a shadow, it will never hinder the main body, nor will the main body hinder it, for they exist in perfect sync and harmony. However, at any point in time the Shadow can claim its individuality, diverging from the main body to deliver an attack from a separate angle.
Notes:
Once used by a Ninken/Inuzuka, they must wait a turn before using it again.
Can only be used twice per Ninken/Inuzuka
No Inuzuka techniques above S rank for the rest of the turn.
Health

200
Chakra
1,455 - 125
Kōtetsu
Speed: 49 (56)
Tracking: 90
Sif
Speed: 18
Tracking: 66
Solaris: 20/80
Void Harvester: 10%
Void Infusions: 1/3
PotS: 1/4
It was almost poetical how much according to plan the opponents moved after Lilith had spawned her Phantom Dragon. It would seem like nobody in the world wanted to battle it.. Alucard could see/sense the Yang energy puring throughout Kotetsus body. It was apparently the kind of move you’d pull just to gtfo from a technique. Only, Alucard wouldn’t allow that. He would aim his hands towards Kotetsu and his remaining ninken and forcibly cease both of their movements entirely acting as their own personal black hole. This meant that Kotetsu and his ninken would start to get pulled towards Alucard with an absolute force, which he also could re-direct straight into Liliths dragon making them both suffer its full wrath of damage. Regardless if their techniques would still be in play, they were no match towards Liliths Phantom Dragon. Meanwhile, Lilith who had lost track of both Kotetsu and his remaining ninken after she too acknowledged, visually, of the empowerement of the Sun which she herself frequently was a practicioner of - Lilith would double down on her Yin release and focus her strength to summon the Hands of Sloth for both protection but also for offence as this whole scenario had gone according to plan. The hands would be in its secondary state, giving Lilith the ability to infuse them with the good ol’ properties of Sloth making her invisible arms able to induce the idleness, dejection and sleep properties into the arms making them very powerful on touch. All eight arms surrounded Lilith like a cocoon. Since they were invisible she could still percieve the field entirely. Eight arms would manifest behind her back and they were in their physical presence the second they were created.

( Tensei Hōyō ) - Reincarnated Embrace - (Alucard)
Rank: S-Rank
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using his Tenseigan, the user is able to use gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Comparative to Banso Tenin, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Tenseigan Bios.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth - (Lilith)
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.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons - (Lilith - reference)
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150 + 10 = 160
Damage: 100 | 120 (for multi-element) (120) + 20 = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Once Alucard‘s gravitational hook had ceased the targets movements, Lilith’s hands of Sloth and her Phantom Dragon would both make quick work of the opponents as they got dragged towards Alucard. The dragon would consume their lifeless bodies as a result of the Hands of Sloth. As the onslaught subsided, Alucards pull would as well. His intent now was to simply erase the body or Kotetsu and with Lilith regrouping beside him again (both still flying btw), he would utilize his chakra cloak to form the Silver Wheel, a technique fit for the Silver fanged Inuzuka.

I’ll see you at home, Kotetsu..
( Ginrin Tensei Baku) - Silver Wheel Reincarnation Explosion - (Alucard)
Rank: S
Type: Offensive
Range: Short - Mid
Chakra: 40
Damage: 110 (160 with TSB used) + 40 + 20 = 170
Description: While using Tenseigan Chakra Mode, the user focuses his chakra into one of his Truth-Seeking Orbs and grasps it in his hand to create a powerful silvery typhoon capable of causing life threatening injuries. If the user does not have access to the Truth Seeking Orbs, they are able to create typhoon through their chakra and shape manipulation.
Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used twice per battle with a three turn cool down period.

Alucard:
Chakra: 1475 - 10 - 15 - 40 - 40 = 1,370
Health: 160
Speed: Unchanged
Tracking: Unchanged
Void Infusions: 0/3
SoTV: 2/4
TCM: 3/6

Lilith:
Chakra: 1,810 - 100 = 1,710
Health: 150
Speed: Unchanged
Tracking: Unchanged​
 
Last edited:

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An invisible force takes hold of Kōtetsu and Sif before they could diverge to attack from different directions and pulled them towards the phantom dragon, forcing them to deal with it directly. The Inuzuka activated his enhanced strength as he pulled his weapon from its sheath, a weapon that used its ability to change shape to shift into the form of Caladbolg, a jet black straight sword of little detail, but of incredible size. In one fluent motion, he swings the blade across his body as he pulls it free, making use of his enhanced strength to increase the power of his swing to release a large horizontal shockwave of slicing air pressure that tore through the dragon, and unbeknownst to him, the Hands of Sloth Lilith had released. The shockwave overpowers all in its path as it continues forward to tear into both of its targets.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg (Passive)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +25 Boost to Kenjutsu and Command Arts
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage, granting +25 for offensive techniques and a similar increase in efficacy for defensive/supplemental techniques (an A rank technique would be treated as an empowered S Rank, etc, as analogous to Mythos’s boost); Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.

*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
(Bukijutsu/Kenjutsu: Kunō No Nagare) Weapon Art/Sword Art: Stream Of Anguish
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 + 40 + 25 + 25 + 20 = 190)
Description: Inspired by his Gathering Clouds technique’s ability to create shockwaves of air pressure, Kunō No Nagare is a technique created by Kōtetsu Inuzuka. Unlike its predecessor that is used for defensive purposes, this technique is purely offensive in nature and incorporates the usage of Chakra Enhanced Strength. The user makes use of their refined chakra control to increase their strength and swings their weapon in any direction of their choosing with such violent force that it produces a shockwave of slicing 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. By holding their weapon perpendicular to their body and rotating the user is also able to release an omnidirectional attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique.

Notes:
- This technique can only be used while Chakra Enhanced Strength is Active.
- The A rank can be used four times per battle with a single turn cooldown, while S rank can be used twice and requires a two turn cool down between each use.
At the same time, from within her partner's body, Sirris focused chakra to her nose and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that Kōtetsu was able to tap into due to their merger. With his opponents forced to defend, the pull of gravity would hopefully come to an end, and once released the Inuzuka would hop atop Sif as he runs straight for Lilith.

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

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
Health
200
Chakra
1,330 - 140​
Kōtetsu
Speed: 49 (56)
Tracking: 90

Sif
Speed: 18
Tracking: 66

Solaris: 30/80
Void Harvester: 15%
Void Infusions: 1/3

PotS: 2/4
 
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An invisible force takes hold of Kōtetsu and Sif before they could diverge to attack from different directions and pulled them towards the phantom dragon, forcing them to deal with it directly. The Inuzuka activated his enhanced strength as he pulled his weapon from its sheath, a weapon that used its ability to change shape to shift into the form of Caladbolg, a jet black straight sword of little detail, but of incredible size. In one fluent motion, he swings the blade across his body as he pulls it free, making use of his enhanced strength to increase the power of his swing to release a large horizontal shockwave of slicing air pressure that tore through the dragon, and unbeknownst to him, the Hands of Sloth Lilith had released. The shockwave overpowers all in its path as it continues forward to tear into both of its targets.
( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
(Densetsu-no Kamei Gigei: Karadoborugu) Legendary Command Art: Caladbolg (Passive)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage: +25 Boost to Kenjutsu and Command Arts
Description: The Legendary Command Arts are a series of Command Arts unique to Keotsu himself, and can only be performed with his blade Mythos ("Legend"). The shape-shifting sword can change its form to take on the shape and ability of other blades of myth and legend. This form is known as "Caladbolg", a Welsh word for "Great Sword". In this form, Mythos takes on the form of a jet black straight sword of little detail, but of incredible size. Using it's incredible size and cutting edge to augment physical attacks, and by refining energies for energy attacks, the blade draws more power from Keotsu to augment his damage, granting +25 for offensive techniques and a similar increase in efficacy for defensive/supplemental techniques (an A rank technique would be treated as an empowered S Rank, etc, as analogous to Mythos’s boost); Caladbolg allows non-elemental Kenjutsu to be treated as elementally equal to all elements.
*Note: Can only be used once per battle. If Mythos leaves this form, it cannot return to it during the battle. However, taking the form does not consume a moveslot/is done passively.
(Bukijutsu/Kenjutsu: Kunō No Nagare) Weapon Art/Sword Art: Stream Of Anguish
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 + 40 + 25 + 25 + 20 = 190)
Description: Inspired by his Gathering Clouds technique’s ability to create shockwaves of air pressure, Kunō No Nagare is a technique created by Kōtetsu Inuzuka. Unlike its predecessor that is used for defensive purposes, this technique is purely offensive in nature and incorporates the usage of Chakra Enhanced Strength. The user makes use of their refined chakra control to increase their strength and swings their weapon in any direction of their choosing with such violent force that it produces a shockwave of slicing 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. By holding their weapon perpendicular to their body and rotating the user is also able to release an omnidirectional attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra-based technique.
Notes:
- This technique can only be used while Chakra Enhanced Strength is Active.
- The A rank can be used four times per battle with a single turn cooldown, while S rank can be used twice and requires a two turn cool down between each use.
At the same time, from within her partner's body, Sirris focused chakra to her nose and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that Kōtetsu was able to tap into due to their merger. With his opponents forced to defend, the pull of gravity would hopefully come to an end, and once released the Inuzuka would hop atop Sif as he runs straight for Lilith.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.
Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
Health

200
Chakra
1,330 - 120
Kōtetsu
Speed: 49 (56)
Tracking: 90
Sif
Speed: 18
Tracking: 66
Solaris: 30/80
Void Harvester: 15%
Void Infusions: 1/3
PotS: 2/4
As the targets where getting pulled it seemed like an act of desperation grew inside of the opponents. As much as Alucard liked to play with his.. food, he raised an eyebrow to the sensation of Kotetsu releasing even more restraints to his physical abilities as he and his ninken were being pulled towards Liliths dragon. Alucard saw scepticism in the plan and he feared for his Daughters position. He would tell her to regroup and have her Hands of Sloth withdrawn with her and shape around her like a cocoon once more as she traveled what distance she could towards him before the attack although she had already started to do this given their previous plan. He used his mental link with Lilith for this command. There were no words spoken aloud.

*Hurry, if you wish for Mirabelle and Isabella to still be able to get your sorry ass drunk over at the Port..*

It would seem like the Inuzuka knew exactly what they were doing. Alucard would cease his pull in the wake of the immediate danger. Alucard remained in position as he released his Jinton technique of a thousand mirrors. It was, probably, the only technique he could heed to do now atleast to make him spare Lilith. As the blast of divine winds produced by the sword were traveling they oblitirated Liliths phantom dragon as if it was nothing but an ant in the eye of a hurricane. Alucard was, almost impressed..

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution) - (Alucard)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn)
Damage: 140 + 20 + 40 = 200
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: When the user has performed this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dust release techniques above A-rank.
Note: Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.

As the crystals formed they would expand like a vertical wall infront of and between Alucard and Lilith given enough size to entirely absorb the shockwave. As it did, the wall would then morph into a giant sphere 10 meters in diameter surrounding both Kotetsu and his remaining Ninken. The formation of the crystals allowed for small gaps upon which Liliths hands of Sloth, who still were in play, would be able to narrowly pierce through and bash into the target making a neat little combo out of the two. The hands would come towards the two opponents from within the sphere from the targets behind and would have atleast three blows dealt to each target before they also were devoured by Alucards Absolution technique which would crumble in on itself once capturing each target like a collapsing star.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth - (Lilith, reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

The shards would reform around Alucard who now would drop to the ground due to the deactivation of his Bone Wings. Lilith would fly just above her fathers head, shedding a tear over the death of the proud wolf if it was now actually happening.. She was not able to tell. They both looked at the total destruction of their comboed technique, Lilith Hands of Sloth being able to put in a good deal of beats as there where eight of them in total which would knock down the opponents on a whim spiritually and Alucards dust crystals, which were sustainable - making quick work of their bodies. All withering in the deep.
Alucard:
Chakra: 1,410 - 10 - 15 - 70 = 1,315
Health: 160
Speed: Unchanged
Tracking: Unchanged
SoTV: 2/4
TCM: 4/6

Lilith:
Chakra: 1,710 - 50 = 1,670
Health: 150
Speed: Unchanged
Tracking: Unchanged
 
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