Heavenly Harbinger vs Earth King

Gobi Gobletsson

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Equipped with Medical pills.


I was already situated on the field of choice. 'Neath my skin, throughout my entire body lay my bones donned on the interior as an impenetrable armour piece. Amidamaru floated by my side, giving heads up if need be.

Clapping my hands together infront of me, I twist my thumbs out as if flipping a coin - A soldier pill enters my mouth, before the hands take shape of a peculiar hand sign resembling that of a wolf head. A jerk back, and lunge forward with my hands I unleash one of the most horrific techniques known to Ninja.

(Reference: (Heishi Piru) Soldier Pills)
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.

Type: Offensive
Rank: Forbidden
Range: Short-Long
Chakra Cost: 60
Damage Cost: 120 (+15)
Description: The user puts his palm infront of his face, facing the target and his other hand up infront of it, however closed together as a fist. He then punches it foward releasing a great amount of chakra, wind to shape and fire for the explosion, forming a giant wolf head around him which then gets sent at the target at a furious speed, so furious it leaves out a howl of terror. As the wolf head makes impact it ends up in a giant explosion.
Notes:
-The users arms are so exhausted after using the technique his unable to perform hand seals for this and the next turn.
-The takes 20 damage on the body due the heavy amount of chakra used for this technique.
-Useable twice.



However, while I was building up this technique, with a mental command three Genkis join my side, one which upon the release of the technique 'devours' it, while transporting it away from the field per say, while transferring it else where before it's released during the next turn.

Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and conviction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special, is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transferring the technique to the Pure World. While in the Pure World, the presence of the technique is masked by the untrained eye. Similar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transferred back becoming tangible once more , however it requires a one turn wait before it can return from the Pure World, and costs +10 chakra every turn it remains in the Pure World. The technique lasts 3 turns when used, and can be used maximum of four times per battle.



Considering that it's being transferred in an arc around your persona, eventually ending up behind you at point blank range striking down at you in a diagonal manner, I'm unsure whether or not Mayer's Band would absorb the 'masking' once it enters short-range and hit you before next turn or w.e.

Once released, I smirk before setting off in an arc'ing dash simultaneously as unlocking my Third Gate, which bursts open in a green light, my temples show and my eyes turn completely white as I storm across the field. While opening the Gates, I allow each of my steps to let go of some chakra which in turn, turn into numerous non-stop tremors easily throwing you off-balance while they build up given my overall speed.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.


Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.




Rank: C
Type: Supplmentary/Offensive
Range: Mid
Chakra cost: 15(-15 per turn)
Damage points: N/A
Description: When the user activates this jutsu, he will release small amounts of earth chakra into the ground everytime he takes a step, lands, runs, etc. By doing so the user will create minor quakes reaching from his location, and up to mid-range around him which will cause his opponent to loose balance, and leave him open. However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.). The jutsu may surprise the opponent at first, and cause him to loose balance, though the opponent may be able to adapt and prepare him/herself to keep the balance after the first several quakes.
~Can be activated up till three times per battle.
~However when having this jutsu activated the user cannot use other elements than the ones that's based on Earth Release(Like Diamond.)



I merely continuously circle around you keeping up pace, building up the tremors.


Soldier Pills: 1/4
RoL: 1/3
Third Gate: 1/4
Fenrir: 1/2 (Comes out next turn.)

Mana: 2000
Exhibit: 60 + 20 + 15 = 95
Remains: 1905
 
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Drackos

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A puzzled look crosses the Knight's face looking onward at Amaimon; his attack of seemingly epic proportions had suddenly disappeared. With a crooked head Avenger deduces that, while he had not been attacked in that very moment, the attack would still come for him at some point. With caution Avenger would keep track of the coloration of the Mayer's Band on his wrist. A curious artifact of the Uzumaki clan given to him at some point during his travels, it possessed a nigh omnipresent awareness of foreign energies around him. To further protect himself from surprise assaults Avenger passively activated his chakra sensory. He would not be caught off guard by such a potent attack.

Momentarily Avenger's attention on the Mayer's Band was diverted. Without even looking toward Amaimon he detects, through his own movement sensory offered by his skill in Force Release, him running in an arc around Avenger. The quakes, sensed by Avenger when the Earthen chakra was infused, followed shortly after the charge began. The tremors catch Avenger off guard momentarily, given their impressive nature, causing him to fall to one knee. But it mattered little, he maintained awareness of Amaimon with his two methods of sensory. At this point, however, the Mayer's Band had sprung to life. It's default color had shifted to a magnificent teal signifying the presence of the Genki within short-range of his position. Realizing that this was the moment the assault would be launched, Avenger swiftly acted. Clasping his hands together he forms a Boar hand seal while the Mayer's Band primary function takes place. The band would act to absorb the Ethereal Energy, leaving the wolf's head unmasked and returned from the Pure World. Sensing it behind him, and with his hands still clasped in Boar formation, Avenger erects a perfectly spherical barrier around his position. The barrier moves outward from his position to encompass, at its apex, a short-range radius. The fiery manifestation of oblivion would slam into the barrier helplessly, discovering it to be an impenetrable wall to all external forces. Within the barrier, given its nature and use as a potent tool to both attack and defend, Avenger activates his signature technique. Within moments Avenger's body ripples with crimson energy, further empowered by the Twin Evils.

Asmodeus' Ire (Reference)
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S (B)
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT
Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + 135
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80 + 10 = 90
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Seals and items otherwise on the user's body during their transformation retain their normal abilities. Body seals will become inscribed as explosive energy in their normal positions.
Chakra: 1400 - 240 = 1160
Vestments: 1/4
 
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Gobi Gobletsson

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A puzzled look crosses the Knight's face looking onward at Amaimon; his attack of seemingly epic proportions had suddenly disappeared. With a crooked head Avenger deduces that, while he had not been attacked in that very moment, the attack would still come for him at some point. With caution Avenger would keep track of the coloration of the Mayer's Band on his wrist. A curious artifact of the Uzumaki clan given to him at some point during his travels, it possessed a nigh omnipresent awareness of foreign energies around him. To further protect himself from surprise assaults Avenger passively activated his chakra sensory. He would not be caught off guard by such a potent attack.

Momentarily Avenger's attention on the Mayer's Band was diverted. Without even looking toward Amaimon he detects, through his own movement sensory offered by his skill in Force Release, him running in an arc around Avenger. The quakes, sensed by Avenger when the Earthen chakra was infused, followed shortly after the charge began. The tremors catch Avenger off guard momentarily, given their impressive nature, causing him to fall to one knee. But it mattered little, he maintained awareness of Amaimon with his two methods of sensory. At this point, however, the Mayer's Band had sprung to life. It's default color had shifted to a magnificent teal signifying the presence of the Genki within short-range of his position. Realizing that this was the moment the assault would be launched, Avenger swiftly acted. Clasping his hands together he forms a Boar hand seal while the Mayer's Band primary function takes place. The band would act to absorb the Ethereal Energy, leaving the wolf's head unmasked and returned from the Pure World. Sensing it behind him, and with his hands still clasped in Boar formation, Avenger erects a perfectly spherical barrier around his position. The barrier moves outward from his position to encompass, at its apex, a short-range radius. The fiery manifestation of oblivion would slam into the barrier helplessly, discovering it to be an impenetrable wall to all external forces. Within the barrier, given its nature and use as a potent tool to both attack and defend, Avenger activates his signature technique. Within moments Avenger's body ripples with crimson energy, further empowered by the Twin Evils.

Asmodeus' Ire (Reference)
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.
(Fūinjutsu: Maiyā no bando) - Sealing Arts: Mayer's Band
Type: Defensive/Supplementary
Rank: D-S (B)
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT
Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + 135
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80 + 10 = 90
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Seals and items otherwise on the user's body during their transformation retain their normal abilities. Body seals will become inscribed as explosive energy in their normal positions.
Chakra: 1400 - 240 = 1160
Vestments: 1/4
As the spherical barrier erupts from your vicinity effortlessly battling off my attack, while also having some sort of mechanism that revealed it before hand, I immediately head straight into the fray. Appearing behind your location, similar to where the Wolf emerged, I deliver a downward earth infused roundhouse kick with my right leg, imminently followed by a counter clockwise small aerial spin allowing both my hands to strife against the shield testing it's power simultaneously draining your energy. As I halt delivering the kick, Quaking Runner deactivates allowing for my lightning infused hands to strike against the wall.

Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+15 +10) = 105
Description: By charging one leg with earth chakra the user is able deliver a devastatingly powerful kick, one that is almost comparable to kicks augmented by Chakra Enhanced Strength, to the target’s crotch. The strike can send even larger animals flying.



Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+15 +10) = 105
Description: The user will concentrate their chakra into their arms in a rotational sequence to act like a spring, increasing the power of the concentrated lightning chakra that envelops their arm in a spiral. Then the user will rotate their arms with their fists clenched to strike the enemy target in the stomach. The rotational effect of the punches helps to deliver the lightning with extra power and speed, dealing a strong amount of damage whilst paralyzing the target through the stomach, preventing them from properly moving and drastically restricting their speed for one turn.



Landing after having delivered the strikes I immediately dash around the shield, dealing another roundhouse kick when I reached the location of your right side, outside the shield, this time pure of nature before continuously circling your position.

Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 60 (+15 +10) = 85
Description: After entering one of the eight gates the user deals a sever roundhouse kick to his opponent.
Note: Can only be performed whilst one of the eight gates are open.



Of course these are near simultaneous(Imagine Gaara vs Lee Chuunin exams, whoop whoop), especially because of my overall superior speed, and would concur about the time you're activating Vestment(Atleast the first two). While having observed the unmasking of my Wolf previously, I leave Amidamaru and one of the remaining Genkis from RoL behind at my last location before dashing in on you, from behind. (Meaning they're also behind you location, just some meters further back than my position when attacking the shield). The other remaining RoL phases through the shield and stays in your vicinity for experimental purposes.



Soldier Pills: 2/4
RoL: 2/3
Third Gate: 2/4


Mana: 1905
Exhibit: 15 + 40 + 40 = 95
Remains: 1810
 
Last edited:

Drackos

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Detecting Amaimon's second charge through his Force awareness, Avenger continues to prepare himself. With fluid grace Avenger disperses the shield that Amaimon would, within moments, strike with his Earth-empowered kick. Amaimon's kick would instead meet thin air. Simultaneously as such, Avenger would infuse Fire chakra within the Vestments form. The Fire chakra would form a catalyst further empowering the explosive state and significantly strengthening the explosions that it could produce against forces that would come in contact with it. The Vestments form, now at 110 damage, would also be infused with Explosive chakra from Zarich. Zarich's infusion would produce a small chain reaction within the Vestments extending its duration. Both these actions would occur instantaneously.

Following his preparation Avenger would finally return the assault upon Amaimon. With merely a mental command and the molding of chakra Avenger would produce copious amounts of raw Explosive energy within short-range of his position. The energy would form in a hemispheric dome with Avenger hidden away within, protected by an offensive shield. Amaimon's body, now at the edge of short-range, would find the energy formed at the closest possible distance to him. It would quickly expand outward and, within a mere instant, strike Amaimon and detonate engulfing him in a terrible explosion which would be angled outward from Avenger.

(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
(Bakuton: Teikoku Busō) – Explosion Release: Imperial Armament
Type: Offensive, Defensive, Supplementary
Rank: C – S (A + 1 = S)
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique allows the user to produce Explosive chakra from their body or within short-range around their location. The chakra typically will take an orange, yellow, or crimson color in its form; although this color characteristic is largely cosmetic and can be influenced by external techniques which influence light or coloration in explosions. The Explosive chakra can be shaped and formed in accordance to the user’s wishes. Like all Explosion Release techniques the chakra will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the chakra inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Armament can be angled away from the user’s position to negate damage and recoil. A and S-Rank applications of this technique require the use of ten chakra per turn for their sustainment. S-Rank explosions produced by Armament create an explosion spanning mid-range from its impact location. The user is also capable of producing multiple objects through the usage of Imperial Armament; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Blast Release techniques in the user's next turn.
Chakra: 1160 - 65 = 1095
 

Gobi Gobletsson

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Detecting Amaimon's second charge through his Force awareness, Avenger continues to prepare himself. With fluid grace Avenger disperses the shield that Amaimon would, within moments, strike with his Earth-empowered kick. Amaimon's kick would instead meet thin air. Simultaneously as such, Avenger would infuse Fire chakra within the Vestments form. The Fire chakra would form a catalyst further empowering the explosive state and significantly strengthening the explosions that it could produce against forces that would come in contact with it. The Vestments form, now at 110 damage, would also be infused with Explosive chakra from Zarich. Zarich's infusion would produce a small chain reaction within the Vestments extending its duration. Both these actions would occur instantaneously.

Following his preparation Avenger would finally return the assault upon Amaimon. With merely a mental command and the molding of chakra Avenger would produce copious amounts of raw Explosive energy within short-range of his position. The energy would form in a hemispheric dome with Avenger hidden away within, protected by an offensive shield. Amaimon's body, now at the edge of short-range, would find the energy formed at the closest possible distance to him. It would quickly expand outward and, within a mere instant, strike Amaimon and detonate engulfing him in a terrible explosion which would be angled outward from Avenger.

(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
(Bakuton: Teikoku Busō) – Explosion Release: Imperial Armament
Type: Offensive, Defensive, Supplementary
Rank: C – S (A + 1 = S)
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique allows the user to produce Explosive chakra from their body or within short-range around their location. The chakra typically will take an orange, yellow, or crimson color in its form; although this color characteristic is largely cosmetic and can be influenced by external techniques which influence light or coloration in explosions. The Explosive chakra can be shaped and formed in accordance to the user’s wishes. Like all Explosion Release techniques the chakra will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the chakra inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Armament can be angled away from the user’s position to negate damage and recoil. A and S-Rank applications of this technique require the use of ten chakra per turn for their sustainment. S-Rank explosions produced by Armament create an explosion spanning mid-range from its impact location. The user is also capable of producing multiple objects through the usage of Imperial Armament; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Blast Release techniques in the user's next turn.
Chakra: 1160 - 65 = 1095
The instant the shield disperses I change my overall tactic of merely testing the shield, but rather does a direct assault against Avenger who seemly have changed his overall composure, turning into what would seem like an immense swirling energy. With a pair of lightning influence fist, I decided to make the attack, however much to my surprise an wall came into my existence, a minor hindrance but with two quick jabs delivered to the opposing wall the discharge of lightning would spread across the energy defusing it leaving an opening while the remaining would explode around us.

Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+15 +10)
Description: The user will concentrate their chakra into their arms in a rotational sequence to act like a spring, increasing the power of the concentrated lightning chakra that envelops their arm in a spiral. Then the user will rotate their arms with their fists clenched to strike the enemy target in the stomach. The rotational effect of the punches helps to deliver the lightning with extra power and speed, dealing a strong amount of damage whilst paralyzing the target through the stomach, preventing them from properly moving and drastically restricting their speed for one turn.



Smashing the wall to pieces I simultaneously unlock my Fourth Gate, passively(By this time the Genki would've reached it's location). Following up on the relentless charge which never halted in speed, I bend my right leg doing a sideway aerial spin. My body leans to my right, while my left leg would be the first to strike down atop your head, discharging another lightning strike. My left leg would coming hammering down almost instantaneously after due my speed, hammering your entity into the ground, which causes you to revert back from your form.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.


Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.




Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+20 +10)
Description: The user charges their legs with lightning chakra to enhance their striking speed and to discharge the electricity when making contact with the target to cause temporary paralysis in the areas that are struck, this effect lasting for one turn. The user then launches themselves at the target, dealing rotating kicks to knock them off balance in addition to sweeping kicks and roundhouse kicks to further knock the opponent into the air. The user finishes off with dealing a final hammer kick to the target to send them crashing into the ground.



The aerial spin would cause me to land with my left side facing, more diagonal than entirely. Extending my leg while squatting on my right, I hammer my left leg against your neck completely obliterating it.

Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage Points: 80 (+20 10)
Description: After opening the at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.





Soldier Pills: 3/4
RoL: 3/3
Fourth Gate: 3/4


Mana: 1905
Exhibit: 40 + 40 = 80
Remains: 1815
 

Drackos

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The instant the shield disperses I change my overall tactic of merely testing the shield, but rather does a direct assault against Avenger who seemly have changed his overall composure, turning into what would seem like an immense swirling energy. With a pair of lightning influence fist, I decided to make the attack, however much to my surprise an wall came into my existence, a minor hindrance but with two quick jabs delivered to the opposing wall the discharge of lightning would spread across the energy defusing it leaving an opening while the remaining would explode around us.

Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+15 +10)
Description: The user will concentrate their chakra into their arms in a rotational sequence to act like a spring, increasing the power of the concentrated lightning chakra that envelops their arm in a spiral. Then the user will rotate their arms with their fists clenched to strike the enemy target in the stomach. The rotational effect of the punches helps to deliver the lightning with extra power and speed, dealing a strong amount of damage whilst paralyzing the target through the stomach, preventing them from properly moving and drastically restricting their speed for one turn.



Smashing the wall to pieces I simultaneously unlock my Fourth Gate, passively(By this time the Genki would've reached it's location). Following up on the relentless charge which never halted in speed, I bend my right leg doing a sideway aerial spin. My body leans to my right, while my left leg would be the first to strike down atop your head, discharging another lightning strike. My left leg would coming hammering down almost instantaneously after due my speed, hammering your entity into the ground, which causes you to revert back from your form.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.


Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.




Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 (+20 +10)
Description: The user charges their legs with lightning chakra to enhance their striking speed and to discharge the electricity when making contact with the target to cause temporary paralysis in the areas that are struck, this effect lasting for one turn. The user then launches themselves at the target, dealing rotating kicks to knock them off balance in addition to sweeping kicks and roundhouse kicks to further knock the opponent into the air. The user finishes off with dealing a final hammer kick to the target to send them crashing into the ground.



The aerial spin would cause me to land with my left side facing, more diagonal than entirely. Extending my leg while squatting on my right, I hammer my left leg against your neck completely obliterating it.

Rank: S
Type: Offensive
Range: Short
Chakra Cost: N/A
Damage Points: 80 (+20 10)
Description: After opening the at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.





Soldier Pills: 3/4
RoL: 3/3
Fourth Gate: 3/4


Mana: 1905
Exhibit: 40 + 40 = 80
Remains: 1815
Sensing the moment the his Armament had shattered, Avenger activates his two most powerful signature techniques. Both occur instantly, requiring a mere mental command to initiate their processes. The first, the Light of Heaven, causes Avenger's form to glow brightly - akin to a brightly burning heavenly star. This would inadvertently cause Amaimon to be blinded by its radiant glow; a glow which would progressively burn brighter, much akin to how stars operate in their heavenly states above. Additionally, it would cause Avenger's Vestments form to ravenously consume energy. Simultaneously as this occurred, one of the chain reaction explosions (essentially a small infinite chain) would be consumed by his Vestments form. This would fuel the power of the star-like state he had taken on, empowering his Explosion Release techniques by 20 damage. The second signature technique to be activated, the Law of Light, would occur in the same timeframe as the Light of Heaven. The Law of Light would produce an empowered explosion spanning mid-range from Avenger's position, signifying the birth of a neutron star. The Explosion would possess 110 damage (80 + 10 + 20) and would act as a barrier to Amaimon's entry in short-range to strike at Avenger's directly. The explosion would rip through the earth around them spreading out five meters in all directions, and would eventually leave a crater behind. Because the Law of Light essentially turned Avenger's body into a volatile celestial body, he would attain a rudimentary form of sustained flight from the explosions which his body was producing. This would all occur within the same timeframe.

(Bakuton: Tōtoidesu Shīzā Tenhikari) – Explosion Release: Venerable Augustus, Light of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A (-70)
Description: The first of the techniques awakened during Avenger's maddening rampage; it represents his ever growing celestial rage. This technique can only be used while Vestments of Divine Imperials is active. While in their explosive state the user will activate Venerable Augustus, Light of Heaven by focusing Bakuton chakra throughout their entire form. This technique causes the user’s body to become akin to that of a star – the very energy that illuminates the heavens and bestows the emperor’s reign with absolute legitimacy and power. In essence, this technique allows the user’s power to become akin to that of a star themselves; they will begin to barbarically consume energy at irrational rates in order to fuel their power by consuming the user’s own explosions on the battlefield through complex manipulation akin to Potentate Proclamation. Explosions which are produced freeform, such as explosive tags, will be consumed passively. While explosions made from techniques will be consumed actively, at the cost of a move. The consumption of explosions and their energy trigger a reaction within the user’s body similar to how a star produces its energy and fuels the reactions within its core by converting the power of the explosion into essential fuel. As the user consumes additional explosions on the battlefield and integrates them into his or her body their explosive form, which initially in its Vestments state begins as a dark crimson, will progressively brighten similar to that of a luminous star. Their luminescence is easily compared to that of a main sequence star beginning at Class M, or red/crimson, to Class A. Class A stars are essentially white in nature being extremely bright. This passive luminescence enhancement, while remarkably beautiful, holds an ability identical to that of Imperial Radiance allowing the user’s Explosion Release techniques to manipulate the natural light of their explosions and produce a flash bomb-like effect. The mechanics behind this ability work identically to how Imperial Radiance itself works – manipulating the natural light produced by the explosion very much akin to a generic flash bomb. The color of the flash produced will mimic the user’s current state, anywhere in the range between Class M and Class A purely depending on the number of explosions consumed; although this variance is purely cosmetic working to blind the victim regardless of the user’s current level of luminescence. The consumption and rapid conversion of the user’s explosions also serves a secondary purpose. Through this ability the user becomes able to considerably bolster their offensive capabilities of their explosions. For each Explosion technique consumed by Venerable Augustus, Light of Heaven the user will effectively increase their Explosion Release techniques by +20 damage up to S rank.The user, however, is only able to absorb one explosion per turn and at the cost of a move. These explosions will mimic the user’s luminosity and radiance – becoming highly luminescent at their apex. Venerable Augustus, Light of Heaven will last until Vestments of Divine Imperials expires. For example, should Vestments of Divine Imperials remain active for three turns then this technique will persist until it expires. If Vestments will remain active for its full four turns then this technique will remain active for the same duration. When Vestments of Divine Imperials expires the user will collapse due to the sheer quantities of energy that their explosion state produced. The user’s body will swiftly reduce in luminosity and then expire completely, causing the user’s death, suffering 70 damage. Whether the technique is ended prematurely or not, it results in the users' death.
(Bakuton: Retsuri’ten Hōritsu no Hikari) – Explosion Release: Celestial Avulsion, Law of Light
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed thrice their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled. This results in a decrease of three levels in the user's base speed. The user will be unable to use S-Rank or above techniques or A-Rank or higher Explosion Release for 3 turns.
Chakra: 1095 - 50 - 50 - 15 - 5 = 975
Celestial Avulsion (110)
Light of Heaven: +20 (Vestments: 110)
 

Gobi Gobletsson

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Sensing the moment the his Armament had shattered, Avenger activates his two most powerful signature techniques. Both occur instantly, requiring a mere mental command to initiate their processes. The first, the Light of Heaven, causes Avenger's form to glow brightly - akin to a brightly burning heavenly star. This would inadvertently cause Amaimon to be blinded by its radiant glow; a glow which would progressively burn brighter, much akin to how stars operate in their heavenly states above. Additionally, it would cause Avenger's Vestments form to ravenously consume energy. Simultaneously as this occurred, one of the chain reaction explosions (essentially a small infinite chain) would be consumed by his Vestments form. This would fuel the power of the star-like state he had taken on, empowering his Explosion Release techniques by 20 damage. The second signature technique to be activated, the Law of Light, would occur in the same timeframe as the Light of Heaven. The Law of Light would produce an empowered explosion spanning mid-range from Avenger's position, signifying the birth of a neutron star. The Explosion would possess 110 damage (80 + 10 + 20) and would act as a barrier to Amaimon's entry in short-range to strike at Avenger's directly. The explosion would rip through the earth around them spreading out five meters in all directions, and would eventually leave a crater behind. Because the Law of Light essentially turned Avenger's body into a volatile celestial body, he would attain a rudimentary form of sustained flight from the explosions which his body was producing. This would all occur within the same timeframe.

(Bakuton: Tōtoidesu Shīzā Tenhikari) – Explosion Release: Venerable Augustus, Light of Heaven
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A (-70)
Description: The first of the techniques awakened during Avenger's maddening rampage; it represents his ever growing celestial rage. This technique can only be used while Vestments of Divine Imperials is active. While in their explosive state the user will activate Venerable Augustus, Light of Heaven by focusing Bakuton chakra throughout their entire form. This technique causes the user’s body to become akin to that of a star – the very energy that illuminates the heavens and bestows the emperor’s reign with absolute legitimacy and power. In essence, this technique allows the user’s power to become akin to that of a star themselves; they will begin to barbarically consume energy at irrational rates in order to fuel their power by consuming the user’s own explosions on the battlefield through complex manipulation akin to Potentate Proclamation. Explosions which are produced freeform, such as explosive tags, will be consumed passively. While explosions made from techniques will be consumed actively, at the cost of a move. The consumption of explosions and their energy trigger a reaction within the user’s body similar to how a star produces its energy and fuels the reactions within its core by converting the power of the explosion into essential fuel. As the user consumes additional explosions on the battlefield and integrates them into his or her body their explosive form, which initially in its Vestments state begins as a dark crimson, will progressively brighten similar to that of a luminous star. Their luminescence is easily compared to that of a main sequence star beginning at Class M, or red/crimson, to Class A. Class A stars are essentially white in nature being extremely bright. This passive luminescence enhancement, while remarkably beautiful, holds an ability identical to that of Imperial Radiance allowing the user’s Explosion Release techniques to manipulate the natural light of their explosions and produce a flash bomb-like effect. The mechanics behind this ability work identically to how Imperial Radiance itself works – manipulating the natural light produced by the explosion very much akin to a generic flash bomb. The color of the flash produced will mimic the user’s current state, anywhere in the range between Class M and Class A purely depending on the number of explosions consumed; although this variance is purely cosmetic working to blind the victim regardless of the user’s current level of luminescence. The consumption and rapid conversion of the user’s explosions also serves a secondary purpose. Through this ability the user becomes able to considerably bolster their offensive capabilities of their explosions. For each Explosion technique consumed by Venerable Augustus, Light of Heaven the user will effectively increase their Explosion Release techniques by +20 damage up to S rank.The user, however, is only able to absorb one explosion per turn and at the cost of a move. These explosions will mimic the user’s luminosity and radiance – becoming highly luminescent at their apex. Venerable Augustus, Light of Heaven will last until Vestments of Divine Imperials expires. For example, should Vestments of Divine Imperials remain active for three turns then this technique will persist until it expires. If Vestments will remain active for its full four turns then this technique will remain active for the same duration. When Vestments of Divine Imperials expires the user will collapse due to the sheer quantities of energy that their explosion state produced. The user’s body will swiftly reduce in luminosity and then expire completely, causing the user’s death, suffering 70 damage. Whether the technique is ended prematurely or not, it results in the users' death.
(Bakuton: Retsuri’ten Hōritsu no Hikari) – Explosion Release: Celestial Avulsion, Law of Light
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed thrice their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled. This results in a decrease of three levels in the user's base speed. The user will be unable to use S-Rank or above techniques or A-Rank or higher Explosion Release for 3 turns.
Chakra: 1095 - 50 - 50 - 15 - 5 = 975
Celestial Avulsion (110)
Light of Heaven: +20 (Vestments: 110)
As the wall shatters, almost instinctively as the bright light starts emitting from your body, I cover my sight with my hand whilst deactivating my Inner Gates. Almost instantaneously as this untamed, swirling energy expanded outwards from your bodice, I would release something only if not more terrifying. As the explosion was nearing my entity, a even stronger force emerged from my palm in an relentlessness burst of unrivaled strength and blazing fire soared against the explosion, only to overcome it creating immense shock waves around our vicinity. It would burst through as a shot arrow, covering the field before my eyes engulfing you in the doing.

Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 70
Damage: 170 (+15) ( 40 damage to user )
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
NOTES:
1) Can only be used 1 times in a battle
2) As its uses to much fire chakra it hurts user's hand by 40
3) No Fire jutsu's next turn
4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
( only alimujtaba786 can teach this jutsu)



Knowing it probably wouldn't be over, after the burst escaped my palm, I immediately re-activated my Inner Eight Gates, this time jumping directly to the Sixth Gate in an instant as I kicked off the ground.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.


Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.



Simultaneously as unlocking my Sixth Gate, I activate my Sixth Sense.

Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)



Following the notion of the Activation, I immediately wave my arms before me, releasing a wave of energy following behind the fire, and me behind the crescent formed immense wave of pure raging chakra. This is of course pin pointed at your location, despite not being able to see you, due my passive soul sensing.

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+40 +10)
Description: Opening at least the sixth gate, the user rushes forward channeling chakra to his arm. Striking forward, the user releases a crescent like wave of chakra that has enough force to rip through a meteor. The more users involved increases the power of the jutsu.





Soldier Pills: 4/4
Sixth Gate: 1/4
Sixth Sense: 1/4

Mana: 1855
Exhibit: 70 + 10 + 40
Remains: 1735
 

Drackos

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As the wall shatters, almost instinctively as the bright light starts emitting from your body, I cover my sight with my hand whilst deactivating my Inner Gates. Almost instantaneously as this untamed, swirling energy expanded outwards from your bodice, I would release something only if not more terrifying. As the explosion was nearing my entity, a even stronger force emerged from my palm in an relentlessness burst of unrivaled strength and blazing fire soared against the explosion, only to overcome it creating immense shock waves around our vicinity. It would burst through as a shot arrow, covering the field before my eyes engulfing you in the doing.

Rank: forbidden
Type: Offensive
Range: short - long
Chakra: 70
Damage: 170 (+15) ( 40 damage to user )
Description: User raises his/her hand and uses all his concentration to attack the opponent with a huge burst of fire. but due to using too much fire chakra user is damaged by 40 . this is extremely forbidden jutsu as it can annihilate the whole place and turn most of the ground into lava.
NOTES:
1) Can only be used 1 times in a battle
2) As its uses to much fire chakra it hurts user's hand by 40
3) No Fire jutsu's next turn
4) I AM NOT TEACHING THIS JUTSU TO ANYONE !!
( only alimujtaba786 can teach this jutsu)



Knowing it probably wouldn't be over, after the burst escaped my palm, I immediately re-activated my Inner Eight Gates, this time jumping directly to the Sixth Gate in an instant as I kicked off the ground.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the desired gate. EIG Masters can do so easily and in a passive way (not spending a move). When one opens up to a given EIG, that opening lasts 4 turns. Opening additional gates upon the last turn of the active opening adds 2 turns. However, there is an exception. Opening the last and 8th gate can only be done for 2 turns, even if the user opens it immediately.
(Kaimon) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
(Kyūmon) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
(Seimon) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
(Shōmon) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Tomon) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
(Keimon) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
(Kyōmon) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger without great strain on the user's chakra. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
(Shimon) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted approximately a hundred times their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his speed.


Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match. EIG Masters can open EIGs three per battle if the first two uses are only up to 5th gate
Note: Starting with the fourth gate, EIG users begin to feel the side effects of each gate as they time out. EIG Masters don't suffer damage from opening up to 6th Gate, being left unable to move correctly for 2 turns and unable to mold chakra above S rank in the next turn. EIG Masters will feel the side effects for opening 7th Gate and up.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: Opening the 8th Gate kills the user at the end of the 2 turns it remains opened.



Simultaneously as unlocking my Sixth Gate, I activate my Sixth Sense.

Type: Supplementary
Rank: S
Range: Short
Chakra cost: ( -10 per turn to keep active )
Damage points: N/A
Description: Elder teachings: Sixth Sense is a skill known only to those who have achieved mastery in meditation and fighting arts. The user unlocks the Sixth Sense, which is also known as a clear state of mind where the user eliminates the factors clouding the mind such as fear and regret, thus allowing the user to be able to increase their reaction to incoming Taijutsu attacks and not fear death, making the user possible to react fast to the attacks. This increases the user's reaction speed by x2, giving them heightened senses to attacks.
Note: Can only be used two times
Note: Lasts four turns
(Final jutsu to be restricted)



Following the notion of the Activation, I immediately wave my arms before me, releasing a wave of energy following behind the fire, and me behind the crescent formed immense wave of pure raging chakra. This is of course pin pointed at your location, despite not being able to see you, due my passive soul sensing.

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (+40 +10)
Description: Opening at least the sixth gate, the user rushes forward channeling chakra to his arm. Striking forward, the user releases a crescent like wave of chakra that has enough force to rip through a meteor. The more users involved increases the power of the jutsu.





Soldier Pills: 4/4
Sixth Gate: 1/4
Sixth Sense: 1/4

Mana: 1855
Exhibit: 70 + 10 + 40
Remains: 1735
Sensing the buildup of a gargantuan amount of chakra, Avenger acts to protect himself. As the titanic blast of flames is released Avenger would once again form the Boar hand seal and wrap his body within the spherical barrier of the Black Turtle while simultaneously consuming a second explosion within his Vestments form. The explosion consumed would further boost his capabilities, raising his Vestment defenses to 130 while empowering his other techniques by 40. Meanwhile, the flames would harmlessly slam into the Black Turtle barrier array while draining a significant portion of Avenger's chakra reserves. While shielded, he could sense the earth beneath turning to lava; soon the entire battlefield would become a fitting fiery wasteland. It would not be long now.

Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Sensing the movement, still well within his tracking capabilities, Avenger acts to turn the tides of battle upon Amaimon. Instantly activating an innate ability, allowing him to convert his Fire techniques into a Bakuton combination, Avenger prepares to attack. The Rage of the Firelands, when used in conjunction with Asmodeus' Ire, would allow his explosive fire techniques (essentially all Fire techniques due to Ire), to become Bakuton in nature and thus receive the Hatred Enhancement of Tawrich as well as the Light of Heaven's strength. Dispelling the barrier as Amaimon kicked off the ground, he would weave a single hand seal while tracking the green haired spirit man. The Knight of Havoc exhaled four extremely powerful fireballs which would rain down upon Amaimon as they reached their peak. Their spread would be in such a way that the explosions produced would prevent movement within short-range of each fireball. Given their Bakuton nature, and Avenger's Vestments form, they would pose no thread to him.

(Bakuton: Gekido no Kaenryōiki) – Explosion Release: Rage of the Firelands
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized Fire Release techniques. The user will instantly activate this technique which allows them to infuse their Explosion chakra into a Fire Release natured technique which can cause explosive damage. This technique effectively creates a Fire/Explosion combination through the infusion allowing for the explosion produced by the aforementioned Fire techniques to become Bakuton natured. Techniques influenced by this infusion will retain their weakness to Water Release while gaining an effective strength against Earth Release, due to the nature of Explosion Release. Additionally, the technique will forfeit its neutrality with lightning becoming naturally weak to it. Because of the highly specialized nature of this technique it can only be applied to Fire techniques which cause Explosive damage, such as Fire Release: Hellfire Technique or Great Blaze Ball. It will have no effect on techniques consisting of regular non-explosive/volatile fire. When activated this technique will last for three turns; Rage of the Firelands can be used three times per battle and can be deactivated instantly according to the user’s will.
(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 10 + 40 = 150
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
Light of Heaven: x2 (Vestments: 130)
 

Gobi Gobletsson

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Sensing the buildup of a gargantuan amount of chakra, Avenger acts to protect himself. As the titanic blast of flames is released Avenger would once again form the Boar hand seal and wrap his body within the spherical barrier of the Black Turtle while simultaneously consuming a second explosion within his Vestments form. The explosion consumed would further boost his capabilities, raising his Vestment defenses to 130 while empowering his other techniques by 40. Meanwhile, the flames would harmlessly slam into the Black Turtle barrier array while draining a significant portion of Avenger's chakra reserves. While shielded, he could sense the earth beneath turning to lava; soon the entire battlefield would become a fitting fiery wasteland. It would not be long now.

Sealing Technique: Shell of the Black Turtle (Fuinjutsu: Genbu no Kai)
Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Sensing the movement, still well within his tracking capabilities, Avenger acts to turn the tides of battle upon Amaimon. Instantly activating an innate ability, allowing him to convert his Fire techniques into a Bakuton combination, Avenger prepares to attack. The Rage of the Firelands, when used in conjunction with Asmodeus' Ire, would allow his explosive fire techniques (essentially all Fire techniques due to Ire), to become Bakuton in nature and thus receive the Hatred Enhancement of Tawrich as well as the Light of Heaven's strength. Dispelling the barrier as Amaimon kicked off the ground, he would weave a single hand seal while tracking the green haired spirit man. The Knight of Havoc exhaled four extremely powerful fireballs which would rain down upon Amaimon as they reached their peak. Their spread would be in such a way that the explosions produced would prevent movement within short-range of each fireball. Given their Bakuton nature, and Avenger's Vestments form, they would pose no thread to him.

(Bakuton: Gekido no Kaenryōiki) – Explosion Release: Rage of the Firelands
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized Fire Release techniques. The user will instantly activate this technique which allows them to infuse their Explosion chakra into a Fire Release natured technique which can cause explosive damage. This technique effectively creates a Fire/Explosion combination through the infusion allowing for the explosion produced by the aforementioned Fire techniques to become Bakuton natured. Techniques influenced by this infusion will retain their weakness to Water Release while gaining an effective strength against Earth Release, due to the nature of Explosion Release. Additionally, the technique will forfeit its neutrality with lightning becoming naturally weak to it. Because of the highly specialized nature of this technique it can only be applied to Fire techniques which cause Explosive damage, such as Fire Release: Hellfire Technique or Great Blaze Ball. It will have no effect on techniques consisting of regular non-explosive/volatile fire. When activated this technique will last for three turns; Rage of the Firelands can be used three times per battle and can be deactivated instantly according to the user’s will.
(Katon: Gōkakyū Hitoame no Jutsu)Fire Release: Great Fireball Shower
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 10 + 40 = 150
Description:
Kneading his chakra and then converting it to fire, the user will do the Horse → Tiger → Snake → Ram hand seals as he inhales, exhaling into the sky a multitude of great fireballs (up to 8) at the same time which then rain down on the target from above causing severe, widespread damage around the field. These fireballs have explosive and concussive abilities, similar to other fire techniques.
Note: Can only be used by Fire Primary Specialists.
Note: Can only be used twice.
Light of Heaven: x2 (Vestments: 130)
You exceeded the time limit, and without any prior warning to said incident, I'm calling it. I'll take the victory. I enjoyed it though.



My sensing notified me of the dispersion of my combatant soul, or and that my attack went unhindered through. I stepped against the air for a moment to let things calm - Going diagonally backwards skywards, getting a proper view of the field while Amidamaru scanned the area as well.
''It seems he turned into nothingness in his defeat.'' Amidamaru exclaims. I eyed him, meanwhile still airborne. ''I wonder. Despite all, I salute his effort. May his ashes drizzle the fields of our battle.''

With another dash of my feet I kick against the air. I land outside the battlefield before deactivating my EIGs, leaving the field in peace and silence.


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

 
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