I need an adult [OPEN]

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
Regular rules, mid range and official. I want to battle a sensei or at least someone with a passed Battle Test and active rp:er. Post your bio and i’ll start us off. Alucard in sig btw.
 
  • Like
Reactions: Yin

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
The King of Beasts in sig. Sif and Soliare on my flanks, a meter away from me.
GG, lets have some fun.


You must be registered for see medias
Alucard and Lilith stood next to each other, she on his right and he on her left. Lilith had the Golden Nightmare on her back and a cigarette in her mouth. She wore red and black with a green tie and an empty gun holster around her chest, she carried the monocle known as Eye of Riven on her right eye. Alucard too was dressed in red and black, he was missing his signature hat and yellow glasses, revealing his permanent Dojutsu in the wake of the man and his two ninken by his side. On his back was Darkiscie, the sword forged out of the Truth Seeking Balls in a time before time. He could easily sense the presence of the dogs, the presence of the man who they would call master. A bold character with a lot of muscle, probably a taijutsu prodigy by the looks of it, but again looks can be deceiving. Lilith would be the one to speak as Alucard remained as if frozen in time with a big hungry grin on his face while Lilith looked like the sweet little girl she was with her pointy ears and tail.

Woaah, i've never seen such beautiful canine!!

Alright that's enough, we're here to spill blood, you can play puppies later..

Lilith pulled a grimace towards Alucard, clearly upset with her father. She whispered to the two proud Ninken something inaudible before Alucard would burst into combat by infusing his void artifacts simultaneously as he touched the ground after having performed two handseals and infusing it with Yin chakra, having performed an additional seal. Suddenly the earth would shift and manifest into a massive swamp, forming 2 meters infront of Alucard and Lilith, stretching out in long-range all angles infront of them. This would swallow the man and his dogs as the swamps sticky surface enclosed them, trapping them within. It was enhanced in damage due to the Void infusions as well as leeching the opponents from chakra due to the Hungry Ghost technique imbued into the technique. Indeed, this was a combo that he had faced himself.. Not too long ago.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld (Alucard)
Type: Supplementary
Rank: A - Forbidden (S)
Range: Short - Long
Chakra: 30 - 50 (40) + 10 = 50
Damage: N/A +20 = 100/turn?
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique (Alucard)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.

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

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

At the very same time as the swamp along with all the other shenanigans formed, Lilith would take a deep breathe, form three handseals and shape a massive pillar behind the two of them. This pillar was made out of liquid red hot metal that was used as the source of her technique, Heavy Rain a technique that would ignite the skies above the targets as they fell into the swamp. Scorching raindrops would manifest above them, raining down in much higher speeds than regular water due to the density the liquid metal had. The rain would cover the swamp with ease and create a volcano-like scene infront of her and Alucard. Thanks to her sword, the technique was enhanced in damage.

(Bisumaton: Ōame | Bismuth release: Heavy Rain) (Lilith)
Type: Offensive/Supplementary
Rank: S
Range: Mid-Long
Chakra: 40(-20/turn) + 10 = 50
Damage: 80/turn + 20 = 100
Description: The user performs three handseals and ignites the skies by channeling bisumaton chakra into the skies above them. Standard sized droplets of molten bismuth will start to rain down on the field from Mid-Long range of where the user is, and the user cannot adjust the size or location of the droplets. This can be done with or without sourceless materializing although if the user does not have that specialty they will need to form a gigantic pillar of molten bismuth that they stretch out from behind them and let go as it reaches the skies and expands into a barrage of rain. The only real advantage the user gets if they possess the sourceless materializing is the element of surprise. While this technique is ongoing, the user is limited in terms of that they can perform. This limits them to only using fire, wind and earth as well as KGs/AEs/CEs based on either one of those elements. Regular skills are not affected although no forbidden techniques. Each droplet of the rain causes extreme pain and will sink through the skin, flesh and bones through any limb or body it hits until it has passed through. Each drop falls faster than that of regular rain as bismuth is by far heavier and denser making the technique almost unavoidable, but it is still possible for the user to catch sight of the rain long before it actually makes contact with them. The user can only use the bismuth to form techniques from the bismuth or to create more bisumaton techniques only once the bismuth has hit the ground. This technique can only be used twice per battle and can stay on the field for two turns while it requires a two-turn cool-down. The user can only use two other moves while this is active.

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

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

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

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

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

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

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

Note: Can only be used by Skorm

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

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

Alucard
CP: 1,600 - 10 - 40 - 50 = 1,500
HP: 160
Speed: 12
Tracking: 128
SotV: 1/4

Lilith
CP: 2,000 - 10 - 40 = 1,950
HP: 150
Speed: 14
Tracking: 18
 
Last edited:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Sorry for the wait.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

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

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

Intrinsic Traits:

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

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

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

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

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

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

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

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

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(Mukō: Mukō Hābesuta) – Void: Void Harvester (Reference)
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that periodically gives its user a random chance to gain a single Void Infusion. In the user’s first turn of battle they have a 5% chance to gain a Void Infusion. In their second turn they have a 10% chance, and in their third a 15% chance. This increases by increments of 5% until it caps out at 25% or they receive a Void Infusion. Upon receiving a Void Infusion this Artifact goes dormant until the user runs out of Void Infusions.


Kōtetsu passively activates a void artifact of his own to gain a single void infusion as Sirris focused chakra to her nose while still merged within him and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that he was able to tap into due to their merger. At the same time, he noticed that not only had the earth been transformed into a swamp of mud that was pulling them down, but also the attack coming from above.

Instead of countering them directly, the Inuzuka made use of the calcified essence of the Kulullu to erect a powerful barrier. By infusing it with additional chakra and sacrificing a small portion of his health, he manipulated the barrier to form a dome-like shape that closely encases himself and his two ninken, spanning short range of them in all directions. This dome protected them from the incoming attack as it sank into the swamp. The last thing the Inuzuka's foes would see is a sly grin that painted his face ad he vanished into the earth and to the very bottom of the swamp.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing - (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
(Saishū Keijō) – Final Shape
Type: Artifact
Rank: A – Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Ancient calcified essence of the Kulullu, the Beast of Sealing; it appears as a solid mass of bone-like frozen matter no larger than the size of a fist. The Final Shape reflects the Kulullu’s mastery over the Sealing Arts, able to manipulate barriers in such a way that allowed it to produce any non-geometric shape it desired. Though as a product that tends more toward the pillar of Life and Chaos, rather than Order and Chakra, it tends to prefer the former in its activation. The artifact confers on its user greater mastery over three barrier techniques: the Four Violet Flames barrier (A), Four Red Yang (S), and the Six Red Yang Formation (F). In order to use Final Shape, one uses it as an infusion of chakra and vitality, depending on the level applied. The infusion changes the inherent mechanics of each barrier type. On a basic level the technique allows the user to shape any of these three barriers to suit their needs, escaping basic geometric formations that they are confined to. That said, they must still be used as traditional barriers. They cannot be shaped into projectiles, formed into armor, or anything that does not confine them to being used as constructs to defend or confine a certain area of the map or landmark. Each barrier is modified to be able to absorb a certain amount of damage akin to a health pool, rather than being broken by a single technique that meets a threshold. When applied to the Violet Flames barrier it allows it to absorb 100 damage before breaking, at the cost of a 30 chakra infusion. The Four Red Yang Formation is afforded the capability to absorb up to 200 points of damage at the cost of a 60 chakra infusion and 20 health points, and its Six Red Yang counterpart can absorb up to 400 points of damage. This comes at the cost of 100 additional chakra infusion and 80 health points. The essence allows the user to overcome the need for multiple partners to use it. Regardless of the rank applied, once the barrier expires the user cannot use Fuuinjutsu above A-Rank for three turns. This Final Shape was issued in Arc 16, and will be sunset at the beginning of Arc 19.
(Shisekiyōjin) Four Red Yang Formation
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 70 (-20 per turn)
Damage: N/A
Description:
A powerful barrier formation noted to only be usable by those of Kage Level, whereby four shinobi, standing in a square formation, erect a large barrier that is red in colour. It was stated to be several times stronger than the Four Violet Flames Formation, and is highly malleable. When assaulted by a Tailed Beast Ball from the Ten-Tails, the barrier simply distorted its shape, forcing the brunt of the attack upwards while it was left completely intact. Its users can create openings within the barrier to allow passage. The barrier is apparently very chakra-taxing since at least two of its users are limited in the usage of other techniques, such as clone techniques, while maintaining the barrier at the same time. Despite this, the users can still perform techniques and hand seals while sustaining the barrier. The barrier itself is strong enough to resist any S-Rank technique known and, despite being opened on top, is very high and hard to escape from. Alternatively, high ranked ninjas can use this technique by using clones. In this case, only Sage rank ninjas have the necessary chakra reserves to produce the technique.
Note: Can only be used by either 4 Kage ranked Ninjas or, if the user is Sage rank, through the usage of clones.
Note: While sustaining it, the users cannot mold chakra above A-Rank and can only use one additional technique per turn
Note: Usable twice per battle
Health
200 - 20
Chakra
1,600 - 260​
Movement Speed: 14
Tracking: 90

Solaris: 10/80
Void Harvester: (5%)
Void Infusions: 1/3
 

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
Sorry for the wait.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.
Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.
Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.
Intrinsic Traits:
Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)
Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)
Blood Brawler

A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.
Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.
Scarlet Virulence
A bloodborne plague spread from user to foe. Alters the appearance of the Sanguine Maw into a red and black two-handed axe dripping blood from its edges.
Vile Disease (B-Rank, passive): A virus born from the user’s blood. The user is immune to the effects of Vile Disease. The disease is released from the Sanguine Maw through its techniques and swings, most notably the blood that drips from its edges passively. The disease infects through a single moment of contact, inflicting 20 damage per turn indefinitely until cured with an S-Rank Medical Ninjutsu or A-Rank Yang/Utu technique.
Wave of Blood (A-Rank, active): A technique that produces waves and streams of blood from the Sanguine Maw, inflicting 60 damage and passively applying Vile Disease to any living target it touches. Costs the user 20 Health Points to activate.
Unholy Empowerment (S-Rank, passive): Converts the damage bonus of Roiling Blood into a powerful boon toward the user’s Scarlet Virulence abilities, and other techniques that manipulate their blood. Increases the damage bonus to 30/35/40% of missing Health Points.
Blood Familiar (S-Rank, active): Forms a familiar from the user’s blood, granting it 200 Health Points at the cost of 50. The familiar moves at a base speed of 17 and is able to use Vile Disease, Wave of Blood, and Exsanguination. Its Taijutsu inflicts 80 damage at the cost of a move, increased by 20 points of damage for every 20 points of Health lost.
Vector of Infection (F-Rank, passive): A passive augmentation to Vile Disease, increasing the damage it deals by an additional 20 points. It also saps the strength and agility of the victim, reducing their speed by 70% of its base and causing the Vile Disease to spread each turn to any other living target within 20 meters of their position, with the only exception being the user.
Endless Devourer
Consume the life of your foes. Alters the appearance of the Sanguine Maw into two one-handed axes.
The Butcher (B-Rank, passive): The user’s Bukijutsu with the Sanguine Maw siphons the life of the target they strike, whether the damage is inflicted or not. Each strike siphons 5% of the base damage of the technique used, unless it is evaded outright.
Empowered through War (A-Rank, passive): Whenever the user gains excess healing through The Butcher they activate Empowered through War, increasing their speed by 2.0x their base and all damage they do by 20. Lasts for two turns or until the user’s Health Points fall from their maximum.
Open Wounds (S-Rank, passive): When an opponent falls below 20% of their maximum health they will gain an Open Wound, causing them to bleed 10 Health per turn that can only be stopped when they fully heal themselves again. This bleed increases in potency to 20 and 30 points per turn when their health falls below 50 and 80% of their maximum health respectively.
Consumption (S-Rank, passive): A passive technique that accumulates any excess healing acquired through The Butcher. Excess healing is defined as any healing that goes beyond the user’s maximum health capacity. This healing is stored, up to 80, and can be added to Taijutsu or Bukijutsu technique as a boost to its damage, including Exsanguination.
Extinguish (F-Rank, active): Activated within the same timeframe as Exsanguination, causing any damage it inflicts to increase the rate of The Butcher from 5% to 15%.
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.
*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(Mukō: Mukō Hābesuta) – Void: Void Harvester (Reference)
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that periodically gives its user a random chance to gain a single Void Infusion. In the user’s first turn of battle they have a 5% chance to gain a Void Infusion. In their second turn they have a 10% chance, and in their third a 15% chance. This increases by increments of 5% until it caps out at 25% or they receive a Void Infusion. Upon receiving a Void Infusion this Artifact goes dormant until the user runs out of Void Infusions.


Kōtetsu passively activates a void artifact of his own to gain a single void infusion as Sirris focused chakra to her nose while still merged within him and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that he was able to tap into due to their merger. At the same time, he noticed that not only had the earth been transformed into a swamp of mud that was pulling them down, but also the attack coming from above.
Instead of countering them directly, the Inuzuka made use of the calcified essence of the Kulullu to erect a powerful barrier. By infusing it with additional chakra and sacrificing a small portion of his health, he manipulated the barrier to form a dome-like shape that closely encases himself and his two ninken, spanning short range of them in all directions. This dome protected them from the incoming attack as it sank into the swamp. The last thing the Inuzuka's foes would see is a sly grin that painted his face ad he vanished into the earth and to the very bottom of the swamp.
(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing - (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.
Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
(Saishū Keijō) – Final Shape
Type: Artifact
Rank: A – Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Ancient calcified essence of the Kulullu, the Beast of Sealing; it appears as a solid mass of bone-like frozen matter no larger than the size of a fist. The Final Shape reflects the Kulullu’s mastery over the Sealing Arts, able to manipulate barriers in such a way that allowed it to produce any non-geometric shape it desired. Though as a product that tends more toward the pillar of Life and Chaos, rather than Order and Chakra, it tends to prefer the former in its activation. The artifact confers on its user greater mastery over three barrier techniques: the Four Violet Flames barrier (A), Four Red Yang (S), and the Six Red Yang Formation (F). In order to use Final Shape, one uses it as an infusion of chakra and vitality, depending on the level applied. The infusion changes the inherent mechanics of each barrier type. On a basic level the technique allows the user to shape any of these three barriers to suit their needs, escaping basic geometric formations that they are confined to. That said, they must still be used as traditional barriers. They cannot be shaped into projectiles, formed into armor, or anything that does not confine them to being used as constructs to defend or confine a certain area of the map or landmark. Each barrier is modified to be able to absorb a certain amount of damage akin to a health pool, rather than being broken by a single technique that meets a threshold. When applied to the Violet Flames barrier it allows it to absorb 100 damage before breaking, at the cost of a 30 chakra infusion. The Four Red Yang Formation is afforded the capability to absorb up to 200 points of damage at the cost of a 60 chakra infusion and 20 health points, and its Six Red Yang counterpart can absorb up to 400 points of damage. This comes at the cost of 100 additional chakra infusion and 80 health points. The essence allows the user to overcome the need for multiple partners to use it. Regardless of the rank applied, once the barrier expires the user cannot use Fuuinjutsu above A-Rank for three turns. This Final Shape was issued in Arc 16, and will be sunset at the beginning of Arc 19.
(Shisekiyōjin) Four Red Yang Formation
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 70 (-20 per turn)
Damage: N/A
Description:
A powerful barrier formation noted to only be usable by those of Kage Level, whereby four shinobi, standing in a square formation, erect a large barrier that is red in colour. It was stated to be several times stronger than the Four Violet Flames Formation, and is highly malleable. When assaulted by a Tailed Beast Ball from the Ten-Tails, the barrier simply distorted its shape, forcing the brunt of the attack upwards while it was left completely intact. Its users can create openings within the barrier to allow passage. The barrier is apparently very chakra-taxing since at least two of its users are limited in the usage of other techniques, such as clone techniques, while maintaining the barrier at the same time. Despite this, the users can still perform techniques and hand seals while sustaining the barrier. The barrier itself is strong enough to resist any S-Rank technique known and, despite being opened on top, is very high and hard to escape from. Alternatively, high ranked ninjas can use this technique by using clones. In this case, only Sage rank ninjas have the necessary chakra reserves to produce the technique.
Note: Can only be used by either 4 Kage ranked Ninjas or, if the user is Sage rank, through the usage of clones.
Note: While sustaining it, the users cannot mold chakra above A-Rank and can only use one additional technique per turn
Note: Usable twice per battle
Health

200 - 20
Chakra
1,600 - 260
Movement Speed: 14
Tracking: 90
Solaris: 10/80
Void Harvester: (5%)
Void Infusions: 1/3
Dw about it >_O


Alucards gaze sank with the opponents down into the swamp. It was no secret that they had a plan for making it too easy to ensnare them into the technique without them even make a fuss about it except erecting a barrier to protect them from suffocation. He reached out his arm, signaling Lilith to halt her technique and took a deep breathe looking over the horizon for a brief second until he made his decision. With a dread stare, he looked down at the trio trapped within their own barrier.

..You'd rather lock yourself up in a prison than admitting defeat? Cute.
After speaking those words, he would transition himself into the Tenseigan Chakra mode which elevated his abilities to a full fledged chaotic state. The aura around him was of a cyan blue and gold akin to his own Dojutsu.

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

Alucard weaved a single handseal and created a web half his size out of his Ghoulspine, making it a thin wire a meter long. This wire adopted the intangibility of the style, flowing through the ground and passing through the opponents barrier as it was not utilizing any energy elements and ultimately through the opponents triggering its effects. As the wire travels through the opponents, horizontally, it will deal spiritual damage and cause an illusion of reality feeling as the wire skewers through them.

(Worutā) - Walter (Alucard)
Type: Offensive/Defensive/Supplementary
Rank: B - S (B)
Range: Short-Long
Chakra: 40 - 60 (40)
Damage: 80 - 120 (80)+ 40 = 120
Description: Alucard weaves the necessary amount of seals(depending on rank used) and unleashes chakra throughout his body to manifest his black spectral skeleton to form into an aura around him. Depending on the mass of chakra used, the technique becomes bigger and bigger but the core concept stays the same. Alucard forms the black mass into that of a spider web with a mm thick intangible wires of the spectral skeleton. These wires cannot be interacted upon with physical mediums, much like all other Ghoulspine techniques but may be used to interact with other intangible elements such as lightning. Due to this, the technique will simply phase through physical or liquid/gaseous defenses or other object completely unhindered. For the lowest rank of the technique, Alucard can form a web the size of half his size, while scaling upwards in size by a factor of 2 for each going higher, meaning more chakra needed to be spent. The web is designed to intercept applicable techniques but most importantly it forms an arsenal dedicated to Walter C Dornez - hence the name of the technique. Using shape manipulation along with the properties of Yin the user can freely manipulate these threads and sync them together to form a phantom bird cage. On contact, this technique deals direct mental damage and will feel like a target is getting skewered by actual wires even though it is all spiritual.

Note: B-rank requires a single seal(reverse dragon) - A rank requires two seals(reverse dragon - snake) - S rank requires three seals(reverse dragon - snake - reverse tiger). B rank variant can only be used 4 times per battle.
Note: A rank can be used 3 times per battle with a two turn cooldown between usages, S rank twice, with a three turn cooldown in between usages.
Note: After using A rank version, the user cannot use Yin or other ghoulspine techniques above A rank for two turns. After using S ranked version the user cannot use Yin or other ghoulspine techniques at all for 2 turns.

Thanks to Lilith's rain, the surface of the swamp was effectively, no more a liquid but rather a chunky fiery mess of blazing hot metal and goo. There was really nothing for her to do at this point so she would fall into deep meditation...

(In'yōton, Onmyōton: Chakra no Jokyo) Yin-Yang Release: Chakra Removal (Lilith)
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra: N/A (-200 per turn)
Damage: N/A
Description: A unique ability available only to Yin-Yang masters, Chakra Removal pertains to the ability to focus on ones physical and spiritual energies and draw in chakra from those nearby. This allows the user of the technique to drain a limited amount of chakra from opponents. This is done by clapping one's hands and focusing, meditating for a moment. After a full turn, a collective max of 200 chakra is drained from those in the landmark per turn for up to 4 turns each. Should one be touched directly, the user doesn't need to meditate.
Note: Must meditate for 2 full turns before ones chakra starts to drain.

Alucard
CP: 1,500 - 10 - 40 - 40 = 1,410
HP: 160
Speed: 48
Tracking: 140
SotV: 2/4
TCM: 1/6

Lilith
Unchanged..​
 
Last edited:

Ańbu Juniør

Active member
Legendary
Joined
Feb 3, 2009
Messages
19,729
Kin
6,839💸
Kumi
26,730💴
Trait Points
28⚔️
Relaxing in his dark, enclosed barrier at the bottom of the swamp of mud, Kōtetsu activated his enhanced strength in preparation for when he returned to the surface. At the same time, Sif channeled chakra into his neck and jaw to create a dense coating that protected his mouth and stomach. He consumed what little mud is in the barrier by consuming and pressurizing it as it was swallowed, freeing all three of them.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
Keruberosukuranchi | The Cerberus Crunch
Rank: S
Type: Defensive/Offensive/Supplementary
Range: Self
Chakra Cost: 40 (-10 per turn to sustain)
Damage Points: N/A (80) (80 + 20 + 10 = 110)
Description: A technique invented by the Inuzuka, whereby channelling chakra to one's neck and jaw they're capable of ushering in a dense coating of chakra that protects the interior of their mouth and gullet, coating every region of the mouth - especially the teeth. The chakra serves to forcefully reject and pressurize any foreign material that it comes in contact with, whether it be matter or chakra, and in turn essentially grants the user the ability to chew on, well, anything. Well, almost anything. Things that possess the power to override the chakra coating - for instance higher ranked elemental techniques, would be capable of powering through the coating so as to deal damage, while the indestructible would be capable of resisting deformation. Nonetheless, the otherwise omnipotent protection that this technique grants, can, for the feral Inuzuka more or less directly translate into power, allowing them to crunch through a range of materials, especially when in their more gigantic Inuzuka transformations. And, as long as they do not exhaust this technique they need not fear self-harm when doing so, being quite capable of chewing upon and swallowing blades should they so wish, with the chakra protection sometimes focusing at particularly stressed spots - making it near impossible for piercing techniques to undermine the chakra based defence.
Note:
- Can only be used 2x and lasts a max of 3 turns each time.
- No Inuzuka techniques above S rank for the rest of the turn
- Could also be used by a Ninken
- Can only be taught by Scaze
A purple hue filled his vision as he caught the scent of the spiritual energy attack that phased through the walls of his barrier. The Inuzuka hops atop Sif, who through his pack brother's direction and use of his superior speed, easily removes himself from the path of the attack. Solaire on the other hand was forced to rotate his body similar to a buzzsaw in order to escape its path, which he was made aware of through communication across the mental link he shared with Kōtetsu. Now all three were huddled closely together in one corner of the barrier.

Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.
Health
180
Chakra
1,340 - 70​
Movement Speed: 14
Tracking: 90

Solaris: 20/80
Void Harvester: (10%)
Void Infusions: 1/3
 
  • Angry
Reactions: The_Empire

Skorm

ιn ѕιlιco
Elite
Joined
May 1, 2017
Messages
7,962
Kin
10,956💸
Kumi
81,693💴
Trait Points
0⚔️
Awards
Relaxing in his dark, enclosed barrier at the bottom of the swamp of mud, Kōtetsu activated his enhanced strength in preparation for when he returned to the surface. At the same time, Sif channeled chakra into his neck and jaw to create a dense coating that protected his mouth and stomach. He consumed what little mud is in the barrier by consuming and pressurizing it as it was swallowed, freeing all three of them.
( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
Keruberosukuranchi | The Cerberus Crunch
Rank: S
Type: Defensive/Offensive/Supplementary
Range: Self
Chakra Cost: 40 (-10 per turn to sustain)
Damage Points: N/A (80) (80 + 20 + 10 = 110)
Description: A technique invented by the Inuzuka, whereby channelling chakra to one's neck and jaw they're capable of ushering in a dense coating of chakra that protects the interior of their mouth and gullet, coating every region of the mouth - especially the teeth. The chakra serves to forcefully reject and pressurize any foreign material that it comes in contact with, whether it be matter or chakra, and in turn essentially grants the user the ability to chew on, well, anything. Well, almost anything. Things that possess the power to override the chakra coating - for instance higher ranked elemental techniques, would be capable of powering through the coating so as to deal damage, while the indestructible would be capable of resisting deformation. Nonetheless, the otherwise omnipotent protection that this technique grants, can, for the feral Inuzuka more or less directly translate into power, allowing them to crunch through a range of materials, especially when in their more gigantic Inuzuka transformations. And, as long as they do not exhaust this technique they need not fear self-harm when doing so, being quite capable of chewing upon and swallowing blades should they so wish, with the chakra protection sometimes focusing at particularly stressed spots - making it near impossible for piercing techniques to undermine the chakra based defence.
Note:
- Can only be used 2x and lasts a max of 3 turns each time.
- No Inuzuka techniques above S rank for the rest of the turn
- Could also be used by a Ninken
- Can only be taught by Scaze
A purple hue filled his vision as he caught the scent of the spiritual energy attack that phased through the walls of his barrier. The Inuzuka hops atop Sif, who through his pack brother's direction and use of his superior speed, easily removes himself from the path of the attack. Solaire on the other hand was forced to rotate his body similar to a buzzsaw in order to escape its path, which he was made aware of through communication across the mental link he shared with Kōtetsu. Now all three were huddled closely together in one corner of the barrier.
Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.
Health

180
Chakra
1,340 - 70
Movement Speed: 14
Tracking: 90
Solaris: 20/80
Void Harvester: (10%)
Void Infusions: 1/3
Alucard sighed when he noticed the three chakras simply dodging his technique under the swamp. He had had it now, it was time to destroy that barrier now. Alucard clapped his hands together, coating it in lightning chakra to the intensity of having the sound of chirping birds. A massive blast would create a hole in the swamp, excavating the opponents and damage the barrier but not enough to break it, thus Alucard used the technique twice to destroy it fully. Because the second burst of lightning was strong enough to not just fully destroy the barrier, it also carried onward without the loss of its force/momentum and continued towards the trio. This was a far larger scale than his Ghoulspine technique and a simple dodge would not help them this time. The lightning technique was concentrated mid-range from Alucard and Lilith, just enough for both of them to avoid recoil damage.

(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap. (x2) (Alucard)
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80 + 40 = 120
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.

Meanwhile, Lilith would fly up into the air - 50 meters to be precise while still concentrating on her Chakra deletion process which would start to take effect very soon. Her hands remained clapped together as the wings on her back did the work.


Alucard
CP: 1,410 - 10 - 40 - 40 - 15 = 1,305
HP: 160
Speed: 48
Tracking: 140
SotV: 2/4 (does this thing even count rn?) if so 3/4 i guess.
TCM: 2/6

Lilith
Unchanged..
 
Last edited:
Top