[Kōtetsu vs Roy] The God Eater vs The Sage of the Divine

Ańbu Juniør

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Mid Range (10 Meters)
Terrain: A barren wasteland with no water source

Kōtetsu Inuzuka

Active techniques:
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos, except for the ability to change shape, the original ability that Mythos possessed in its form of "Mikomi", long, long ago.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, except the ability to change shape.

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 to 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.

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding the High Breed were born, the High Breed, bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breed's are born with a more robust constitution, resulting in them being larger, stronger and faster than other breeds. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem solving abilities; and as a result of their advanced intellect they have gained the ability of articulation. Other talents include a healing factor, senses twice as strong as a normal Ninken's, and a greater synergy with their Inuzuka counterparts; resulting in fusion and transformation techniques used with a High Breed being a third larger, with time-limited fusion techniques having their duration increased by two turns. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result the High Breed were kept secret and many voted for their extermination, but in the end they were merely banished into the woods of Konohagakure, kept alive in case the clan should have need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings and experiences with each other, with such a deeply intimate bond being the absolute apex of a Inuzuka and Ninken bond. A High Breeds ability to 'smell' chakra is also unprecedented, far outstripping that of Ninken such as Akamaru as they are capable of accurately gauging the strength of opponents and techniques among other things. (To be explored further in techniques). Lastly, as a result of the selective breeding and genetic manipulation used to create High Breeds, many High Breeds have experienced genetic mutations, some more simple, such as heterochromia, others more noticeable such as having multiple tails, a paw that's far larger than others, exceptionally long claws and so on. The High Breed also hold a greater affinity to chakra than normal Ninken, ensuring that they excel at walking on water, tree climbing and chakra based Inuzuka techniques, with their actual chakra being dense and bountiful, holding a chakra supply equal to half of their Inuzuka partner and also possessing an affinity towards at least one element. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default, instead their supposed affinities are there to be explored in future techniques).

Note:
- Must either be posted in the users bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)
- Kuromaru - the only Ninken who has displayed articulation abilities to date, is a High Breed descendant, and is the result of an experiment to water down the thick blood of High Breeds to create a less talented, yet as a result more tame, and still somewhat remarkable Ninken.
- High Breeds receive a +20 damage boost to their Inuzuka techniques, and are a rank faster than their Inuzuka counterpart.
- High Breeds are capable of healing faster than normal Ninkens, on it's own this means little in battle, aside from the fact that they are capable of recovering from minor scratches over the course of three turns, and that they rarely suffer from fatigue, capable of running for days on end without tiring.

Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 40 ( -15 per turn )
Damage Points: 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 users body and the user will gain the ability to use techniques that require 'Four Legged Beast' transformation as a perquisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the users 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 hosts 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 users bio, and is active at all times. (In the case of the users bio, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the users account or as a result of an enemy technique) this technique can be reactivated again at the cost of the move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely cancelling 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)
- For the purpose of this technique, normal Ninkens will each have a supply of 200 chakra that the user is capable of accessing.

Type: Artifact
Rank: A
Range: Short
Chakra: N/A (-5 Per Transformation)
Damage: N/A
Description: Said to have once been regularly worn by the 29th Daijō-daijin, Sai Inuzuka, Chungsu’s Peace is a unique artifact made from chakra reactive metal that grants it unique transformative properties to lessen the sensory burden on individuals with enhanced senses. In its initial state, the black and white, birdlike domino mask simply serves to protect the user from blinding effects from bright lights. It’s only when the mask is transformed into one of its two forms that the passive abilities it possesses reveal themselves. The first ability grants the wearer passive immunity to all hindering sound techniques A rank and below, to include illusions triggered by sounds. The second ability grants the user passive immunity to foul stenches and strong odors, protecting them from inhaling airborne particulates such as fumes, vapors, poison gases, and airborne microorganisms that are either naturally occurring or the result of A-rank and below techniques. Once it's abilities have been used, the mask returns to its initial state.

Notes:
- Transforming the mask is passive and does not require a move slot. The mask can only take one form at a time.
- In its first form, the artifact can block A rank and below airborne particulates twice per arc.
- In its second form, the artifact can block A rank and below hindering sound waves twice per arc.
- The artifact's passive abilities recharge at the beginning of each arc.
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Erzo

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Roy bio: https://animebase.me/threads/ロイ・マスタング-roy-mustang-kiyoshi-v-2.401917/

2 Primary + 1 Secondary, in addition to 1 Extra AND 1 CFS specialties.
Single Handseal Specialist: Wind || Personal Summoning Specialist: Noteleks
Advanced Speed Resistance
CFS - Oversoul

Roy's personal summoning comes into battle fused into him already.

Within a second, Roy performs the summoning jutsu, using it to summon Ruso from the land of Olms. Ruso then fuses with Noteleks, bringing with him 2 other summons - Mooncake and Maskera.

(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.

Olm Kuchiyose no Jutsu: Ruso) Olm Summoning Technique: Ruso
Type: Defence/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Ruso is the boss summoning of the Olms. In the violent ninja world, only the strong survived. Olms were blind, and although sensed through other means were generally disadvantaged against the more developed creatures. In order to survive, they looked towards their boss whose unique ability allowed them to do just that. His ability allowed him to bring about a fusion of animals as he took within himself other Olms - the number never never exceeding three- doing so allowed him to use abilities of the different animals to become one all powerful being. Unlike most other summonings which had 1 element, the collection of abilities allowed him to become sole defender of their region during many wars. Of course, like anything else, there were some heavy restrictions which came with abilities as unique as this. To begin with, summoning the boss in this state means that the user cannot have any of those animals on field beforehand. Once summoned with the animals fused within himself, the user would be unable to summon them again for six turns starting from that point. In addition, the boss himself cannot use any techniques whatsoever, other than the abilities he has gained from the other summonings. Moreover, the boss himself could not actually use the elemental jutsus himself without the aid of his ability, so he is only able to use one element per turn. Once summoned, he'd last four turns before he is forced to return to his homeland. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. Must be summoned with all Olms already infused (and posted as reference), and cannot infuse other Olms into himself as the battle progresses. He himself can only withstand one hit from any S-rank, after which any ranked technique causes him to reverse summon back to safety. The fusion is similar to Ma and Pa's fusion to a summoners shoulders, but more advanced as the Olms fuse into each other creating one perfect animal the size of a human.

(Olm Kuchiyose no Jutsu: Mooncake ) - Olm Summoning Technique: Mooncake
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: One and a half meters tall, and his width relative to his height. Protected by a specific seal, Mooncake has no real use, nor any abilities other than that which was placed on him. In a similar fashion to 'Four Violet Flames Formation' which required the use of the four Sound ninjas to hold seals in place, ensuring no person/spirit could enter or leave the area, Mooncake had a similar, yet not so similar seal placed on him by the elder Olms upon his birth. The seal itself does no damage to anyone attempting to enter his vicinity, nor does it prevent them from actually doing so - it instead has the ability to block any Fuinjutsu techniques (A-rank and below) from being used on him, and the area 1 meter around him. This ability is purely defensive in nature, and can be useful when facing an opponent who relies heavily on sealing techniques as he would retain his abilities, but Mooncake is not a special Olm. He remains on field for 4 turns, and can only be summoned once. If directly hit by any offensive ninjutsu attack higher than C-rank, he is forced to summon himself back to safety. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated.

Olm Kuchiyose no Jutsu: Maskera) Olm Summoning Technique: Maskera
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: Maskera is a small Olm roughly a meter long, and 30 cms wide. When it was born, Maskera had no specific affinity but instead could use waves, blasts, and constructs of the Wind element (not freeform, but the listed jutsus in the jutsu section). When using that elements, Maskera did not only perform them with beauty and elegance, but it also had the ability to focus so much chakra into it, allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself). This ability allowed him to use more focused and concentrated chakra in whatever element that was used, giving fourty more damage points to all jutsus. This skill was powerful and unbelievably envied by all Olms, young and old. However, his progress was soon halted as Maskera found his unique ability to be wasted as he became ill, and ended up not being able to master different elemental jutsus other than the ones he had learned as a kid, and so, without being able to progress he could not use jutsus ranked higher than D-rank. Luckily the illness only halted the learning of more advanced jutsus, but did not affect his unique ability, allowing him to make use of that and become mid-tier in the Olm hierarchy. Like all other Olms, he is blind, whilst having the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the C-ranked sound jutsu activated. He is however better at sensing the quantity of prey/opponents by smell. ~ Can only be summoned once per battle, and lasts four turns. Due to its small size and general weakness, Maskera disperses if hit directly by any ranked technique.

Having summoned Ruso, and those he brought with him, Roy would focus his chakra in the skies above both his opponent and the dog, he would use this to create rain drops made of Wind, followed up with a fusion of Fire chakra which would plan on dropping the area you stood on, covering a 5 meter area diameter to ensure that whole area is completely destroyed.

As these are created, and a moment before the naturally defeaning screeching sound of the jutsu is released - having made the technique, Roy would time it so a flash bomb is thrown, and explodes (aiming to blind you, and the dog) just as the sound erupts from the jutsu to distract you from whats to come.

(Fūton/Katon: Aiorosu `Ikari ) - Wind/Fire Release: Aeolus' Wrath
Type:Attack
Rank: A
Range:Short - Long
Chakra Cost: 30
Damage Points: 60 +40
Description: The user releases their Wind chakra from mouth or through hand movements (short ranged release when used in either of these forms), or from the skies above. This releases what appears to be little light-green rain drops (ranging from 3-10 inches in size) which are extremely sharp and naturally fast due to the nature of Wind, and the way they are shaped, being extremely slimline. After these little rain-drops of Wind form, the user would add his Fire chakra into them, causing them to become extremely heated. Their colour would change into one extremely similar to the colour given off by '( Katon: Onidōrō ) - Fire Release: Demon Lantern', giving off a yellowish colour as the light-green and red from the Fire chakra mix together. Upon colliding with any other jutsu, regardless of whether it's Energy, or Matter based, the Rain drops would explode outward, releasing heated Wind which has blowing force with the addition of scalding effects. The jutsu is designed to always explode in the direction of the point of contact with the foreign chakra. Due to their size, each outburst of heated Wind would be quite small but since they always rain down/travel as a group of heated wind 'raindrops' the damage done is nothing but. Moreover, the addition of Fire also allows the jutsu to travel towards bodies of heat which do not belong to the user, making this a double edged sword if used in a fight alongside allies. Moreover, upon the creation of the Wind, a screeching and deafening sound can be heard, making the source of it's creation quite obvious. The screech can not do much damage other than causing a slight discomfort, unless coupled with another jutsu which can amplify it. The user can avoid the discomfort caused by sending chakra to his ears moments before the use of this jutsu.
~ Can only be taught by Erzo. Usable three times per battle. After each usage the user must wait a turn before being able to use again.
 

Ańbu Juniør

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Kōtetsu's tails swirled behind him. His ninken Shiranui and Ryūjin were fused into his body, leaving Fūjin the only one on the field with him, who stood to his right side. The two readied themselves as the opponent began their battle by summoning a peculiar animal that had the smell of other animals mixed in. It seemed as if they had the ability to fused into each other, similar to the Inuzuka and his ninken. Suddenly, they caught the scent of the man who had used his blood to summon the animals, which sent Kōtetsu and his ninken into a frenzy of excitement. The Inuzuka's entire aura seemed to change into that of a feral beast, and he and his ninken locked on to the man's scent. He could no longer escape.

Seeing the summoned animals fuse into the blacked haired human, Fūjin decided to go on the offensive in order to take control of the fight. He gathered chakra in his mouth, reared his head back, and released it in the form of a massive golden beam that spiraled towards the human. As the ninken attacked, the Inuzuka would place his right-hand onto Kusanagi's hilt as he dashes forward in an arc to his left.

Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.

Hunted - Marked

In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.


Hunter - Void Assault

Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predators natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilised to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mould chakra the stealth will be broken.

Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 + 20 = 80
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn

 

Erzo

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Kōtetsu's tails swirled behind him. His ninken Shiranui and Ryūjin were fused into his body, leaving Fūjin the only one on the field with him, who stood to his right side. The two readied themselves as the opponent began their battle by summoning a peculiar animal that had the smell of other animals mixed in. It seemed as if they had the ability to fused into each other, similar to the Inuzuka and his ninken. Suddenly, they caught the scent of the man who had used his blood to summon the animals, which sent Kōtetsu and his ninken into a frenzy of excitement. The Inuzuka's entire aura seemed to change into that of a feral beast, and he and his ninken locked on to the man's scent. He could no longer escape.
Seeing the summoned animals fuse into the blacked haired human, Fūjin decided to go on the offensive in order to take control of the fight. He gathered chakra in his mouth, reared his head back, and released it in the form of a massive golden beam that spiraled towards the human. As the ninken attacked, the Inuzuka would place his right-hand onto Kusanagi's hilt as he dashes forward in an arc to his left.
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: The Hunted and the Hunter, this technique seeks to encapsulate both concepts and, as two sides of the same coin manifests itself in the form of two distinct abilities.
Hunted - Marked
In response to drawing blood from an opponent an Inuzuka bonded with a high breed will be influenced by the strong frenzy and excitement elicited from their mental link with their Ninken. This rising frenzy will allow both the Inuzuka and Ninken to produce an exaggerated lock on effect to the enemies scent and blood - to such an extent that an opponent, once locked on to, will be incapable of hiding from the user through any means other than space/time. Even then, a space time user will, to a locked on Inuzuka, leave behind a discernible residue that will seep out from around their warping point like a scar, and through inspection of the scar an Inuzuka will be able to acquire information such as whether an opponent has returned to the current world, how long they've been gone for, and through use of a sixth sense such as the one that allows dogs to anticipate bad weather or even disasters, the user can even anticipate when they will return and immediately re-locate them once they do. Furthermore, upon entering within short range of one of their Hunters, a Hunted target will be subjected to extreme and constant mental intimidation, not unlike killing intent, that will forcefully lower their speed back down to their base speed, and also reduce the power of all of their Ninjutsu by -15, and their primary affinity by a full -20. However this can be treated in the same was as Killing intent, in that the shock of physical pain can remove the adverse mental stimuli - however it is superior to killing intent in that as long as the activation conditions are maintained Intimidation will renew itself next turn without cost - meaning that continuous releases may be necessary.

Hunter - Void Assault
Being Apex Predators the High Breed take much delight in stalking and hunting their prey. This ability, void assault, is an extension of a predators natural ability to hunt, and takes a core ability of many great land predators - stalking, and amplifies it greatly. Through use of chakra a High Breed is capable of entering into an unparalleled stealth, one that masks not only it's visage, but also it's chakra system from an opponent. A stealthed high breed cannot be detected through any means, whether it be through the five senses or through a special clan specific 6th or 7th sense, as their use of chakra serves to deflect all forms of detection - not unlike how chakra is used to deflect light to render the target invisible during 'Hiding in Camouflage' technique; and thus elevates a High Breed into a state of absolute stealth (this is true to all Chakra Sensing, Emotion Sensing, Doujutsu, Enhanced Hearing, etc - basically, all forms of sensing; however it cannot prevent physical means of detection such as weight, contact, etc sensing or methods which don't fall under the "senses" category). They leave behind no scent, no trail, they cannot be heard or smelt, nor can the vibrations of their movements be felt. However, the absolute stealth will completely shatter as a High Breed enters within a meter and a half of an opponent. As with all forms of Stalking, Void Assault is utilised to close distance and, once within pouncing distance the prey will become aware of their predator as it closes in - in this case, a High Breed will be rejected from its state of stealth, to such an extent that even the most foolish and unsuspecting will be alerted to the sudden presence of a being behind them. The exception however is if a High Breed remains dead still - at which point Void Assault can be maintained even within a meter of an opponent, however the moment a High Breed makes a move or attempts to mould chakra the stealth will be broken.
Note:
- Marked is the passive portion of this technique, it activates automatically upon drawing an opponents blood or coming into contact with their blood sample (30 meters range for encountering blood). The intimidation aspect however requires a move to activate, and once activated will remain persistent indefinitely (However an Inuzuka or one of his Ninkens is required to be within short range of its targets for the effects to persist, otherwise they will wear off after a turn until the conditions are once again met)
- The initial passive activation of marked saps 20 chakra from all hunting participants.
- Void Assault can be cast by multiple Ninken simultaneously, counting as only one technique if that is the case. It can only be broken by entering into a meter and a half distance of an opponent, otherwise it will remain active until the Ninken chooses to cancel the technique or uses a technique of his own (keeping the stealth ability active requires focus and conscious input, preventing its sustained effect when actively engaging in performing techniques, including Taijutsu).
- Void assault drains -20 chakra per turn from each Ninken. (High Breeds have their own independent chakra supply)
- Void assault can be initiated 4 times through use of this technique.
- Summons marked as Hunted will immediately disperse back to their homeland out of fear.

Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 + 20 = 80
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn

As the ninken released the blast of chakra Roy would perform the Ram hand seal activating a jutsu which creates and controls air currents from Roy's hands. The jutsu is released as soon as formed, and due to his infusion with Maskera, anything he created would not only receive higher damage, but would generally increase the size and force of the jutsu due to the additional chakra channeled into the jutsus - the jutsu would usually cover a large span, but due to power of the summoning, it would take this to a higher level: "Allowing the jutsus themselves to be bigger in size, the Wind waves and blasts to be bigger, sharper, and generally having more blunt force (depending on the nature of the technique itself)."

As the jutsu was released, another wind jutsu would activate within the same time-frame. Due to the additional chakra provided which would have otherwise been wasted on a jutsu which usually dealt no damage, it would use this chakra to increase the strength of the defensive jutsu. This is followed up an activation also occuring within the same time-frame and would allow the otherwise non-lethal jutsu to become extremely dangerous as its nature is changed to become a Wind jutsu capable of slicing through the entire battlefield, leaving only the user unharmed.

The wind released would pick up dust, and other small earthen particles, almost covering the whole field in dust, with slicing winds intertwining between one another as they travel towards the man, his ninken, and generally the whole region in front of Roy. Due to the power of the jutsu, this would destroy the beam of chakra which had been heading towards Roy. All three techniques would happen within the same time-frame, and in their specific order to allow this to work.

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Type: Supplementary
Rank: S F
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage Points: 90 + 40
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.

Note: Lasts 3 turns or until released.

(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.
 
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Ańbu Juniør

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The howling wind raced towards the Inuzuka, who could smell multiple chakra signatures within it. Being able to sense the strength of techniques, he quickly realized that one of the man's summonings had assisted in enhancing the technique. He couldn't combat it directly, so he would need to break it down. As the wind approached Kōtetsu weaved a number of handseals and erected a translucent, wisteria colored barrier that instantly expanded up to mid-range around him. A particular thing he noticed about the barrier was that it seemed to curve around his opponent, which meant that either he or one of his summonings had an ability to stop barriers from affecting them. Regardless, the barrier stripped the added strength from the wind and stored its power within itself.

As this happened the ground beneath Fūjin buckled as he leaped forward and high into the air, rapidly rotating in a horizontal motion with the side of his body facing his Roy, leaking chakra as he spins. His rotation would gather wind around him and combine with the leaked chakra to create a gargantuan golden wolf head that forcefully pulled the wind and Roy towards it's gaping maw. Additionally, the Ninken infused his rotation with raw chakra to create a lubricating layer of chakra that serves to reduce the friction as he spun, amplifying the strength of his rotation and empowering the apparition. This would hopefully force Roy to release control of with wind technique in order to defend himself. As a final measure, the Inuzuka also transformed the birdlike domino mask into its second form.

Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.
Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Type Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: N/A (40 if used with chakra) + 20
Damage: 40 (80 if used with chakra) + 20 + 20 = 120
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.
Notes:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.

Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken or Inuzuka, and cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.

Type: Artifact
Rank: A
Range: Short
Chakra: N/A (-5 Per Transformation)
Damage: N/A
Description: Said to have once been regularly worn by the 29th Daijō-daijin, Sai Inuzuka, Chungsu’s Peace is a unique artifact made from chakra reactive metal that grants it unique transformative properties to lessen the sensory burden on individuals with enhanced senses. In its initial state, the black and white, birdlike domino mask simply serves to protect the user from blinding effects from bright lights. It’s only when the mask is transformed into one of its two forms that the passive abilities it possesses reveal themselves. The first ability grants the wearer passive immunity to all hindering sound techniques A rank and below, to include illusions triggered by sounds. The second ability grants the user passive immunity to foul stenches and strong odors, protecting them from inhaling airborne particulates such as fumes, vapors, poison gases, and airborne microorganisms that are either naturally occurring or the result of A-rank and below techniques. Once it's abilities have been used, the mask returns to its initial state.

Notes:
- Transforming the mask is passive and does not require a move slot. The mask can only take one form at a time.
- In its first form, the artifact can block A rank and below airborne particulates twice per arc.
- In its second form, the artifact can block A rank and below hindering sound waves twice per arc.
- The artifact's passive abilities recharge at the beginning of each arc.
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The howling wind raced towards the Inuzuka, who could smell multiple chakra signatures within it. Being able to sense the strength of techniques, he quickly realized that one of the man's summonings had assisted in enhancing the technique. He couldn't combat it directly, so he would need to break it down. As the wind approached Kōtetsu weaved a number of handseals and erected a translucent, wisteria colored barrier that instantly expanded up to mid-range around him. A particular thing he noticed about the barrier was that it seemed to curve around his opponent, which meant that either he or one of his summonings had an ability to stop barriers from affecting them. Regardless, the barrier stripped the added strength from the wind and stored its power within itself.
As this happened the ground beneath Fūjin buckled as he leaped forward and high into the air, rapidly rotating in a horizontal motion with the side of his body facing his Roy, leaking chakra as he spins. His rotation would gather wind around him and combine with the leaked chakra to create a gargantuan golden wolf head that forcefully pulled the wind and Roy towards it's gaping maw. Additionally, the Ninken infused his rotation with raw chakra to create a lubricating layer of chakra that serves to reduce the friction as he spun, amplifying the strength of his rotation and empowering the apparition. This would hopefully force Roy to release control of with wind technique in order to defend himself. As a final measure, the Inuzuka also transformed the birdlike domino mask into its second form.
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30 (-10 each turn)
Damage: N/A
Description: The user will weave several hands, erecting form their body a translucent, wisteria barrier that spreads throughout the battlefield. The barrier is intangible and carries no physical or damaging properties, allowing it to spread instantly to its full perimeter. The barrier carries a chakra-detecting property, allowing it to "analyze" techniques that exist within its range. The barrier is capable of detecting infusions or other enhancements throughout the enemy's techniques; upon detection of such a technique, the barrier will activate, forcibly stripping the infusion from the technique, absorbing this power into itself. The barrier does not weaken the technique in any way beyond that, and as such has no effect on techniques that are not passively or actively enhanced in some way. In addition to the previous effect, the user is capable of weaving an additional seal, allowing the absorbed power to be released back into a technique of their own. This action consumes a move slot in the turn used but is passive so as to allow the boost to be applied to a technique used. The user can only do this with one "stored" infusion at a time but is capable of choosing which in the event that multiple have been stripped. In the event that an infusion is stripped and stored, the chakra used is "purified" by the barrier, allowing the power to be applied to the user's jutsu even in the event that the original boost was only applicable to a certain type of technique.
Notes:
- No Fuuinjutsu above A-rank can be used in the same turn or next turn.
- Can only be used three times per battle, lasting for two turns per usage.
- Requires a two turn cooldown between erection of barriers

Type Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: N/A (40 if used with chakra) + 20
Damage: 40 (80 if used with chakra) + 20 + 20 = 120
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.
Notes:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.

Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 to applied techniques)
Damage: N/A
Description: Blessing of the Wolf God is a technique designed to assist the use of Gatsuuga or Gatenga techniques employed by an Inuzuka or their Ninken. Through an infusion of raw chakra into a Gatenga or Gatsuuga natured technique the user is able to create a lubricating layer of chakra that serves to reduce the friction that is created when an Inuzuka or a Ninken rapidly spin their body while moving through the air, increasing the intensity of the spins and amplifying the strength of said rotation by +20. This technique can be used alongside Gatsuuga and Gatenga techniques as they are initiated, meaning that it can be used within the same timeframe of the technique to which it is applied.
Notes:
- This technique can be two times per Ninken or Inuzuka, and cannot be used consecutively.
- In the following turn, the Ninken or Inuzuka who used this technique will be unable to perform techniques above A rank due to the stain the intensified rotating added to their bodies.
- Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result, can be performed in virtually the same timeframe as it has no independent usages.
- Can only be taught by Ańbu Juniør.

Type: Artifact
Rank: A
Range: Short
Chakra: N/A (-5 Per Transformation)
Damage: N/A
Description: Said to have once been regularly worn by the 29th Daijō-daijin, Sai Inuzuka, Chungsu’s Peace is a unique artifact made from chakra reactive metal that grants it unique transformative properties to lessen the sensory burden on individuals with enhanced senses. In its initial state, the black and white, birdlike domino mask simply serves to protect the user from blinding effects from bright lights. It’s only when the mask is transformed into one of its two forms that the passive abilities it possesses reveal themselves. The first ability grants the wearer passive immunity to all hindering sound techniques A rank and below, to include illusions triggered by sounds. The second ability grants the user passive immunity to foul stenches and strong odors, protecting them from inhaling airborne particulates such as fumes, vapors, poison gases, and airborne microorganisms that are either naturally occurring or the result of A-rank and below techniques. Once it's abilities have been used, the mask returns to its initial state.
Notes:
- Transforming the mask is passive and does not require a move slot. The mask can only take one form at a time.
- In its first form, the artifact can block A rank and below airborne particulates twice per arc.
- In its second form, the artifact can block A rank and below hindering sound waves twice per arc.
- The artifact's passive abilities recharge at the beginning of each arc.
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Having sensed the energy released from his opponent, Roy could tell his own jutsu had been weakened somehow.

He did not know the mechanics of his opponents jutsu but could see where the chakra released (Fuin tech) had expanded to. Due to the infusion of one of his Olms, this chakra had harmlessly bypassed him. Without a moments hesitation and to escape the suction of the Inuzuka technique which did not destinguish between friend or foe as it saw the dog's owner getting sucked into it also, Roy would create a pillar of energy angled low to send him flying backwards.

The pillar would be made in a way so Roy's feet were no more than 50cms from the ground, and was not a case of where he had been launched high into the air. The pillar would aim to send him flying into long range from both the dog, and his owner, and for now away from the technique Roy had not been able to figure out.

(Kiyoshipou: Fuhenteki Kanshou)- Kiyoshi Art: Universal Song
Type: Supplementary
Rank: N/A (D-A)
Range: Long-Short
Chakra Cost: 30
Damage: Depends
Description: The universal technique known to all Kiyoshi Clan members that have received training. This technique can activate immediately when the battle begins or whenever the user wishes. The user accesses their chakra, making energy and pure chakra so that they can manipulate it for many uses, even outside of battle (making a cloud of energy to ride on; making a key out of energy to pick a lock). The amount of energy and the power of the energy depends on the user’s rank in the Kiyoshi Clan (Novices will have extremely weak energy while Sages will have extremely powerful energy). The color of the energy can change with the user’s mood, but only when they have learned to become in tune with the energy. Color is insignificant for this technique; it just gives everyone’s own technique its uniqueness.
~Must be at least a Kiyoshi Novice to use.

Having realised he could not simply overpower his opponent, he prepared by focusing on more defensive alternatives.

KUCHIYOSE NO JUTSU: MUDKIP!


With this, he brings forth yet another Olm and infused it directly into him. Roy now in long range simply stood and watched.

"My animals versus yours... who will remain standing in the end?"

Considering the distance it was unlikely he was heard by his opponent. He knew this moment of breathing space would not last very long and focused on what was to come.

(Olm Kuchiyose no Jutsu: Mudkip) - Olm Summoning Technique: Mudkip
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Mudkip is an Olm who specialises purely on defensive arts, as well as reporting during times of war/intel based missions. His ability is somewhat overlooked in times of peace, as Mudkip had nothing further to offer, however came to be essential in the Olms' time of need - his unique ability is limited to, and goes no further than, surviving. What this means for Mudkip is, he is able to withstand damage which other Olms (nor humans) could even dream of surviving. His ability allows him to thin out any chakra which strikes his body, and release that momentum outward, and away from him, allowing him to survive damage of any techniques where the damage does not exceed 100. This is not to say physical techniques (e.g Water Style: Typhoon Water Vortex, or even Earth Release: Destructive Rising Rock Pillars) would not be able to stop him in his tracks/send him flying away due to the momentum, it simply allows him to be able to recover without taking any damage which either one of those jutsus would have otherwise dealt him. His speed equivalent to that of an Jonin Ranked opponent. His rank was obtained purely due to this ability. Due to his small stature, his ability is useful in recon type missions as Mudkip is roughly half a meter in length, with his width being relative to his height and so cannot be used as a shield to defend an average sized ninja. Like all other Olms, his sense of smell is equal to that of a dog from the Inuzuka clan and his hearing easily comparable to someone who may have C-ranked sound jutsu Inner hearing skill activated. ~ Can only be summoned once per battle, and lasts four turns when summoned. His ability to survive high damage points is replinished each turn, and so would need the opponent to attack him with an appropriately powered jutsu to destroy him permanently.
 

Ańbu Juniør

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lmao completely forgot I ran off in front of the dog. Smh. Also, the mask is in form one, made a mistake there.
As he dashed forward the Inuzuka suddenly found himself swept up in the attack of his own Ninken, pulled towards the gaping maw of the ethereal wolf. Through their mental connection, he commanded his pack brother to stop, which he immediately did before falling back to the ground. Simultaneously as the command was given, Kōtetsu went about making a number of handseals, the first of which was for a large scale fire technique that would be expelled towards his now long-ranged opponent's location. The second handseal was to redistributed the stripped power of the earlier wind technique into one of his own, while the last two handseals would further increase the power of his fire attack as he landed softly on the ground.

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 + 10 = 50
Damage: 80 + 40 + 20 = 140
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.

Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their fire jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their fire chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 20 damage points. By the increase in chakra the fire gains more power as it increases the power of the fire blast as the fire gains more power as it absorbs more oxygen increasing its power. . The user can also choose to perform this technique after their fire jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on fire the user or the users summon has created
Note: can only be used 3 times

 

Erzo

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lmao completely forgot I ran off in front of the dog. Smh. Also, the mask is in form one, made a mistake there.
As he dashed forward the Inuzuka suddenly found himself swept up in the attack of his own Ninken, pulled towards the gaping maw of the ethereal wolf. Through their mental connection, he commanded his pack brother to stop, which he immediately did before falling back to the ground. Simultaneously as the command was given, Kōtetsu went about making a number of handseals, the first of which was for a large scale fire technique that would be expelled towards his now long-ranged opponent's location. The second handseal was to redistributed the stripped power of the earlier wind technique into one of his own, while the last two handseals would further increase the power of his fire attack as he landed softly on the ground.
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40 + 10 = 50
Damage: 80 + 40 + 20 = 140
Description: A technique where the user makes the horse hand seal and then kneads chakra inside his body which is then converted into fire and expelled from the mouth as a massive wall of intense flames, which covers an expansive range in both vertical and horizontal dimensions, making it extremely difficult to avoid. However, due to its massive width and height, the technique is not one of the fastest seen so far.

Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30 (+10 to target jutsu)
Damage Points: +20
Description: At the end of one of their fire jutsu the user will perform 2 handseals in the same time frame as they create the jutsu, and pump more of their fire chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 20 damage points. By the increase in chakra the fire gains more power as it increases the power of the fire blast as the fire gains more power as it absorbs more oxygen increasing its power. . The user can also choose to perform this technique after their fire jutsu has already been created, so that this jutsu occurs in a separate time frame.
Note: Can only use used on fire the user or the users summon has created
Note: can only be used 3 times

Roy looks forth to see the massive wall of Fire coming toward him. He had met and fought various fire element users in his past, and was versed in an element which would aid him well in the circumstances.

As the wall of Fire approached, Roy looked forward and began to sprint at full speed toward it. As he did so, he would surge Foam chakra throughout his body and begin the process of activating one of his jutsus but holding the activation to a point where he was short range distance from the oncoming fire jutsu. At that point, there would be an omni-directional release of Foam which extended outward to mid range in all directions, aiming to clash with and cancel out the fire jutsu. Should the jutsu not be enough to overpower the fire, Mudkip would provide the ability to negate any remaining damage (as I assume it'd be less than 100) and allow Roy to go through without harm.

Roy would time this as to appear to have broken through the wall of Fire directly, whilst once again entering the mid-range area of his opponent.

(Awaton: Kurāken no Bodi)- Foam Release: Body of the Kraken
Rank: S
Type: Offensive/Defensive
Range: Short-Mid
Chakra cost: 40 (+10 per turn)
Damage points: (80 if released outwards) +40
Description: The user begins by surging foam chakra throughout their entire body. This allows the user to perform either two things. The first is a large, omni-directional spray of foam chakra that extends outwards in all directions up to mid-range around the user. The spray of foam is shaped into numerous tentacles when this is done, capable of incredibly quick blunt-force damage upon impact. The second ability allows the user to secrete a dense layer of foam that is highly resistant to heat, temperature, and explosions. Naturally, the sensitive areas such as the mouth, nose, and eye sockets are avoided. The user is only able to use foam, wind, and water techniques while this technique is activated.
- Usable twice per battle
- Armor lasts three turns unless destroyed
- No Foam techniques above A-rank the next turn

In the same moment, two assassins would be create 5 meters above both you, and your dog (I assume you're both in short range area of each other). Upon their formation, you would feel a strong suction force from above clearly notifying you both of the existence of the assasins, whilst using the same suction to embed themselves with earthen particles which provide the benefit of dealing you additional damage.

Both assasins formed above would descend on you and your dog performing a slash, and aiming to strike the top of your heads.

(Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80 +40 +20
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

(Futon: Pazuzu no puru)- Wind Release: Pull of Pazuzu
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A (+10 to chakra cost of each technique)
Damage: (+20 to wind techniques)
Description: This technique utilizes the suction effect that may be achieved through wind techniques. The user will activate an ability which allows him to infuse additional wind chakra into their own wind techniques. As a result, any subsequent Wind techniques performed by the user while this is active will gain a special property; the wind technique would produce a suction-like effect, which allows it to draw earthen particles(such as small rocks/rubble/soil sediments) from the terrain towards it. This causes the earthen particles to become embedded into the body of the wind technique. The earth particles serve to augment the destructive power of the wind techniques by granting it with an additional abrasive edge, thus allowing it to seemingly shred the opponent to bits. Of course, this technique is entirely dependant on the terrain; if there are no earthen particles on the battlefield, then this technique will be rendered useless. Additionally, this may also work on water sources; wind techniques would be able to use water droplets in place of earthen particles to achieve a similar effect. The suction effect produced by this technique is extremely strong - it makes all movement(eg. performing hand seals, running) extremely difficult and sluggish(though possible) when one is within short-range of the technique. Of course, this effect also applies to the user, who will be subjected to the same effects as long as the technique is within short-range of him. This technique is activated instantly; this is because this technique, when used independently, is unable of causing harm.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-May be deactivated at any time
 

Ańbu Juniør

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Though unable to see it, the Inuzuka's massive wall of empowered fire was met with a spray of foam, giving rise to a massive plume of smoke that spread across the battlefield as the attacks canceled each other out. Still, with their ability to smell chakra, Kōtetsu and Fūjin would both notice the wind assassins above them, especially with a suction effect announcing their arrival. In response to them, the Ninken once again gathered chakra in his mouth that he compressed before releasing as a massive golden aimed at the wind entities above. He would move his head to ensure his attack hit both targets before turning his gaping maw towards Roy. Simultaneously as this happened, the Inuzuka would summon Kurahato, out of the path of the assassins and the Fūjin's attack of course, and have him take to the skies, where he would remain to observe the situation from a ten meter height. As he went about summoning the bird a second Ninken, Ryūjin, would emerge from his body and move to stand next to his pack brother.

Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 + 20 = 100
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.

Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.

*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.

With Kurahato summoned, the Inuzuka wend about preparing to combat his enemy as he ran forward into the smoke to close the distance between them to 10 meters, his ninken following on his right and kurahato from above. Noticing that he primarily made use of wind-related techniques thus far, Kōtetsu made use of a wind Jutsu of his own as he ran, erecting a field of wind that would weaken the man's wind techniques that were embued with additional power from his summonings.

Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.

Note: Can only be taught by Penguin
Note: Wind lasts four turns
Note: Can only be used three times per conflict

Kurahato - 1/5

*Since both wind assassins are 70 damage, when the first on is destroyed the beam is lowed from 100 to 90 damage, and upon destroying the second one it would be reduced to 70 damage, which would then be turned towards you.
 
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Though unable to see it, the Inuzuka's massive wall of empowered fire was met with a spray of foam, giving rise to a massive plume of smoke that spread across the battlefield as the attacks canceled each other out. Still, with their ability to smell chakra, Kōtetsu and Fūjin would both notice the wind assassins above them, especially with a suction effect announcing their arrival. In response to them, the Ninken once again gathered chakra in his mouth that he compressed before releasing as a massive golden aimed at the wind entities above. He would move his head to ensure his attack hit both targets before turning his gaping maw towards Roy. Simultaneously as this happened, the Inuzuka would summon Kurahato, out of the path of the assassins and the Fūjin's attack of course, and have him take to the skies, where he would remain to observe the situation from a ten meter height. As he went about summoning the bird a second Ninken, Ryūjin, would emerge from his body and move to stand next to his pack brother.
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 + 20 = 100
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.

Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.
*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.

With Kurahato summoned, the Inuzuka wend about preparing to combat his enemy as he ran forward into the smoke to close the distance between them to 10 meters, his ninken following on his right and kurahato from above. Noticing that he primarily made use of wind-related techniques thus far, Kōtetsu made use of a wind Jutsu of his own as he ran, erecting a field of wind that would weaken the man's wind techniques that were embued with additional power from his summonings.
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra: 20 (-10 per technique)
Damage: N/A (-20 to wind techniques)
Description: The Reversing Penguin is a dormant elemental ninjutsu Ashitaka made after hearing about an Iwagakure legend who was a powerful fuuton specialist with a move set similar to Ashitaka's suiton techniques. The user would begin to channel chakra up to mid range in all directions around himself, with that chakra only being visible to chakra sensors or user's having dojutsu as not to give any indication this jutsu has been used. The Reversing Penguin is simply a wind jutsu that can sense when extra chakra is expended or that has been expended into a fuuton technique. As the wind senses this extra chakra being released into fuuton techniques, it would begin to cause a small but fairly powerful air current to start spinning in the opposite direction of the fuuton jutsu in play, knocking any loose debris it may have picked up and weakening it in general due to slowing down the wind's speed and making it lose cutting power (as the wind wouldn't be as fast, it would lose part of it's sharpness coming from speed). This happens instantaneously due to the fact that this technique is dormant until activated via the opponent empowering their wind techniques with extra chakra.
Note: Can only be taught by Penguin
Note: Wind lasts four turns
Note: Can only be used three times per conflict

Kurahato - 1/5
*Since both wind assassins are 70 damage, when the first on is destroyed the beam is lowed from 100 to 90 damage, and upon destroying the second one it would be reduced to 70 damage, which would then be turned towards you.
Roy's wind attack had been dealt with quite easily, with his opponent not even bothering to defend, but instead letting his dog do all the work as he proceeded to summon a flying bird in the distance.

As the beam of chakra from the dog came towards Roy, he'd brace, firmly rooting himself to the ground as he performed a chopping motion, allowing the incoming attack of 70 damage to clash directly into him, pushing him back slightly as he firms it to remain within mid range. Due to Mudkip's ability, the incoming attack would thin out, as the chakra is released outward around Roy, allowing him to survive without any damage taken.

As he does this, he simultaneously would also begin an attack of his own. His opponent, and both ninken would feel an upward gust of Wind raising them in the air, as it forces itself through their nostrils causing distress, whilst inducing all 3 in a genjutsu. The Wind would have a similar suction to that used on the assasins, and would show no indication that it is anything other than a Wind jutsu. In reality the Wind (although initially very real) would activate a genjutsu which prevents the opponent/dogs from moving a single limb - leaving them suspended in the air, held only by the pressure the now spinning Wind around them, sucking the very air out of their lungs, whilst slicing deep into their skin causing extreme pain.

Jinsei no Saigo no Konseki) | Life's Last Vestige
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 (mental stress + actual damage) +40 (to jutsu as a whole) +20 (just to the Wind aspect)
Description: An unlikely and rare combination, the user puts use of his ability to use one of the five elements as a means of inducing genjutsu. The jutsu begins with an upward gust of Wind consisting of quite some strength, allowing it to raise the people/persons it is used against with ease, whilst the air is simultaneously forced through the nostrils causing both distress and discomfort. The Wind which has now entered the opponent is used to disrupt the opponents normal chakra flow and induce a genjutsu in which the opponent suddenly feels the very air from their lungs being sucked out of them as the Wind which had raised them upwards continued to spin around them, the pressure holding them in place and preventing movement of all limbs. As they remain suspended, the spinning wind which had been just holding them in place suddenly feels sharper, and more concentrated. The spinning would increase in speed around the opponent, the rate at which the air is being sucked out of their lungs increasing with it. This is coupled with sudden sharp pains in random parts of the opponent's body as the Wind begins to hack and slice deeply into their skin, causing extreme pain which is almost impossible to register with all the suffering that's going on. The spinning wind which had been obscuring the opponents eyesight due to the nuisance of the spinning cloud-like Wind is now bloody red in colour, creating quite a disturbing view. The wind component of this technique is A-Ranked and so is the illusion. If the opponent does not manage to release within two turns of the genjutsu's activation, they would fall unconscious due to the belief that all the air is sucked out of them, leaving them unable to breath.

~ Can only be taught by Erzo. Can be used twice, with a two turn wait after each usage.

Roy would then send his Wind chakra into the skies above, aiming to deal with the flying summon by creating a storym environment, and calling down an F-5 tornado which was only further strengthened with the addition of chakra from Maskera, causing it to be bigger, and stronger than usual.

The tornado would be made to fall directly on the summoning, and if successful in hitting the bird, would continue to strike his opponent and dog(s).

(Fūton: Tatsuno Ooshigoto) - Wind Style: Severing Pressure
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 +40 +20
Description: The user sends wind into the sky to darken the clouds and make the environment stormy. These clouds will create a cutting tornado that comes down as a F-5 tornado with slicing wind.



2/3 - Pull of Pazuzu
 
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Ańbu Juniør

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To the Inuzuka's surprise, Roy was able to withstand the power of the beam and appeared to take no damage. Kōtetsu had little time to be impressed by the man's tenacity, for a gust of wind from below suddenly lifted him and his ninken off the ground and invaded their nostrils, trying to draw the breath from their lungs. In addition to that, their ability to smell chakra allowed them all to smell Roy's stink terminating from them. His chakra had invaded their psyche, which meant that the pack had to both neutralize the wind and flush their chakra systems. Making use of his absorption arm, the Inuzuka absorbed that wind chakra before it could fully spin around them and hold them in place.

Simultaneously, Kurahato kept Roy occupied as his summoner went about doing whatever he could to remedy his situation. Taking aim in the man's direction, the dove released a flamethrowing like blast of fire and lightning from its mouth.

Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.

After dealing with the wind, the Inuzuka reached out to touch his two ninken and merge together into a single entity. Taking the form of a large bipedal wolf with glistening white turn and crimson celestial markings. Their chakra systems intersect with each other, ridding them of Roy's chakra and scent due to the influx of foreign chakra. Taking advantage of their bipedal form's balance and agility (x2 speed), Kōtetsu dashes directly for his marked target, but maintains an appropriate distance (6 meters) so as not to enter the path of the Dove's attack.

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.
Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze


Kurahato - 2/5
Fenrir's Oblige 1/3
 

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To the Inuzuka's surprise, Roy was able to withstand the power of the beam and appeared to take no damage. Kōtetsu had little time to be impressed by the man's tenacity, for a gust of wind from below suddenly lifted him and his ninken off the ground and invaded their nostrils, trying to draw the breath from their lungs. In addition to that, their ability to smell chakra allowed them all to smell Roy's stink terminating from them. His chakra had invaded their psyche, which meant that the pack had to both neutralize the wind and flush their chakra systems. Making use of his absorption arm, the Inuzuka absorbed that wind chakra before it could fully spin around them and hold them in place.
Simultaneously, Kurahato kept Roy occupied as his summoner went about doing whatever he could to remedy his situation. Taking aim in the man's direction, the dove released a flamethrowing like blast of fire and lightning from its mouth.
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 40 chakra per use )
Damage: N/A
Description: A cyborg attachment to the user's body, the user has a robotic limb that allows for him to create spheres of energy that are capable of absorbing chakra up to S rank level. These spheres are capable of dealing brute force on impact as well, growing to large heights, up to 4 meters in radius. Starting at roughly rasengan size, these spheres grow proportionally to the size of the technique absorbed. Normal Ninja are able to make use of one of these devices via specialized gloves that allow them to absorb 1 Ninjutsu per turn up to S rank while Cyborgs have these attachments and are able to absorb up to Forbidden powered attacks and 1 from each arm per turn.
Note: Can be used a max of 3 times for Ninja and 6 for Cyborgs.
Note: Cyborg can have up to 2 Absorption Arms.

After dealing with the wind, the Inuzuka reached out to touch his two ninken and merge together into a single entity. Taking the form of a large bipedal wolf with glistening white turn and crimson celestial markings. Their chakra systems intersect with each other, ridding them of Roy's chakra and scent due to the influx of foreign chakra. Taking advantage of their bipedal form's balance and agility (x2 speed), Kōtetsu dashes directly for his marked target, but maintains an appropriate distance (6 meters) so as not to enter the path of the Dove's attack.
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.
Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze


Kurahato - 2/5
Fenrir's Oblige 1/3
Both the defence, and attacks seemed synchronised, as he absorbed the Wind chakra, the summoning above would release a flamethrower type of energy, appearing to be a mix of both Fire and Lightning, sent downward, and towards Roy. Fire was a natural weakness to a Wind user like Roy - times like this, his best bet was to avoid the attack, and perhaps even make it so his opponent had to deal with the attack so he was not left open when attempting to escape.

Waiting till absolutely the last second, but still leaving enough time for him to perform his jutsu before the Fire/Lightning mix had struck him, Roy would with only a snap of his fingers cause a clockwise rotation swapping his exact position with that of the opponent, and both (or all 3? idk how many dogs there are) to switch positions with him. This would occur as the dog(s) and his opponent were attempting to merge, but would not have yet fully completed their transformation (just going by the time-frame here). Roy would add more chakra into the move as usual, but as it was a defensive move with no damage power, he'd convert this additional chakra to increase the rank of the jutsu allowing it to be able to perform just as well despite the size and quantity (dogs) of his opponent.

From his new safe position, Roy would watch how his opponent would react to suddenly being put into the firing range of his own summoning's attack. He may not land exactly where Roy had been due to the speed of the jutsu, but he would be flung in that general direction. Not only this, even if the summoning was to realise what had happened and stop the attack, due to the speed of the Wind jutsu, and the fact that its own technique is a flame-thrower type, Roy believed his opponent + dogs would still end up taking a lot of damage.

Having seen so many new forms and jutsus used however, he was not to know how his opponent would react exactly, and continued to be vigilant and on guard. For the mean time, being placed directly under the bird summon and in its blind spot, he would decide not to attack it.

Fuuton: Ara Sunappu! | Wind Release: Oh Snap!
Type: Defensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 20
Damage: N/A
Description:
The user snaps the fingers of one hand while focusing his chakra into the air around a specific point. A spherical area that will span short range around its epicenter, will rotate 180º either clockwise or counter clockwise (in either a horizontal or vertical axis). If an enemy is caught in the area, his body will turn and he'll be left facing the direction opposite to the one he was initially facing and may even lose his balance and fall if he is on the ground. The rotation happens at roughly 120 rpm, meaning that the half rotation will take only more or less half a second. While incapable of damaging the opponent, it can, when used correctly, be very useful in throwing the enemy off his feet. Because the air is infused with the users chakra, it makes it so that the air will forcefully move the opponent, turning him around at a blazing speed. The speed of the technique is such that it can be used against speed enhanced running/moving enemies (as long as the user can perceive the movement of the enemy) or even to intercept projectiles. When used against projectiles, the large sphere will rotate at such speed, that the projectile will continue its course albeit in the opposite direction (normal elemental weaknesses and strengths apply).
Note: Can only be taught by Scorps

(Fūton: Henkō Sa Remasu) - Wind: Will Change
Rank: B
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per use)
Damage Points: N/A
Description: A Wind technique created to make use of other-wise wasted chakra, this Wind technique is set to work with any and every defensive Wind jutsu, as long as certain requirements are met. When jutsus which empower other jutsus are used, they tend to add damage to offensive jutsus, whilst having zero, to no affect on supplementary and defensive technique. However, with the activation of this jutsu, when damage using jutsus are used alongside defensive techniques, the chakra added (has to be able to add at least +10 damage points), is converted and used to empower the defensive jutsu, allowing it to counter techniques one rank higher than their usual capabilities, whilst still adhering to the strengths and weaknesses of Wind. .
~ Can only be taught by Erzo. It can be twiceper battle, lasting a maximum of three turns if not deactivated early. Once used, must wait 2 turns before using again. This jutsu is activated instantly, allowing the user to use it alongside defensive jutsus in the same time-frame.



Will Change 1/3
 
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Ańbu Juniør

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The Inuzuka and his ninken suddenly had their positions switched as the were about to merge, and they now found themselves in the path of Kurahato's breath. Thinking quickly, he issued a mental command to his ninken as he ordered the dove to cease its attack. Upon issuing the command Kōtetsu and his two ninken jumped backward and spun at ferocious speeds, evading the attack as they went airborne. As they spun, they coiled and twisted amongst each other before forcing into a single large drill due to the Inuzuka taking the form of a large bipedal wolf with glistening white turn and crimson celestial markings. Their chakra systems intersect with each other, ridding them of Roy's chakra and scent due to the influx of foreign chakra. He altered his trajectory and head straight for his opponent, exiting his spin and sliding to a stop just five meters away from him.

After ceasing his attack and realizing that his enemy had switched their positions, Kurahato looked down to see Roy beneath him. Irked at the fact that he'd accidentally placed his summoner in danger, the dove conjured a tornado of fire that was struck multiple times by lightning bolts, creating a four-meter wide vortex of the two elements that bore down on Roy from above.

Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user and their ninken partner spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This attack can be done alone.
Note: Must be a member of the Inuzuka Clan

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.
Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.

*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.

Kurahato - 3/5
Fenrir's Oblige 1/3
 

Erzo

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The Inuzuka and his ninken suddenly had their positions switched as the were about to merge, and they now found themselves in the path of Kurahato's breath. Thinking quickly, he issued a mental command to his ninken as he ordered the dove to cease its attack. Upon issuing the command Kōtetsu and his two ninken jumped backward and spun at ferocious speeds, evading the attack as they went airborne. As they spun, they coiled and twisted amongst each other before forcing into a single large drill due to the Inuzuka taking the form of a large bipedal wolf with glistening white turn and crimson celestial markings. Their chakra systems intersect with each other, ridding them of Roy's chakra and scent due to the influx of foreign chakra. He altered his trajectory and head straight for his opponent, exiting his spin and sliding to a stop just five meters away from him.
After ceasing his attack and realizing that his enemy had switched their positions, Kurahato looked down to see Roy beneath him. Irked at the fact that he'd accidentally placed his summoner in danger, the dove conjured a tornado of fire that was struck multiple times by lightning bolts, creating a four-meter wide vortex of the two elements that bore down on Roy from above.
Rank: C
Type: Attack
Range: Short
Chakra Cost: N/A
Damage Points: 30
Description: The user and their ninken partner spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This attack can be done alone.
Note: Must be a member of the Inuzuka Clan

Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40 (+200) (-40 per turn)
Damage Points: N/A
Description: A merging transformation technique that is simple in concept, yet immensely useful in application. The user through either direct, or secondary contact with their Ninken will merge into a single entity, or if at range through the formation of a single handseal. This merger essentially combines many of the previous transformative techniques demonstrated by Inuzuka's into one, more harmonious, far more efficient technique. When within this form the user is capable of seamlessly switching between the forms of a human and a ninken, with such an ability giving way to rather useful 'mid points' that stem from utilizing a mixture of human and ninken aesthetics and physiology; for instance a tail and canine ears, or a completely hairy body, from a form mimicking that of the 4 legged technique to forms that grant the user a more burly werewolf like body. There even exists more extreme forms where power is amped to the max, ultimately granting a larger more giant summoned sized forms similar to the '(Jinjū Konbi Henge: Sōtōrō ) - Human Beast Combination Transformation: Double-Headed Wolf' technique and (Jinjū Kongō Henge: Santōrō) Human Beast Mixture Transformation: Three-Headed Wolf. Of course the ability to morph and shift between the basic and chakra enhanced physiology of man and beast allows for devastating versatility. Alongside the visible outer changes, other changes occur such as those within the users chakra, or senses. The users senses are always bolstered to an utmost extreme thanks to the aid of their Ninken, having a sense of smell that capable of smelling objects up to 2 landmarks away, and equally notable sight which of course includes night vision. While the users chakra system, having been intersected and interwoven into their Ninkens, yet still remaining individual in its own right experiences a constant flush of their Ninkens chakra every few moments, the perpetual flux making the user resistant to B rank and below Genjutsu, while the initial merge frees the user from all genjutsu's due to the sudden introduction of foreign chakra (except MS/Doujutsu Level/Yin Level Genjutsu). The users reflexes also increase, leading to them being heavily relied on in place of reactions, not to say that the user is subconsciously reacting in an almost magical manner, but instead is based on a more a mind without a mind concept, with the tasks and skills that have been drilled into the user through both practice and prior battling experiencing surfacing for utmost efficiency and finesse. Due to the addition of the Ninken's physical, mental and chakra based influence, the users Inuzuka techniques gain a +10 damage bonus. There however remains to be a downside to the technique; as any damage the user receives is doubled, as not only is the physical recoil increased due to two entities being present within one body, and thus the damage affecting both, but, the mental and psychological damage denoting to injury is also increased two folds, due to two minds being affected by the same pain at the same point. Due to this the gained resistance to genjutsu is invaluable, as the resistance not only works to dispel genjutsu of B rank and below after the most minor amounts of exposure, but it also lessens the impact on the users senses, therefore preventing higher ranked genjutsu from dominating via exploitation of the users increased mental sensitivity.
Note:
- Can only be used thrice with a three turn cooldown in between usages. After ending, the user cannot use any S rank or higher Inuzuka transformations the same turn. After the second usage the users speed will be reduced by a rank for two turns and no S rank or higher Inuzuka jutsu for two turns, and after the third their speed will be halved for three turns and no S rank and higher Inuzuka techs for 3 turns.
- Lasts up to 3 turns each usage
- While the transformation grants a base buff similar to that of the four legged technique, although slightly more potent (with his sensing never exceeding x3), certain forms have their specific strengths, for instance larger forms will be more powerful and bulky (the melee, physical attacks of giant forms will, just like in Santoro, gain a passive +20, even in freeform), more four legged forms will be faster and more instinctual (x1.5), while two legged forms with adaptations will specialize in balance and agility. (up to twice the user's base speed)
- Can only be used by an Inuzuka, requires at least one Ninken, and synergises with other Inuzuka transformations. I.e the effects of a transformation that makes the users fur more shaggy for defensive purposes can still persist once this is used
- Can only be taught by Scaze

Rank: S
Range: N/A
Type: Summon
Chakra Cost: 40
Damage: N/A
Description: Kurahato is one of the two “boss summons” for the Columbidae contract. He has stark black plumage, crimson breast feathers and a red flare around his eyes. His tail has two vertical silver bands, and he has crimson feathers on his back as well. He is just over 20 feet from head to tail, making him larger than his sister, but still small as far as boss summons are concerned. This reduction in size seems to benefit Kurahato, though, as it effectively concentrates his power. Kurahato has a dual Katon/Raiton element, able to fire a flamethrower-like blast from his mouth, equivalent to A-rank. He also has the ability to summon a dual element cyclone as well – a tornado of fire that is struck multiple times by lightning bolts. The vortex is equivalent to S-rank, but can only be used once, per time he is summoned. In his human form, he appears as an attractive young adult male, with jet black hair and blazing crimson eyes – dressed in a black single-breasted suit. He can use Katon and Raiton jutsu up to A-rank, and they too acquire a dual-element. Unlike his sister, who specializes in durability, Kurahato deals double damage with all attacks.
*Kurahato has 60 health.
*Blast and Cyclone do double damage for their corresponding rank. Jutsu also do double damage, but require 1.5x chakra to perform.
*When summoned, he stays on the fields for 5 turns.
*Can be summoned twice per battle, but not within three turns of his previous dismissal.
*Using the Vortex (Avian form) or jutsu (Human form) counts against the 3 jutsu per turn limit.
*Transforming to/from Human/Avian form requires 10 chakra and counts against one of that turns moves.

Kurahato - 3/5
Fenrir's Oblige 1/3
Roy would sense the chakra coming from above, as he watches his opponent maneuver efficiently, and out of the way of his attack (or rather his own summoning's).

Focusing on the use of Sound release, an ability he has come to favour after the Wind element, Roy once again snaps his fingers, creating a sound of equal frequency to that of the incoming Fire/Lightning cyclone. This frequency is used alongside another technique (in the same time-frame) which increases its capabilities, allowing it to not just work on S-ranked, but also F-ranked jutsus. The jutsu does not attack the incoming jutsu on a damage by damage basis, but instead attacks the chakra which makes up the Fire/Lightning cyclone, displacing it and causing the attack to almost disappear into nothingness.

Roy notices clearly the last two attacks have been of a similar nature - energy based, consisting of Fire and Lightning. HIs sound jutsu was a perfect counter for both of these elements (even if combined) and so he would decide to sustain the released frequency so it would remain activated for the following turns.

This jutsu allowed him to hold the frequency as it was (highest rank - F), but could also alter this as he wished to make allow the jutsu to combat different jutsus of different ranks, as long as they were energy based, and made of chakra. All three jutsus used - due to the nature - are done so within the same time-frame, and would happen in unison, as though they were one jutsu.

Roy did not have his opportunity to attack as he wished, so intead throws 4 kunais, 3 of which were sent towards the newly formed dog-beast which stood 5 meters away from him, and the last arced up and aimed to hit Roy's opponent from above. The Kunais had small toys attached, at close inspection appearing as though they were small rats made out of cloth. The kunais are thrown at the dog were thrown so 1 attempts to hit the dog directly, whilst the other 2 would go to his left and right, and roughly a meter behind so they would not strike him should he not move.

(Ototon: Jentoruekō) - Sound Release: Gentle Echo
Type: Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra Cost: 40
Damage: N/A
Description: A sound jutsu versed in it's defensive abilities, Gentle Echo allows the user protection from specific techniques. The user must first focus on the vibrational frequency of the opposing jutsu, having done that then releases Sound either through a clap, or via the mouth, creating a sound of equal frequency, mimicking the incoming form(s) of energy/chakra. By altering it's vibrational frequency and mimicking that of the opponents jutsu, the sound is able to displace the incoming form of energy, allowing the two to clash and nullify each other, leaving nothing behind but dispersed energy. This jutsu is able to defend against Wind/Fire/Lightning, and other elements of that nature, and anything which is Energy-based, as long as it is created using chakra (so can't use this against SM) of equal rank. But it would not be able to handle the physical attributes that come with Water/Earth based techniques.
~ Can only be taught by Erzo and is usable three times per battle, with a turn between each usage. Within the same turn, the user is not able to use other Sound techniques of S-rank and higher. It can only nullify up to A-rank wind due to the elemental disadvantage.

(Ototon: Heka no Kaiteki ) - Sound Release: Heka's Comfort
Type: Defence/Supplementary
Rank: B
Range: Short - Long (depends on jutsu its backing)
Chakra Cost: 20
Damage Points: N/A
Description: Heka's Comfort is a jutsu versed in its supplement use of supporting other defensive and supplementary jutsus. Not having any power or use by itself, it's a jutsu used alongside another sound jutsu, allowing its use to be instant, and within the same time frame. It works by the release of sound waves which mimic the properties/abilities of the previously used jutsu, allowing this jutsu to act as back up and further strength, which is clearly shown as it allows the previously used sound jutsu to work against jutsus 1 rank higher than their usual limit. However, as mentioned, this by no means can do any damage by itself, nor when used alongside Sound jutsus which are able to deal damage. It's uses are purely supplementary and for defence purposes and thus can only be used alongside jutsus which are of the same type.
~ Can only be taught by Erzo. Can only be used 4 times with a turn wait after each usage.

(Ototon: Niji Parusu) - Sound Release: Secondary Pulse
Rank: C
Type: Defence/suplementary
Range: Short - Long
Chakra Cost: 15 (-5 )
Damage Points: N/A
Description: A pulse based jutsu used to copy and sustain other Sound frequencies, Secondary pulse has no power to do damage of its own, whether physical or mental. The main and only aspect of this jutsu is to be used as support for other Sound techniques, mimicking their frequency when they're used and preserving that frequency continuously throughout battle. Due to its special function, it can however only be used with jutsus that are defensive and/or supplementary, making it a mostly defensive/supplementary aid to those who use it. To make up for this, however it is able to sustain two frequencies with the user paying -5 chakra point for per a single turn. In addition, it has the ability to change the frequency of jutsus its used on in order to effect different things. For example, a frequency which effects techniques of A-ranked can be altered so that it specifically works on C-ranked jutsus. This ability only works to lower the frequency to deal with lower ranked techniques, and cannot work to amplify sound jutsus, meaning something A-ranked will not be able to change its frequency to S-ranked, but must be kept at the same frequency, or go down lower to B/C/D-ranks. Altering frequency simply changes the frequency so that the sound is able to work on different techniques of the same and/or lower ranks, and has no other purpose.~ Can only be taught by Erzo. This jutsu - once used - lasts a total of five turns, once those 5 turns are up, the user must wait a turn before being to use this jutsu again. Due to its simple nature, it can be used alongside a Sound jutsu which fit the criteria needed for this to work (in the same time frame), but other wise consumes its own spot in time-frame if activated independently. When used to change frequency (either same rank or lower) it counts as one of the moves per turn.
 
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