Kung Pow Chicken

Akuma

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Nah pick the terrain you like most

Iron fist Kaguya:

New rules don't allow weights and SM in the same bio. So uhh, let's pretend I don't have SM, since I already trained Weights, but haven't mastered SM.
 

Vayne

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I arrive at the designated area, reaching what appeared to be a circular clearing inside a forest. The clearing was around 15 meters in radius, with a few logs at the outskirt of the area. The trees must have been cut down to create the clearing. Without further thought on the situation I proceed to prepare myself for the upcoming battle. I start with a simple hand seal, bringing forth two mockingbirds on my shoulders. They proceed to encircle me, forming a barrier around me. With another hand seal I would take control of the clouds and cause it to begin to rain. Finally, I would erect a second defence in the form of a malleable shadow. The shadow armour would neatly surround my body, not hindering the other weaponry/tools present on my person, nor my movement. I would then wait for my opponent to do his own preparations, if any, giving him the opportunity to initiate the battle if he desires.

(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.

Ame Senpo: Shizen no Ame) - Rain Sage Arts: Nature's Rain
Type:Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will do the Ram sign and either channel their senchakra into an already existing rain source or use their chakra to make it start raining. The rain will be infused with natural chakra and the rain will span over to long range covering the entire terrain. The user has the rain hit their body and has their body absorbs the natural chakra. The user can use this to enter Sage Mode directly after 1 turn of getting hit by enough rain. If the user is already in Sage Mode when the use this jutsu they can use the rain to add 1 turn for each turn in the rain, the turn used not counting. Due to the senchakra powered clouds it would take a high level wind jutsu (S rank) to blow away the clouds away.
Note: Must know Sage Mode
Note: Usable 3 times a match, lasting 4 turns each use.
Note: Requires a 2 turn cool down between uses
Note: Must be taught by Korra.


Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.

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

Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

Nishin - Duplicity
Type: Weapon
Rank: S Rank
Range: N/A
Chakra: 40
Damage: 80
Description: Duplicity is a whip manufactured in a time of war. It's said to be the strongest whip ever to be created, this is mainly due to the unknown material that it is made from. The whip is thicker and denser that all common whips, this was no design flaw, it was intentional. From the thickness the whips abilities derive. Duplicity can split into 2 whips when the user wills it too. The 2 whips that emerge are as thick and dense as normal whips. With the 2 whips the wielder can attack multiple opponents simultaneously. The user can rejoin the 2 whips into one through a button located at the top of the handle, the button would trigger a mechanism that causes the whip to stick together. From the ability of separating into 2 whips another one was discovered. The user can split Duplicity in selective areas, this means that the user can for example separate Duplicity in middle, creating a hole, after that he can capture the enemy in the hole, then through pressing the button the hole will close in in an attempt to join the whip, the hole would choke the enemy if it was around the neck area, or crush bones, or tie the enemy up. It all depends on the usage. The other ability is that the tip of the whip can become very sharp, it would take the form of a tip of a sword. This sharpness introduces a new danger to opponents, other than the pain from the whipping they get when whipped, they will get stabbed by the tip of the whip.
Notes & Restrictions:
-The ability to cause the tip to become sharp counts towards the three jutsu limit, and can only be used 4X. It can be maintained for 1 turn for a additional chakra cost of 15.
- Separating the whip does count towards the three Jutsu limit, but joining it does not.
-While joined Duplicity is as thick as 2 whips, hence why when separated it as thick as one.
-Duplicity when joined is capable of withstanding 1 S rank attacks without getting cut, burned, frozen, etc, when split each one can withstand 1 A ranks.
-The handle is indestructible, the button is only pushable when the user's chakra is infused.
-The whip's length is about 3 meters

Weapons and shiz are war fan on my back, below it are multiple scrolls, CW around my hip(not surrounded by my shadow), and my pouch that has different tools.
 

Akuma

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Some seals located in bio for quick acess.

First Moon on back.
Chorok - First Moon
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Chorok is a weapon crafted by Rand K'ai Kaguya himself. It is a Hook made of pure bone as dense and hard as steel with cartilage, it is actually composed of many tiny shards of bone although compacted tightly into a single one in the shape of a Hook. Chorok is in it's basic state 1 meter in length, although that is just the cover that hides it's real apperance and abilities. It has been seen to change color depending on Rand K'ai's mood and chakra flow, although it can only ever switch from white to green. It is commonly carried by Rand on his back or on his hip as he would any regular sword. The Hook is in a state of constant generation, as such is always taking chakra from the user. What this means is that it will always repair itself by producing more bone, despite it's steel like hardness and it's strong properties which make it nearly indestructible. Being struck by Fire or Lightning of equal rank which would shatter it. Although it would still self-repair, taking however two turns to do so. Should the opponent get a hold of the Hook, the user is capable of making a handseal and causing it to explode into the thousands of bone shards that it is made of, piercing the holder.

Chorok Abilities:

♦ Chorok is capable of elongating and as it's a Compressed Weapon; Ignition will decompress part or all of it. When enlongated, the Chorok is capable of enlarging long enough to reach Mid range, it can also get wider as it gets longer, large and long enough to whip even summons the size of Gamabunta, due to it's bone properties and cartilage flexibility, it is as strong as steel while being flexible like a vine; and sharp as any steel edge. This technique as a rank and strength of A rank.

♦ Chorok is capable of turning an entire field into a massive forest of bones, unlike Sawari no Mai, these spiked branches are much more larger like an actual forest and come from everywhere on the weapon, not from the ground. These branches would grow from the sides of the Hook, virtually growing from it and extending outwards, leveling anything in it's path. The user is granted control over all of the branches growing rapidly from the Hook and can aim for specific targets or uses instead of a simple large scaled attack. This techniques has a rank and strength of A rank.

♦ Given it's abilities to alter it's shape and produce more bone, the user is able to let the Hook consume their body, it would split into countless thin vines of bone that wrap around the user's body, creating a full fledged armour of bone or alternatively, cover in armour a single part of the user's body (a leg, the torso, etc). While in this armour, the user gets primitive control over the weapon, being bale to use it's abilities from their body directly, such as growing vines and diferent types of objects/weapons, which are connected always to the armour through bone vines, thus not having to hold them manually but instead control them through chakra and mental command. This techinque has a rank of S rank, while the obstructs formed from it are A ranked.

* Must have a Kaguya bio to use and can only be used by Loki himself.
* Each of the abilities count as a technique when used.
* The abilities can only be used thrice per battle each and the same one cannot be used in consecutive turns.
* Only two of the three abilities can be used in the same turn, unable to use all 3 in the same one.
(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.
Rand channels chakra into the ground and activates a passive ability within the earth, unnoticed by the enemy as he went about activating his own techniques. Once done so, he simply whistles, releasing a high frequency sound wave, creating a sound similar to a faint buzzing in the target's ear. Impairing his hearing, making the buzzing the only thing that he can hear, seeming as if Vayne has bees swimming around his ear. The buzzing drowns any sound out, so much so that he would not hear the wind assassins (2). Which were made shortly after Rand had whistled, one would appear directly above Vayne (5 meters in distance) and the other behind him, aiming for the back of the head and behind the knees respectively.
Meanwhile Rand reaches out for a Kunai, which he infuses with Wind, before hurling it, aiming at Vayne's chest..

(Doton: Arumajiro no yoroi) - Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:
-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time
( Ototon: Teisei Tame Inu) - Sound Release: Whispers to the Canines
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage Points: N/A
Description: The user gathers Ototon chakra in his vocal chords. He then whistles, releasing a high frequency sound wave, creating a sound similar to a faint buzzing in the target's ear, similar to Ringing Madness. However, instead of causing a foe to become disoriented, it impairs his hearing, making the buzzing the only thing that he can hear, seeming as if the target has bees swimming around his ear. The buzzing drowns any sound out, unless they are exceptionally loud (i.e. great explosions, one yelling directly into the target's ear, etc), making it very difficult for the target to hear incoming jutsus or attacks.
Note: Hearing impairment lasts 3 turns
(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
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
 

Vayne

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And so it begins, Rand prepares himself and initiates an attack. The attack would be prevented from affecting me due to my wind Armor. The sound based attack would collide with the barrier, becoming ineffective as a result. The barrier would only be slightly weakened. Following that, I would go on to attack you myself, utilising a genjutsu in order to force you on the defensive. Inside the illusion Rand should see two waves of water appear at his sides that would intend to converge on him and crush him then subsequently explode. After that I would throw a tagged kunai towards Rand's chest. Simultaneous to that I would activate a technique that further empowers my shadow armour. Finally, I would throw a wind infused kunai upwards in the sky while moving back several meters, placing myself inside the forest. The kunai would then suddenly explode and form tornadoes that should sweep Rand off his feet then violently cut him.
(Genjutsu: Gansaku Mizu Oshi) Illustionary Style: Fake Water Pressure
Rank: B
Type: Supplementary/ Attack
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40 due to the stress
Description: The user begins by performing a mere single handseal, upon doing so, he/she transmits an illusion displaying two large waves of water appearing 2 meters from either side of the opponent, these waves of water then pressurize the opponent and explode immediately upon contact, resulting in the opponent's brain malfunctioning due to the stress
Notes: Can only be taught by Ezio..
Notes: Only usable thrice per battle.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.

Fuuton: Henteko Kunai ) - Wind Style: Strange Kunai
Type: Attack
Rank: B
Range: Mid/Long
Chakra Cost: 20
Damage Points: 40
Description: The user focuses their wind chakra onto the kunais. After they are thrown, they explode and turn into large tornados. If missed, tornado follows the opponent for a few seconds and disappears

Reference
(Fūton: Korosu Tame) - Wind Release: To Kill
Type: Defence/Supplementary
Rank: S-rank
Range: Short
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: With a single hand seal, the user is able to create two mockingbirds from the palm of his hands (simply cosmetic, can be created from anywhere short range around the user). The mockingbirds are created with a chakra link between them which cannot be seen without the aid of Doujutsu, or through the use of chakra sensing techniques. The link between them forms a barrier of Wind around the user, protecting the user's body from harm of techniques which might have somehow slipped any other defences put up. The user uses this technique to send chakra to the mockingbirds upon their creation, which in return power the barrier of Wind around his body, protecting him from attacks by slicing or blowing them away (depends on the technique it is defending against, and is down to the users will). The secret to defeating the technique lays in the opponents ability to destroy the Wind made mockingbirds who are able to mimic speed of things they see in battle. If not destroyed, the birds are able to last for five turns before the chakra originally given to them upon creation is depleted. Unless the opponent decides to touch the user, this jutsu is purely defensive and can do no harm. Moreover, for the protection of others the user is able to - at the cost of a move - erect the barrier so that there is a 2 meter diameter with him/her in the center, allowing others protection as well. If they user was to want to return the barrier to its original size, it'd come at the cost of another move.
-Can only be used twice per battle, and once deactivated/destroyed by the opponent, there is a turn wait before being able to use this jutsu again. In the same turn this is used, the user must not use any Wind jutsus above S-rank.
 
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