Mirai's Palace of Artistry

Mirai 👑

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Shu-rute | Surreal Palm
Type: TaiGenjutsu
Background: Throughout the ages, when chakra was being discovered, but its limits were not fully understood, wars were beginning to grow at a faster rate. War was one of those things that was impossible to understand until you witness it first-hand. Soon, with more power, groups felt that they were able to retake pride they had lost. It was a time of great loss of life and bloodshed. Most people were appalled by the gruesome events. This was the chaos that the world felt. Presently, people were born with the ability to mold the fabric of reality, where their motions cast the illusion, and then mold it in synchronization. A simple idea is that, as a practitioner moves his arm, shifting his body weight back and forth, so does the illusion, and so ensues the chaos, as the fabric of the illusion shifts the world around the arm, as if moving through water, distorting the light inside the illusion. The more the practitioner moves, the greater the chaos, where slow motions send water-like ripples around the body, faster movements make the world inside the illusion curl and twist, sharper movements slash and severe the fabric of the illusion. For this to be even possible, those were born with the same aptitude for genjutsu and were met with the same fate as the hermit genjutsu user, to study the arts of illusion as well as its users. Their powers and assets were given to them for one purpose, magnificent but simple purpose, to create a new future. A future ruled by those who can express their ideals through the beauty of the illusionary arts.

In order to understand the chaos of the world, and learn to strive in it, the practitioners started doing so through meditation. They allowed their own body to be in tune with their spirit and mind, and, thus, use genjutsu to make sense of the chaos, by shifting the agent and witness. In a sense, they gain order and balance, body and mind, by taking the chaos of the world and, through illusion, cast it on someone else. In essence, it is a sort of spiritual dumping one's problems in someone else. They achieved this meditative state through body motion, akin to Tai-Chi and Aikido, where the movements they perform allow them to guide the illusion and bring this rift in the chaos. It mainly revolves around moving your body to control an illusion, and control the illusion to induce chaos in others, and induce chaos to retrieve order to oneself. Chaos versus order was always the cornerstone of Surreal Palm, achieving the balance by linking Body and Spirit, one controlling the other to benefit the one.

Once the practitioners found the temple of genjutsu masters, they discovered something very precious and estimable. They found the ancient old runes, which were left by the one, that was capable of rendering even the mightiest of enemies riddled with pain and fear, the hermit genjutsu user himself. Upon reading them, they were able to see through his eyes and reflect it back. It was almost like a mirror in a fun house for them, they knew what they were looking at, but it was different than what they were normally used to. By reading the runes, they were able to transport themselves to places and times they couldn't get to on their own. They got to climb in the minds and hearts of others and explore the realm of surrealism, learning about beauty, glee, contentment, nature, wonder, horror, sadness, grief, and excitement. They learned quickly about the element. It was obvious that most of them, if not all, had talent for genjutsu. Soon they became too accustomed to it. The practitioners had no other choice but to explore it further and bring it to a new level of greatness. By working their body hard every day, training their mind to the highest extend and overusing the arts of illusion, the practitioners started to develop a fighting style to serve their arsenal as a deadly tool. They managed to come up with something new and more unique than what the actual arts of illusion offered them. They incorporated the arts of illusion into their new adroit style, that they named the Surreal Palm.


Description on the Abilities and Inner Workings of the Style:

The main philosophy of the group is that, in order to have true balance between the body and the mind, one must get rid of the chaos that taints our organism. But that chaos can’t be purged and lost in the world, it must be cast on someone else.

Surreal Palm exercises revolve around tuning in the body with the mind, first by placing a Genjutsu on one-self and, then harmonize the illusion with the motions. As the practitioner moves an arm, the illusion shifts around it. The more motion, the greater the ripple through the illusion, like the practitioner is moving through water, where the wait is the world of the illusion itself. They are thus trained to be in tune with reality and illusion, aware of the disturbances to the senses, as they immerse themselves in that illusionary world in a regular basis.

The act of controlling the illusion through body motion allows them to mentally experience a control over the chaos that affects them. In order to get rid of it, the same genjutsu that they placed on themselves is cast, through their body motions against the opponent. This is visual-cast, the opponent is required to see the practitioner’s body in order to participate in the illusion. This shared illusionary state allows them pass on the chaos on to their opponent, manipulating the opponent’s senses. They launch confusion, distraction, distress, etc. After the chaos is passed on, the practitioner has only to seal the deal, by physically harming the opponent, and, through that damage, disperse the illusion.

Practically speaking, a full exercise of Surreal Palm is initiated with motion, that simultaneously moves and manipulates the illusion on one self and casts the same illusion on to the opponent, and, finally, reach the opponent and deal physical damage, through Close Quarter Combat, ending the genjutsu. This is achieved through 3 simple Forms, which act simultaneously to allow the practitioner to manipulate the chaos, a.ka. the Genjutsu, and approach the opponent for the final attack, a.k.a the Taijutsu. These forms aren’t perfomed separately, no technique uses only some of the forms.

Form 1# - Inside the consciousness, this method battles the illusion itself for clarity of perception. It revolves around the manipulation of the illusion, and break through the constrictions of the the mind, be it against enemy genjutsu or merely preparing to attack the opponent.. Slashing through vines that attempt to bind you, punching walls that attempt to stop you, or even cutting through the fabric of the illusion that attempts to blind you. The motions are fluid and broad. They bring about chaos into the structure of the illusion. A punch may appear wiggly and curving, and a kick may look more like a sword than a leg. The motions are conceptual instead of physical, the art is beautiful and symbolic, instead of precise and rational, and they attack the opponent's genjutsu, and, through it, they attack the opponent itself. A strike can twist the dimension, pushing the illusion to blast the opponent, or it could bend the illusion, wrapping it around them.

Form 2# - Bridges the physical realm with the consciousness. This method is particularly useful against the type of overwhelming illusion that reverts your consciousness to itself, making you believe you're moving, when it's all in your head, and you're left standing immobile in reality. The Surreal Palm takes over the body and, while manipulating the mind and the realm with the first method, it also translates the motions of the illusionary body into the actual body. When you punch in the illusion, you also punch in reality. Though this method can take a step forward, and create a discrepancy between the illusionary body and the actual body, allowing the user to control both separately. To the opponent, casting the genjutsu, this discrepancy may come unnoticed, seeing the illusionary body move, oblivious the actual body. The user is then able to take advantage of the distraction to attack the opponent. In essence, this is how the mind takes over the body, illusions allowing the practitioner to move regardless of the constricts that are in place.

Form 3# - Purely physical, this method revolves around different kind of elegant motions such as slashing, fast, slow, wiggle, etc. The moves would be characteristically confusing, because the more motion an attack has, the more disturbance it carries in the illusion. By using a lot of broad strokes and wiggly movements, both to make the style more unpredictable, but also to encase each attack with greater momentum, we release it all at the point of collision. In effect, it is likewise about how the illusion molds around the body, as well as how, furthermore, the user can simple shamble the illusion, and have it reverse around the body, where an arm moves left and the illusion moves right. Finally, taking it a step forward, usable as complete severe the illusion, where the user moves and the illusion shatters, more chaotic, moving much differently, pure manipulation of the surreal, of chaos.

Example Techniques:

Spoiler
Additional effects and Restrictions:

The illusionary aspect of this style revolves around mutual genjutsu techniques and layering rules. When the user moves, he places the same genjutsu on both him/herself and the opponent. This is what makes the user become able to spiritually battle other illusions alongside his/her body movements. But the techniques are still restricted by the normal Genjutsu Layering Rules.

A Surreal Palm Technique is, in essence, a Taijutsu Technique and a complimentary Genjutsu Technique, all three being considered the same rank, the one stated in the Surreal Palm info. When used against opponent’s Genjutsu, a Surreal Palm Technique will have the following effects:


  1. Against a Genjutsu of higher rank, as according to the rules, the Surreal Palm Technique can add to the illusion, but cannot manipulate what’s already there. If a Genjutsu creates a falling egg, the Surreal Palm Technique can turn the user into a frog and leap from the rock’s path, but can’t do anything to alter its descend.
  2. Against a Genjutsu of the same rank, as according to the rules, the Surreal Palm Technique can merge with the Genjutsu, both coexisting without one releasing the other. If a Genjutsu creates a tree, the Surreal Palm Technique can respond by chopping down the tree, thus breaking from the illusion’s purpose without actually breaking from the illusion itself.
  3. Against a Genjutsu of lower rank, according to the rules, the Surreal Palm Technique will eradicate the Genjutsu. The new, stronger chakra will wipe the previous chakra, and get rid of the Genjutsu entirely. If a Genjutsu creates serpents to bind the user, and a Surreal Palm Technique turns the user’s hands to a cannon to blast the opponent, there won’t even be any serpents, only a cannon. It’s different than before, because now the opponent doesn’t even have to take the genjutsu into consideration, it will simply be overpowered.
The techniques are all capable of countering genjutsu, and other mind-altering techniques, but are not limited to it. The genjutsu used within the style can stand on its own, and be used in its natural conjunction with taijutsu for purely offensive (and supplementary) usages, not requiring a host genjutsu.

Awareness of the genjutsu comes naturally according the user's rank. A practitioner of Gennin rank is aware of D rank genjutsu, Chunnin up to C rank, Jonnin up to B rank, Sannin up to A rank and Sage (official) up to S rank. Awareness does not mean immunity, it simply means they know their senses are being manipulated, and thus they have to do something about it.

Masters of this style are capable of awareness 1 rank superior than their normal rank, and, same wise, bypass the genjutsu layering rules up to 4 times per battle, allowing them to use techniques 1 rank lower than normal to defend from a genjutsu.

Approved Techniques

( Shu-rute: Sai Ningen ⋔ Ringo ) Surreal Palm: Sapiens's Scions ⋔ Apple
Rank: D
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 10
Damage Points: N/A
Description: Allows oneself to detach their head onto the chaos that confounds the senses. When targeted by sense altering illusions, such as blindness, deafness, or the such, the user will move his/her torso around, lowering or rising one's stance. As it happens, the head will seemingly detach from the rest of the body, while the headless body will simply appear completely black, hair falling to the sides but a complete see-through hole where the face should be. The face will stay behind as a dummy target for the opponent's illusion, with a large apple in front of it, while multiple tiny apples will appear all around the target in a grid. The black body can move behind the tiny apples, almost like multiple eyes whenever the see-through hole aligns just right. This is all a distraction, as the physical body of the practitioner isn't bound to the black avatar, and can move, unseen, independently.

*The practitioner can dodge incoming threats, as the motions are powered by chakra, but can't move from the same axis, behind the tiny apple grid, nor exit short range from the point of casting*
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used twice every three turns*

( Shu-rute: Sanpo Jinrui ⋔ Shinka ) Surreal Palm: Humanity's Hymn ⋔ Evolution
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.

*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*

( Shu-rute: Ittenbari Ubuge ⋔ Nou ) Surreal Palm: Perishing Persistence ⋔ Memory
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short-Mid
Chakra Cost: 20 ( +5 per turn active )
Damage Points: 40
Description: Allows the softening of the chaos to collapse one's notions of a time, space and a fixed cosmic order and achieve balance. The form consists of up to 5 physical motions which in turn soften and bend the world around, inside the illusion. Everything melts down and liquefies, and the practitioner guides the abstract goo of the fabrics of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a slimy substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when moved, behaves like slime, even if it retains the same colors and textures. With this softened reality, the user is able to wrap the target in tight gooey hands, impossibly stretch oneself or make one's limbs like rubber, to make one's physical attacks more unpredictable, etc. After the five motions, which can be a combination physical strikes ( hence the damage ) and binding illusionary wraps, the user is free to perform a finisher where the practitioner will place him/herself behind the opponent, back to back and, holding the neck and the legs, clutch the opponent backwards, breaking their back with a lever motion, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

*The user may divide the 5 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count. This can't be done indefinately, and, thus, must span, at max, 3 turns.*
*Non-Finisher usages leave the target binded for 2 turns before the genjutsu ends. This does not require extra chakra, it's merely lingering genjutsu*
*Each physical strike disrupts the illusion for a fraction of a second, unless it's after the 5 motions, where any fitting physical strike will disrupt the genjutsu as normal*
*Can only be used 4 times per battle*

( Shu-rute: Kohon Issaishujou ⋔ Hentai ) Surreal Palm: Creature's Compendium ⋔ Metamorphosis
Rank: B-A
Type: Supplementary/Offensive/Defensive
Range: Short-Mid
Chakra Cost: 20-30 ( +5 per turn )
Damage Points: 40-60
Description: Allows the chaos of one’s mind to find solace in the heart of a wild beast. The practitioner will charge towards the target, moving erratically, before launching a series of 7 combined physical attacks. In these freestyle motions, the user is meant to physically mimic an animal, and acquire it’s mannerisms, similar to Shaolin Kung Fu. As the practitioner moves, the illusion shifts the body, turning, as the user's body appears to metamorph into that of animals, which will rip through any surrounding illusion ( of the same rank ). The illusionary animal(s) will be part of one body, the practitioners, and while the whole body can be as eclectic as Surrealism, both the illusionary avatar and the physical body will juxtapose, not necessarily equally, as the practitioner can be upright while the avatar is hunched or on all fours, but in the same axis.. Each physical strike that connects with the target will shift and shatter the illusion for a moment, until the final strike that releases it completely.
Alternatively, the user can simply metamorph a part of the body, the one primarily being used, into parts of animals, instead of turning into a complete animal. This is considered a weaker technique, B ranked ( 20 chakra, 40 damage points ), and the juxtaposition is much more noticeable, as only the metamorphed limbs will have an illusionary camouflage.

*The user may divide the 7 motions between multiple turns, spending chakra for each and counting as a move towards the jutsu count, but cannot span more than 3 turns. If done in this manner, there is a 2 turn cool down before re-initiating*
*The user is able to wield weapons, hiding them within the illusion*
*Requires a one turn cool down before re-use*
*A Rank, which creates whole metamorphosis, can only be used 4 times*
*B Rank, which creates part-metamorphosis, can only be used 6 times*

( Shuru-te: Hariade ⋔ Hokori ) Surreal Palm: Infinite Incisions ⋔ Shattered
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn active )
Damage Points: 60
Description: Possibilitates the shattering of the chaotic continuum, and weaves its piercing debris onto a wholesome harmony. The form consists of up to 5 physical motions with a 6th as a finisher, which in turn shatter and pulverize the world around, inside the illusion. Everything breaks down and fragments, and the practitioner guides the weaving dust of the shrapnel of reality through the physical motions. Easiest way to comprehend this illusion is to think of the affected objects, which can be anything, including the whole realm of the illusion itself as a crystallized substance that, when immobile, looks exactly as the original ( the ground, a tree, the sky, the user, the target ) but, when affected, shatters and crashes like glass, even if it retains the same colors and textures, which seemingly shiver and sparkle like multiple diamonds. With this crunched reality, the user is able to wrap the target with blankets of shattered illusions, throw clouds of piercing dust and splintered blades of reality, or even continuously shatter and reform one's body and limbs to make one's physical attacks more unpredictable, etc. After the six motions, the user is free to perform a finisher where the practitioner will place both hands, or even both knees besides the opponent's face and neck and then quickly snap the head around, shattering the neck and spine, disrupting the genjutsu, or simply move on to other attacks, leaving behind a constricted opponent within an illusion.

( Shuru-te: Slavin ⋔ Enkei ) Surreal Palm: Astounding Alternative ⋔ Perspective
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 60
Description: Induces the severance of the strings of reality, detaching the caster from the laws of nature. The user focuses chakra onto the user's arms, crossing them together. The chakra will be extremely concentrated raw chakra, creating a visibly black coating over the user's skin. After crossing one's arms, which allows for a strong block that plays in equal terms with elemental ninjutsu, the user will spread their arms out, and cause the world to appear to bend in but a second, creating an endlessly stretching tunnel with the ground circling over their heads. Inside the Perspective, gravity is fully controlled by user, and, with every motion, gravity can individually affect every entity within the illusion, such so that one can be pulled towards the centre of the tunnel, pressed onto the ground or even feel the entire tunnel rotate or move at great speed. This is meant to overwhelm the opponent, leaving them open to the perfectly balance, in reality, caster, as he deals a series of 5 attacks, mostly consistent of upper torso motions, to factor in the blackened coating of concentrated raw chakra, if it wasn't neutralized in the beginning of this technique, creating a very interesting effect of seeing the world's perspective and gravity changing with every motion the user performs and every attack the user deals out. Every strike onto the opponent will shatter the the illusion temporarily, turning gravity and perspective back to normal for a split second, before another motion tilts the world once again, until the fifth attack breaks the illusion permanently.

*Can only be used 2 times*
*Breaking the coating does not break the illusion, though overpowering it and continuing onto the user will *
*Requires 3 turns in between usages*
*Can't use Ninjutsu or Genjutsu above S rank in the same and following turn*

( Shu-rute: Uchuu Kata Shita ⋔ Kujira ) Surreal Palm: Under the Uberous Universe ⋔ Cosmos
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: Allows the parting of the world to plunge the chaos into oblivion. The user will stretch out both arms, and, with them, part the whole world in half, along with any illusion ( of the same rank ), plunging both into the void of the world between both halves of the physical realm. In this void, the targets won't be able to move, as they briefly behold all the wonders of a foreign and marvelous galaxy, filled with countless constellations and astronomical phenomenons, along side cosmical behemoths, oceanic-like creatures floating in the void as if it were a black sea, before the practitioner slaps both hands again, crushing the targets between both halves of the now tilted world, wedged between physical realm and void, passing out from the mental damage. The void lasts but mere seconds, but it's wonders are engraved in the target's memories. While the illusion can target multiple people, within range, each will see the world part exactly in the middle, in a straight line between themselves and the practitioner.
Once the user slaps both hands together, closing both halves, a blast of chakra is released, up to short range, all around or in a single direction. This chakra blast, S rank in strength, can be composed of raw or acquire a basic elemental nature from the user.

*Can only be used twice per battle*
*Can't use Genjutsu in the same turn*
*Can't use Surreal Palm Techniques for two turns*
*Blasts follows elemental S/W*
*Can't use techniques belonging to the nature of the blast used on the next turn*


( Shu-rute: Yayoi Kusama ⋔ Kagami ) Surreal Palm: Endless Reflections ⋔ Mirror
Rank: N/A
Type: Supplementary
Range: Short
Chakra Cost: N/A ( +10 Chakra to a Cast Genjutsu )
Damage Points: N/A
Description: Allows the user to peer into the chaos of another, in order to subdue the chaos within. Mirror is cast onto oneself at the same time as the user casts a Genjutsu onto another, infusing 10 chakra onto the desired Genjutsu in order to allow it to afflict both the target and the user, as a spectator. Mirror follows the Genjutsu Layering Rules in order to counter-attack opposing Genjutsu, by flushing out a Genjutsu that was cast onto the user with a higher chakra tiered Genjutsu and simultaneously cast one of their own onto their enemies, or use the same tier genjutsu in order to harmlessly manipulate an opposing Genjutsu that has been cast onto the user As the rules state that while higher chakra usage flushes out the opposing lower chakra illusion, similar tiers of chakra are unable to flush out the genjutsu completely but instead alter or add onto the illusion itself, like Snake Crushing Constrictions illusion ( B rank ) creates a Snake that ensnares a target and the usage of String Bean Binding Illusion ( B rank ) allows your own body to grow out of a bean vine. This results in a scenario in which the user is able to cast a genjutsu on the opponent but the user is not able to act outside of this action until the opponent's genjutsu is released properly. However, if a genjutsu alters the user's perception of reality such as ( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique or Double False Darkness Technique, Mirror is capable of editing the parent genjutsu freely and act freely after due to no paralysis/immobilization/physically altering effects have taken place. This is a Passive technique that can only be employed when the opponent has a clear sight of the user's movement, abiding by the rules of Surreal Palm. Using Tree Binding Death as a reference, the cast Genjutsu would entail a tree growing to surround an enemy and crush them, and Mirror Tree Binding Death would be an illusion where the user sees a tree surrounding another person to entrap them, or a tree surrounding the user to protect them.

Note: Can't be used with Cast Genjutsu higher than S rank. Can only be used with S ranked Genjutsu 1 time per battle, and A rank Genjutsu 3 times per battle. Requires a 2 turn cooldown between usage.
Note: In order to use this technique, it requires the user to have been placed under a genjutsu by the opponent in the first place.
 
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Mirai 👑

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Jinchuriki Advancement
Matatabi, The Two Tailed Cat

Skills Unlocked Are Highlighted in Color and Italics.

( Biju Kontorōru ) - Tailed Beast Control
Type: Skill
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Two-Tailed Monster Cat known as Matatabi was once part of an entity called the Ten Tails but now resides within a sealing formula marked on a vessel. This seal, known as the Blazing Monster Seal, can allow the Jinchuriki to gain the abilities of the Tailed Beast in varying levels, depending on his own mastery and connection with the beast. As more experience and control is gained, new skills awaken, each maintained under a specific threshold. These are divided into Passive Effects, Bijuu States and Bijuu Skills. The first of the three contains two different passive effects, one shared between Bijuu known as Overwhelming Presence. This can only be triggered when the Bijuu itself is activated in regardless of mastery. The second, unique to Matatabi, is known as Inferno’s Tempest. Both can be found as their own technique.

Bijuu States, also known as Jinchuriki Transformations, are transformations that occur when the Jinchuriki draws upon the chakra and influence of it's Tailed Beast. Depending on their level of control, only certain states can be accessed regularly. Regardless of the Jinchuriki Path chosen, there are certain abilities and techniques that are shared across each path, shown below:
Level 1 - Chakra Shroud

  • Chakra Arms - Gain the ability to use Chakra Arms via the Bijuu shroud. Requires Chakra Shroud access first.
  • Chakra Shroud - Borrow chakra from Matatabi, forming a red chakra shroud with two tails.
  • Chakra Shockwave - Release a massive wave of chakra that pushes forces back. Requires Chakra Shroud access first.
Level 2 - Incomplete Transformation
  • Chakra Transfer - Gain the ability to access large amounts of the Bijuu chakra without having to enter any state.
  • Genjutsu Immunity - Gain the ability to be immune to none Doujutsu or higher level Genjutsu by having your Bijuu break you from it passively.
  • Incomplete Tailed Beast Bomb - Gain the ability to fire a weaker variant of the Tailed Beast Bomb when in Incomplete Mode.
  • Blue Fire/Enhanced Taijutsu: Depending on Path, you can gain access to one skill at the Chakra Shroud state. This allows the second skill without any of the special abilities associated with it. (Dual Ability Locks Out)
  • Incomplete State: The user can transform into an incomplete version of Matatabi, gaining elongated cat tails as well as ears that resemble cat ears. This shroud appears as a dark red and black chakra cloak.
Level 3
  • Complete Transformation - The user releases Matatabi, allowing it to rampage around the field. Note: This state can be forcibly triggered by the user regardless of control. If the user has not achieved the highest control, then the beast will be let free at max power and rampage for one full arc. It cannot be stolen nor sealed during this time and the user will be unable to battle and is considered KOed for an arc. The beast will then be controlled by NW Moderators to their discretion.
  • Tailed Beast Bomb - Allows the user to fire off the powerful technique of Bijuu. Requires Complete Transformation
Blue Fire (Dual Ability with Dokkodo)
Level One - Chakra Shroud


  • Blue Fire Usage - Gain the ability to use Blue Fire. If another KG/AN/HA or Mode is chosen for Dual Abilities, Spiritual Tai skills cannot be gained later.
  • Enhanced Flames - The user's Blue Fire has strengthened, gaining an additional 20 damage against Water and Wind jutsu. This is due to Water's difficulty trying to put the flames out and Blue Fire's inherent strength over Wind. Requires Blue Fire Usage skill.
  • Heated Conversion - The user's B rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.
  • Burn Heal - Blue Flames that impact the target causes 10 damage per turn until they're healed by Yang. Medjutsu or other healing abilities will not remedy this. Requires Blue Fire Usage skill.
Level Two - Incomplete Transformation

  • Fortified Flames - The user's Blue Fire has strengthened over time, gaining a notable +30 damage boost. Requires the user to have first obtained Incomplete Transformation level.
  • Intangible Flames - The user gains the ability to allow their flames to gain a level of intangibility that allows them to control its state and allow it to pass through physical objects up to 10 meters in diameter. Requires the user to have first obtained Incomplete Transformation level.
  • Spiritual Flames - The user gains the ability to make use of Spiritual Blue Flames, aimed at causing high damage to the opponent’s spiritual network. This causes half the damage to the opponent’s spirit. When 0 is hit on the spirit, they will be rendered comatose until healed by techniques retrieving the soul. This also allows Burn Heal to cause spiritual burns, aimed at the target's spirit and not body. Requires the user to have first obtained Incomplete Transformation level.
  • Engulfed Transmutation - The user's A rank and lower Fire techniques can now be used as Basic Blue Fire jutsu. This does not apply to techniques explicitly stated to enhance Fire jutsu or similar descriptions. This allows him to enhance his normal Katon techniques with Blue Fire. Requires Blue Fire Usage skill.
Level Three - Complete Transformation

  • Charred Resurrection - Using the highly spiritual nature of their flames, the user is capable of targeting the dead and reanimating them with spiritual flames. This creates up to 5 soldiers with a physical body composed of flickering blue fire and a spiritual mask resembling Matatabi. They are immune to 80 damage and lower and move at the same speed of a Sage ranked Ninja. These soldiers are capable of shaping Blue Fire for generic fire attacks and as Spiritual Flames.
  • Phantom Flames - The user's flames carry intangible and spiritual Blue Flames properties, allowing them to also be capable of releasing a massive burst of Blue Flames that cover 2 landmarks and deal 120 base damage to all enemies around, passively passing over the user's allies. These Flames, should they not be countered, will continue to burn until sealed and deal an additional 40 damage per turn. Can only be performed in Complete Transformation State.
 
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Mirai 👑

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Void Relics
(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.

(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.

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

(Mukō: Senmon Akushon) – Void: Specialized Activation
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move but occurs instantly and within the same timeframe as the technique it is applied to. Specialized Activation costs two Void Infusions, being applied to a technique that the user’s biography is specialized in; this increases the specialized technique’s damage by 20 and by two bonus speed levels, if applicable. Alternatively, the user can activate Specialized Activation by applying a single Void Infusion obtained by Void: Specialized Infusion. When activated with a Void Infusion in this case, the damage boost is increased to 30. The applied technique also has its speed increased by 4 levels, if applicable. Can be activated three times per battle.

(Mukō: Ikari Wasure San) – Void: Wrath of the Forgotten One
Type: Void Infused Artifact
Rank: B
Range: Short – Mid
Chakra: N/A
Damage: 80
Description: Activated at the cost of a move and a single Void Infusion; unleashes a torrential maelstrom of natural flames from the user’s position up to mid-range. Inflicts 80 damage, but can be increased by 40 additional damage if the user applies a second Void Infusion to it.

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

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(Gurimu Tategami ) Grimm Mane
Type: Yang Release + Nintaijutsu
Background: Grimm Mane is a unique craft of combat that was designed by Mirabelle Blackthorn. Through the constant use of its parent technique 'Wicked Weaves' she's taken it even further, using it to add fuel into the nightmares she experienced as a child and bringing them to life to haunt the world around her.

Description on the Abilities and Inner Workings of the Style: The core concept of Grimm Mane originates from its parent technique Yang Release: Wicked Weaves which infused Yang energy into the user's hair in order to manipulate it. Grimm Mane continues into this level of manipulation, but instead of solely focusing on molding the hair for just Taijutsu or Bukijutsu purposes, the user now molds the hair into actual sentient creations. These creations are dubbed 'Grimm', which when the hair is shaped into these demonic entities, they exhibit fearsome appearances that can be described straight out of a book of horror. Using the principles set, the user when crafting these monsters are capable of keeping them attached to themselves, or by detaching and applying similar application found in "Ring of Hell", gifting the hair creation further limbs etc in order to facilitate their separated forms.

Naturally these creations are sentient by default, capable of recognizing their creator and their allies but also enemies. They are capable of telepathically communicating with their creator as well. These creations when molded all carry a quality akin to a sword, being durable enough to actually cause physical harm to others, be it by crushing them, biting , slashing etc. They are also capable of speech, though this is usually decided upon creation. This accounts for overall for their physical aspect, though there comes more 'unique' applications that Grimm have. However of course, the 'Taijutsu' portion of the style comes in as well with the user being capable of striking alongside the Grimm, performing a combo strike with one another. An example of this is utilizing a lion shaped Grimm, which after detaching from the user would attempt to bite and physically restrain the movement of the target, injecting Yang Energy into them to reduce their speed, while the creator physically also runs and performs a kick to the restrained target. The Grimm may also act as a physical armament of sorts, allowing them to cover the user's arm, i.e a snake Grimm as the user punches the target and the snake biting into the opponent at the same time. The combination that is performed by the duo is mentioned within the CFSJ upon submission.

Due to being composed of Yang energy, the Grimm can also exhibit unique physical alterations upon making contact with an opponent, its creator or an ally. These can be of beneficial nature such as being a healing agent, using its own physical body as a form of damage mitigation etc while causing physical debuffs such as causing the target's eyes to become slightly blind, resulting in a reduction in tracking etc. These alterations can only be applied via physical contact with the Grimm, but can also be used against opposing techniques as well. This can be seen akin to such as a stone spear attempting to pierce into the Grimm, the stone in turn is forcefully infused with Yang energy causing it to burst completely etc. This will range from technique to technique, detailing it's unique aspects (if any).

( Yoton: Jaaku Amu ) Yang Release: Wicked Weaves

Spoiler

Example Techniques:

(Gurimu Tategami: ) Grimm Mane: Madama Butterfly
Type: Offensive, Defensive
Rank: S - Rank
Range: Short – Long
Chakra: 50
Damage: 80
Description: Through their Wicked Weaves, the user quickly molds and detaches their hair into a Grimm called Madama Butterfly. This crafts a powerful demonic Grimm, shrouding Mirabelle's body, having a female humanoid form with butterfly like wings, allowing them the ability to fly. Madama Butterfly can strike with powerful limbs, dealing 80 DMG on impact but at the cost of a move slot. Physical contact with Madama Butterfly causes the target to be subjected to an infusion of yang energy, causing their eyes to shift into that of a butterflies', causing them to see multiple directions at once, however due to the immense new visual information, it causes them to be track properly, causing a -4 debuff.

Additional effects and Restrictions:
Requires "Yang Release: Wicked Weaves" to be mentioned within the user's bio. Usage of this style's techniques passively allows the user's hair to regrow back to its normal previous state though at the half cost of using Wicked Weaves.

Approved CFSJ
(Gurimu Tategami: Akui no Aru Yokubō) Grimm Mane: Malignant Desires
Rank: S Rank
Type: Offensive
Range: Short
Chakra: 50 ( -20 Per Turn)
Damage: 100
Description: Malignant Desires is a Grimm Mane technique created based on the horrors known as Harpies. By kneading chakra into her hair, the user lengthens it and runs it down their bodies. Upon doing so, the hair applies an application of Ring of Hell to the user as it manipulates their anatomy. This completely converts the user's likeness into that of a harpy, an avian - human hybrid equipped with talons, the hair morphing into the arms and become wings - as well as feathery tails. The look the user wishes to attain is of aesthetic choice though functions as real, allowing them to easily fly (equal to their current speed) and physically assault opponents with the talons. In terms of actual powers, the transformation doesn't increase the user's speed nor power - but rather constantly heals physical damage the user sustains. In doing so, the user immediately upon impact will begin to heal passively at a rate of 30 HP per turn. In tandem to this, when striking an opponent either with a physical strike via the user's mutated features (100 DMG, Costing a Moveslot) or through another taijutsu based technique, they are inflicted with Yang Energy which immediately starts to harm the target. Upon doing so, the Yang energy would violently start to mutate the target's limbs, making bulging boils and feather like appendages to appear. This causes an extreme itching on the areas as well, akin to an allergic reaction - forcefully causing them to scratch, though with their mutated fingers nails as well becoming akin to claws. The itching is hard to ignore, but is possible - as those who are weaker willed (lower ranked) will start to scratch violently, causing cuts and open slits in the skin. It also makes doing hand seals quite harder unable to do more than three without forcefully stopping. This transformations lasts four turns before naturally ending, leading the user to be unable to use Grimme Mane nor Yang Release techniques A Rank and Above for two turns after deactivation. The Yang mutation naturally fades away after three turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Suen, or Natural Energy of 50. In the case of Yin Release and Utu surges, a surge of 60 is required instead due to needing to properly stabilizing their chakra balance.

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Noxious Predator
Rank: S Rank
Type: Offensive, Defensive
Range: Short
Chakra: 50 (-20 Per Turn)
Damage: 100
Description: Noxious Predator is a Grimm Mane technique designed after many species of horrific nightmares. These would namely be animals with venomous injection, such as snakes, spiders, etc. In context to the Grimm, rather than actually creating these creatures themselves, Noxious Predator aims to utilize a more isolated approach. Through the Yang energy flowing through their hair, it is manipulated to take the form of venomous appendages (spines, barbs, fangs etc), jutting outwards like a pin cushion so to speak. These are manipulated to appear anywhere on the user's body as the hair spreads rapidly towards the desired location ( guided telepathically as an intrinsic perk of Grimm Mane and the hair carrying sentience). The unique part of this technique comes from the Yang energy course through the target, the user will either through a direct strike (via this technique or by another physically striking hit) will forcefully release a mutagen into the target's body. The causes the opponent's body to be negatively affected by the Yang energy, as it violently saps away the physical energy within the force, promoting a rapid decline in cell production, causing an artificially intended form of necrosis. The leads to mutagen spreading through body attacking the skin cells, which translates to - 10 damage per turn. In order to remove the coursing Yang Energy, the infected needs to perform a full body surge of at least 50 chakra via Yang Release, Yin - Yang Release or Natural Energy or 60 in the case of Yin Release or Utu though it only naturally persists for three turns. Noxious Predator remains active for three turns before naturally reverting back to normal. While active, at the cost of a move - the user is capable of performing a physical strike accompanied by the Grimm, allowing them to deal 100 DMG while inflicting the Yang mutagen on the target. Can only be used thrice per battle. This technique has a cool down of two turns before being capable of being triggered again after it ends, while also being unable to use any Grimm Mane techniques above A Rank for the same duration. Inducing the mutagen via another physically striking technique (i.e another Taijutsu strike) is done without the cost of a moveslot.

(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short
Chakra: 40 - 60
Damage: 80 - 120
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into two specific alterations based on rank, one of which the user's eye balls rapidly and uncontrollably looking in different directions. This renders abilities casted through eye contact/line of sight impossible as they wouldn't be capable of adapting to the rapid change in brain signal to regain control over their eyes. This only applies with the B Rank application, while the A and S Rank application implements a more harsher degrading of the nervous system, rending the opponent unable to use Taijutsu above B Rank when inflicted with this mutagen. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after two turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Yang or Yin Rlease or Natural Energy of 50.

Baria no michi | The Way of the Barrier
Type: NinTai
Background:
A fighting style developed by a man who had very little fighting power. It was a time of war, and he only wanted to protect his family against raiders, who took down smaller villages, destroying everything in their wake. He could utilize the Wind element quite well, as well as normal Strong Fist. He usually used it to complement his farming ways, to cut through thick crops and even as a show for the kids, but one day, it came to him. What if he could use this element, for defensive purposes.

After experimenting with it for a short while, he was capable of creating flat slightly translucent rectangles of Wind, thick and defensive in nature but not very large in size (up to 4x3 meters). They could protect against the swords of the raiders, and the raiders were already making their way towards his village, or so the rumours said. Though protecting his people wouldn't be enough, he had to fight them off, they had to be forced to leave for good and never come back. He started to try and work in the defensive capabilities of the "barriers" (so they will be called from here on out) with normal fighting. With some straw and the help of a few villagers, the man created some dummies. He practiced on them for days on end.

After a few week of doing so, he was capable of forming these walls of solidified Wind, as he hit toward the opponent. This sent them towards the opponent, with the force of his punch, like a projectile. Though it did not take the shape of his fist, it simply stayed in the rectangular like shape. It could easily take off the head off the straw men. He had created something different. It was time to put it into practice though, as the raiders came and attacked his village. His new style proved useful as he could take down several of the raiders, but it was too late. His family had been killed. After taking care of the rest of the raiders, the man left his deserted village and went out to perfect his style even more. He later became known as the "Barrier Man".

Description on the Abilities and Inner Workings of the Style:

Wind Aspect:

The style revolves around the usage of the Wind element, combined with Taijutsu and precise chakra control, in order to create rectangular shaped slightly translucent forms of Wind, which are solid in nature. These are used to defend against an opponent's hits, as it acts as a fast defence which is somewhat translucent, but still visible in close range. They can only be used when the opponent attacks the user, and only in close range of the user. Although it might seem that it only has defensive capabilities, the Wind based shapes, can also be sent towards the opponent, as the hit is transferred from the user to the opponent. It is released mere inches before the users hands/feet touch the opponent. This causes blunt damage, which can send the opponent crashing back. The Wind barriers are also capable of acting as shock absorbers, which would absorb the hit of the opponent, and release it back in the form of a blunt release of Wind.

Taijutsu Aspect:

The Taijutsu used in this fighting style is based upon Hung Ga, which are characterized by deep stances, like the Horse stance. This is combined with vigorous movements and hard hitting palm movements, and quick kicks. These combined with the offensive and defensive capabilities of the Wind "barriers", makes it extremely dangerous in close range.

Additional effects and Restrictions:

-Must have Mastered both Taijutsu and Wind Release
-Must be Kage rank to learn
-Can only be taught by Detective L
Approved CFSJ
(Baria no michi: Samshiel no ikari ) | The Way of the Barrier: Wrath of Samshiel
Type: Offensive
Rank: A rank
Range: Short - Mid range
Chakra: 30
Damage: 60
Description: One of the basic moves of Baria no Michi, the user will assume a Horse stance and thrust forward any of their limbs and in doing so, mold their Wind chakra. The user will then dash towards the opponent, and deliver a double fisted strike to their chest, releasing a rectangular shape of Wind in the process. This blasts the opponent back and causes some blunt damage, as they are hit back, and the user steps onto the ground with great force once more, releasing forward a smaller rectangular shape which blasts the opponent into the air from beneath him, as it travels along the ground whilst the opponent is stunned by the first hit.
Notes:
-Can only be taught by Detective L
-Can only be used four times per fight
-No S rank Baria no Michi techniques in the same turn

(Baria no michi: Eistibus no eregansu) | The Way of the Barrier: Elegance of Eistibus
Type: Offensive | Supplementary
Rank: A rank
Range: Short - Mid range
Chakra: 40
Damage: 80
Description: A more movement based technique of Baria no Michi, where the user will dash towards the opponent and as they run, they will expel Wind chakra from their legs, creating tangible rectangular shapes of Wind, which acts as steps for them, allowing the user to go into the air. The user will then jump forward as they spin, and the user will release these already formed shapes towards the opponent, encircling them and slamming into the opponent from all sides, as the user drops down upon the opponent from above, delivering a final heel drop. In doing so, the user releases a small 1x1 rectangular Wind shape, from his heel, onto the opponent's head for blunt damage. Alternatively, these steps can be used as an evasion method, allowing the user to create these steps from the barriers, and use them to move around an opponent for example, or over an obstacle, only to release the barriers towards the opponent once done.
Notes:
-Can only be used by Detective L
-Can only be used four times per fight
-No A rank and above Baria no michi techniques for the same turn, and the next
 
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Mirai 👑

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Type: Taijutsu/Nintaijutsu

Background:

The Black-Leg Style is a martial-arts style that is based on Sanji's techniques from One Piece. It is designed to free the use of one's hands and prevent them from being damaged during a battle. As a result, practitioners tend to drop into certain stances in which their upper-body portions are most relaxed, such as placing their hands inside their pockets or crossing their arms together across their chest, and only puts them into action whenever the event requires them to do certain maneuvers such as handstands, which aren't prohibited.

Skill levels of the style:

Creator (created the style)
^
Master (knows Diable Jambe)
^
User (someone who knows basic techniques)
^
Apprentice (is learning basic techniques)

Description on the Abilities and Inner Workings of the Style:

As a fighting style, the style boasts a wide and impressive array of kicks, coupled with super acrobatic skill making it a very versatile fighting technique, allowing user to effectively weave continuous and powerful attacks upon adversaries and combine the power of his kicks with his respective strengths for devastating team combinations. Idea behind the simpleness of the style is to keep it as powerful as it can be while allowing biographies that possess no elemental knowledge to use them as well.

The specialty of Black-Leg taijutsu is Diable Jambe which allows user to focus chakra into their leg and convert it into high temperature by igniting the chakra with friction, adding extreme heat to the impact of his kicks. In this form, user, due to the high temperature has the ability to slightly burn his opponents. While like this, he can light his opponent on fire.

( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Spoiler
Additional effects and Restrictions:

  • A person who knows this fighting style has slightly stronger kicks and is faster than a normal ninja without it.
  • Only people on or above Black-Leg master rank can possess Diable Jambe.
  • Each person wanting to learn Black-Leg style must be approved by the creator, Passion.
Approved CFS
( Kuro-Ashi Taijutsu: Diable Jambe ) - Black-Leg Taijutsu: Devil's Leg
Rank: Forbidden
Type: Mode
Range: Self
Chakra cost: 50 ( - 15 per turn )
Damage points: N/A
Description: Black-Leg taijutsu master can activate a mode which will double their speed. The mode requires user to be at least Sannin rank and to be trained in other Black-Leg taijutsu techniques. To activate this technique an user below Kage rank must stop and spin while guiding fire chakra into their leg, granting temporary speed boost. User that has already reached Kage orf higher rank can activate this technique while battling without stopping moving. Once activated, the technique'll increase user leg's strength momenarily and Leg taijutsu damage done by user will be multipled with 1.5 with the leg this is activated on. Using this technique for longer duratons will cause painful cramp and muscle strain if used for four conscutive turns. This also decreases user's speed by 25% of the original speed upon the first usage. Second usage will drop the speed from 75% that was left to 35% of the original speed before using this technique for the first time and the feeling of pain in the leg becomes overwhelming, making it almost impossible to walk. This technique can be used on one leg and can be maintained for max four turns. User's leg looks as if it were on fire when this mode is activated and is covered in chakra. Getting hit by this causes also nerve damage to opponent, giving slight sensation of burning to the nevers and opponent once hit due fire chakra in leg.

~Causes strain to user's muscles and leaves user limping if used for long durations.
~Can be activated twice per battle and the second usage will be extremely painful and second usage will last only two turns.
~Costs 15 chakra per turn.

( Kuro-Ashi Taijutsu: Venaison Shoot ) - Black-Leg Taijutsu: Venison Shoot
Rank: S
Type: Offensive
Range: Short - Close
Chakra cost: 40
Damage points: 60 (- 20 to user)
Description: Before using this technique, one is required to have knowledge of how using Highest-rate Mincemeat and Diable Jambe. Combining these two attacks, Black-Leg taijutsu user is able of using a technique that is powerful on closer ranges. First, one must have activated Diable Jambe. After that the user jumps above opponent and starts spinning horizontally in a position where user's leg is pointing down at their opponent, he/she starts furiously kicking with one of their feet at opponent's chest and belly area as already activated Diable Jambe increases their strength. The kicks aren't dealing internal damage but are extremely fast and the places where hits are dealt can be seen through opponent's back as the user's ignited leg lands kicks on the target. After the spinning stops, user finishes with a powerful axe kick on the opponent's head/shoulder area which is capable of shattering bones. This technique is strong enough to deal considerable damage even to small to medium-sized summoning creatures.

~This technique disables Diable Jambe after using (without strong cramps/leg strain to user that would come from Diable Jambe).
~Can be used once per battle, and like after every fast paced attack, user requires few seconds to let their leg muscles relax.

( Kuro-Ashi Taijutsu: Hakaizu ) - Black-Leg Taijutsu: Destruction Spin
Rank: A
Type: Offensive - Defensive
Range: Close - Short
Chakra cost: 25
Damage points: 50
Description: Black-Leg taijutsu technique which is designed for Taijutsu user against weapon fighter. The technique is used in a way where user first covers his/her feet in chakra. Then if this jutsu is used for defense user will quickly make 360 degree spin to gather up strength. When the spin ends user performs a kick done with the heel part of user's foot. Once the enemy attacks with blunt weapon the user will deliver the kick on its side, breaking it ( If not indestructible weapon ), Causing damage to it ( Nearly indestructible ) or kick it out of opponent's grasp with the strength of kick ( For indestructible weapons ). If the jutsu is used for attacking it'll be strong enough to break bones or dislocate limbs.
Note:
- Can be used only once
- Cannot use Genjutsu or Kenjutsu on the turn afterwards
- Defensive version will kick the blunt type weapon out of its course.

( Kuro-Ashi Taijutsu: Hazumu ) - Black-Leg Taijutsu: Dodge Haze
Rank: A
Type: Supplementary - Defense
Range: Short - Close
Chakra cost: 30
Damage points: N/A
Description: Dodge Haze is a special jutsu that only the ones that have fully mastered Black-Leg taijutsu and are using Kick Course can use. This jutsu works by user using the chakra boosted legs to make fast sidesteps and/or leans to avoid incoming projectile/taijutsu/weapon attacks. After avoiding the attacks user can attack with another jutsu, giving him/her the upperhand.
Note:
- Can be used only twice
- Must wait three turns before using it again.

( Kuro-Ashi Taijutsu: Kikku Kōsu ) - Black-Leg Taijutsu: Kick Course
Rank: C
Type: Supplementary
Range: Self
Charka cost: 15 ( - 5 per turn )
Damage points: N/A ( + 10 to leg taijutsu )
Description: Simple technique that's used by Black-Leg Taijutsu experts. Idea of this jutsu is constant chakra circulation to user's feet, allowing user to deal attacks with feet faster and harder. While having this activated user loses ability to use hand taijutsu but user's hands can still be used for Kenjutsu/Handstanding and other stuff like that.
Note:
- Stays with user whole battle
- Consumes chakra every turn
- No hand taijutsu can be used while this jutsu is activated.

( Kuro-Ashi Taijutsu: Ago Yakusuru ) - Black-Leg Taijutsu: Jaw Crusher
Rank: B
Type: Offensive
Range: Close
Chakra cost: 5
Damage points: 45
Description: User encases own feet with chakra and literally sprints with huge speed at opponent and jumps in air when opponent is nearby. When the user has jumped user will land on the opponent's shoulders while preparing the muscles in user's own feet and perform spinning somersault backwards, landing hit on opponent's chin that's powerful enough to break opponent's jaws. The downside of this technique is that user will lose 1/2 speed on running and any movement done with feet for one turn.
Note:
- Can be only used once

( Kuro-Ashi Taijutsu: Extra Haché ) - Black-Leg Taijutsu: Highest-rate Mincemeat
Rank: A
Type: Offensive
Range: Short - Close
Chakra cost: 30
Damage points: 60 (- 10 to user)
Description: An user that knows Black-Leg taijutsu and has high speed can, once taught, use Highest-rate Mincemeat. The technique includes fast footwork and will work only if the target's short or close range from the user. To begin with this technique, user must jump in air and once he/she gets close enough to the opponent, user starts delivering fast paced kicks aimed at mainly opponent's torso area. The technique isn't automatically 60 damage but can be less if the opponent is a taijutsu specialist and/or has sharingan to increase their reaction time that he/she uses to block the hits. Even the hits are blocked, the kicks will hurt. If not blocked, user can aim at opponent's vitals and cause quite alot damage by hitting opponent's internal organs and bones. If this is combined with Diable Jambe, the technique gains burning attributes. As long as user's airborne he/she can attack their target with more taijutsu but once user lands, he/she is forced to jump backwards and allow their feet to rest for a short period of time (the higher user's rank is, the shorter time is required for feet to rest).

Can be used twice per battle with three turn interval between each usage.

( Kuro-Ashi Taijutsu: Armée de L'Air ) - Black-Leg Taijutsu: Air Force
Rank: B
Type: Offensive - Supplementary
Range: Short - Close
Chakra cost: 25
Damage points: N/A (+ 40)
Description: Air Force is a Black-Leg taijutsu technique designed for a counter attack or an opening. The technique itself is a chakra infused kick which takes form of 360 crescent kick. The kick itself is strong enough to send opponent flying away from the user. The kick can also be used to send allies flying into other ranges, though once a strong(er) kick is attempted user must spend more time concentrating before kicking. This can also be used quickly in openings to deal a quick hit to the opponent and then expose them for further combinations.
Can be used twice per battle
If you attempt on sending your ally to other range, the ally must jump on your leg just as you're kicking to guarantee the strength of kick to send him/her away.

Black Leg Taijutsu - Collier Coup - (Trachea Turnover Surprise)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: The user gets ready and quickly jumps up into the air. This jump could be considered as a high jump, or a low jump, but a jump must be made. Using gravity as a helper the user can either kick side ways towards the opponent's neck, or downwards against the neck area of the opponent, close to the collar bone. If used properly this technique is capable of pushing the opponent down making them off balance, or down to their knees for more powerful attacks.

Black Leg Taijutsu - Parti Tableau - (Party Table)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:The user quickly plants their hands down along the ground and begins to spin rapidly. The user's legs are spread out in the splits as they spin with great speed to slam into the opponents that may be surrounding the user. The user spins with such speed and strength the user is capable of hitting the opponents, or whatever is hit by this technique into the distance of sixteen meters. With this technique the user is capable of moving around with their hands while still spinning. Some users spin around in a small radius moving in a circle to ensure that they hit their targets if need be.

Black Leg Taijutsu - Cours Parti Coup Tableau - (Party Table Kick Course)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 30
Damage Points: 60
Description:The user jumps up into the air as they slam their hands against an opponent's shoulders. Doing so stuns the opponent for one round as a brief moment to ensure the user is capable of using the opponent's body as a form of stand to kick all other opponents that may be near by. Some practitioners of this technique spin rapidly hitting all opponents around the user kicking them off into the distance of up to thirty two meters. Some practitioners somewhat juggle around the opponent's shoulders kicking in all directions in one fluent movement in a break dancing like form in that of a windmill. In a final movement the user quickly slams a final kick into the opponent. This could be used against the opponent's chest, across the opponent's face, or anywhere else that may have the opponent open capable of sending the opponent flying off into the distance of thirty two meters.

Black Leg Taijutsu - Sheep Meat Shot - (Kuro-Ashi Taijutsu - Mouton shot)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is one of the most powerful kicks in this style and commonly used as a finishing blow,the user will begin by either jumping or flipping into an aerial position. They will then channel as much power into the kick that they can,and proceed with a kick aimed at the face or the chest of the enemy with the intention of sending them flying.

Black Leg Taijutsu - Skewer - (Kuro-Ashi Taijutsu - Brochette)
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:This is an attack primarily targeted towards enemies on the floor,the user will jump high in the air above the opponent and begin to spin rapidly. Once the required amount of momentum has been generated, they will deliver a devastating downwards kick. The spinning portion of this attack is intended to help drive the attack deeper.

Black Leg Taijutsu - Three Point Division Cut - (Kuro-Ashi Taijutsu - Santen Decoupage )
Type: Offensive
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:A very fast attack used by a black leg user , they will stand almost calm and will then launch three near simultaneous roundhouse kicks toward the enemy's throat , chest and stomach striking with as much of the leg they possibly can.

Black Leg Taijutsu - Third Rate Mincemeat - (Kuro-Ashi Taijutsu - Troisieme Hache )
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 25
Damage Points: 40
Description:his is the strongest attack in the dish washer rank,it compiles most of the attributes on would learn before progressing to a higher rank.The user will first turn their back,then they will begin a series of back flips toward the opponent and will use their hands for one final push towards the enemy,and attempt to hit a flurry of incredibly fast kicks to their face.

Black Leg Taijutsu - Chest/Breast meat - (Kuro-Ashi Taijutsu - Poitrine)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description:This attack is different from a lot in the style as it is delivered as a straight stabbing kick , this attack is quicker than most in this style due to its directness. Although it is better in terms of speed it forfeits the large attack area of the sweeping kicks , thus making it a quite balanced attack.

Black Leg Taijutsu - Under Saddle Meat - (Kuro-Ashi Taijutsu - Selle)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This is an attack which is commonly used in combination with Cotellete , the user using the momentum from the Cotellete attack. The user who is still in a handstand will use the momentum to spin back the other way, to deliver a fierce sweeping kick to the opponents lower back or lumbar region.

Black Leg Taijutsu - Rib meat - (Kuro-Ashi Taijutsu - Cotellete)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: An attack as given away by the name is primarily focused on the ribs of the opponent, the user will fall down onto one of their hands and perform a one handed handstand. As they are falling they bring their legs over and deliver a straight kick to the ribs, this can be and usually is if the attack hits followed with Selle.

Black Leg Taijutsu - Shoulder Meat - (Kuro-Ashi Taijutsu - Epoule)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack is used for a standing position much like Collier , this though is a forceful kick directed straight down with the heel. This axe kick as given away by the name is intended to hit the enemy on top of their shoulder , the idea behind this is an attempt t either knock the opponent off balance , or send them crashing into the floor with the force driving them down on that side taking them off their feet.

Black Leg Taijutsu - Neck Meat - (Kuro-Ashi Taijutsu - Collier)
Type: Offensive
Rank: C
Range: Short
Chakra Cost: 20
Damage Points: 30
Description: This attack that the user executes from standing , placing their hands in their pockets they will deliver a powerful kick directly to the opponents neck. This is achieved with very little back lift which is surprising , the users foot will come in a roundhouse fashion sweeping from the side to attempt to damage the opponents neck. This is all done from a casual standing position with no indication of an attack.

Shifuku’tsuta - Bliss & Ivy
Type: Ninjutsu + Fuuinjutsu + Kenjutsu
Background:
This style was created many years ago, an ancestor of an old Noble Family with the name Ivy Valentine would have this weapon forged and utilise it to destroy her foes; for she had many. Ivy swore to destroy the Senju for what they did to her bloodline, making her the only surviving member. The Whip sword perfectly combated their wood and close quarters style for she tore down many of them. Eventually she was deemed too dangerous a Shinobi and a kill squad was made just to bring her down.

A Senju Male on the run from his own clan for crimes he had committed amongst them fell into Ivy’s clutches; and though it took her a very long time to be convinced he was no longer one of them they eventually became lovers. They decided to settle and run away from having a target on their back, changed their identity and called their new family “Bliss”, from then on their children and their childrens’ children would learn this fighting style as a part of the Bliss Family name as part of Ivy’s Legacy. Lena of Shinramoto would meet such a student of the Style, Angela Bliss.

Description on the Abilities and Inner Workings of the Style:
This Style utilises the weapon known as either a Whip Sword or Snake Sword. The Weapon is unlike a normal sword, it’s blade is split into many smaller segments whilst still being attached to the hilt with a strong flexible metal chakra wire, cable or tinier segments that attach the larger ones together; with the utilisation of chakra this gives the illusion that the blade is indeed a living one. Some say Ivy’s original Snake Sword, The “Valentine” was a living sword fuelled by Forbidden practises. The sword can be stored in a sheathe when contracted or can be coiled around the body like a belt or clothing accessory when expanded.

The Whip Sword is a dominatrix in combat, it’s fluidity and flexibility makes it a tough opponent to shrug off in the wake of destruction as it can easily slither around limbs, weapons to disarm or maim and defensively patrol the user’s proximity at high speeds. It can be utilised on it’s own or as a pair the user has passive control of how the blade expands within it’s short range reach and contracts back into that of a normal blade at will. The creativity in which the user manipulates their whip sword is down to their imagination, it can slash at range, thrust repeatedly through a foe like a jackhammer without even needing to make the arm movements, can coil around the body to defend whilst also attacking at the same time or when binding an opponent can be used in tandem with that second whipsword or Taijutsu for effective finishers. It can penetrate through the ground or terrain to execute sneak attacks on targets from below or different angles.


When basic Elemental chakra is channelled through the blade it’s segments will light up with a colour that relates to said element with properties radiating off it. In certain Techniques Blade Segments can come apart from a whip sword, this utilisation is more advanced as it requires concentration on multiple assets at once when performing combos. Released segments are usually used to perform flanking manoeuvres whilst the true whip sword is occupied. User’s have control of segments even when they’re apart from the blade and once channelled with chakra and then separated the segments still have that element channelled through it until used.

The Blade’s segments also usually have seals on them so that they can be used to bind targets once the blade is coiled around opponents or when the segments are stabbed into or in proximity. Strikes from the blade can be used in tandem with sealing quite fluidly when the blade strikes an opponent’s defence or body, sealing arts will activate to further penetrate through defences or leave foes open for finishers. Furthermore when a Whipsword manages to fully coil around an opponent the Kanji all activate acting like a quicker but less permanent version of the “( Fūin Fuda ) – Sealing Tag” jutsu which can completely bind an opponent leaving them at the user’s mercy, once the whip sword is retracted from the target they regain control of themselves. ( This is to be submitted as a technique )


Additional effects and Restrictions:
The user has Passive control of the whipswords they are wielding or on their person, capable of manipulating it’s expanded form however they need to in short range.
Using the basic creation jutsu of tools of any field the user knows, they can make whip swords that can be utilised for this Fighting Style.
Specialist: The user has passive control of the whipswords they are wielding now up to Mid-Range
(Shifuku’tsuta: Miwaku-tekina gunshuku) - Bliss & Ivy: Seductive Disarmament
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80
Description:
The fighting style has an edge on combating other close combat users and this technique builds on that advantage and seals it. When parrying an incoming weapon attack the blade uses it's whip form to it's advantage, the sword upon clashing unlocks it's segments which wrap around the incoming attack whether it be a blade or limb it will completely bind the target in it's sharp segments causing cutting damage if possible. The user can then swipe their arm and pull away captured weapons disarming the target with ease or tighten around the limb causing it severe critical damage. Because of the range advantage of Whip Swords they can disarm targets from a distance by having their whip thrust forward and the tip of it will bind it's target. Utilising no chakra is an A-Rank move, it is very effective against Taijutsu, Kenjutsu & Bukijutsu. This usage can be used any number of times.

The user can apply Fuuinjutsu which is S-Rank, utilizing a sealing barrier when the whip sword strikes incoming attacks, the barrier will coat an entangled / clashing opposing weapon and will stop any kind of chakra utilizing said target as a medium - stopping chakra infused sword attacks or bukijutsu or additional infusions of chakra; then proceeding to throw and disarm the weapon from the enemy. If specifically targeted at the target's hand and weapon then it causes damage. This barrier can additionally be used on projectile techniques, the whipsword will hit the jutsu and the 5 meter diameter barrier will form around it the user can then throw the projectile(s) to the side or over their head and redirect it or even throw it back at an opponent. S-Rank can be used 2 times with a two turn cooldown, additionally users with Advanced Fuuinjutsu can created an augmented barrier of up to 70 chakra when defending against incoming projectiles. A rank can be used 3 times per battle.

(Shifuku’tsuta: Saigo musume no hōseki o motomete) - Bliss & Ivy: Seeking Jewels of the Last Daughter
Type: Offensive
Rank: (B) A - S
Range: Short - Long
Chakra: (N/A) 30 - 40
Damage: (40) 60 - 80
Description:
The Basic Technique of the Fighting Style, this ability incorporates the versatile usage of Bliss & Ivy and the athletic nature of it's users. The athletic nature can entirely be optional or part of this technique, performing a flip of any kind or cartwheel side flip to avoid incoming strikes and attacks whilst also whipping their blade - almost like a ribbon dance. The user can follow their dodge with an attack or attack whilst dodging at the same time. The user will thrust their blade forward to quickly stretch out to perform a long range sword thrusting strike that can go straight forward or weave around obstacles to reach a target like a seeking rocket. Once it hits a target it can be used to pull the opponent forward, "grasping" them after being stabbed or interlocking with a weapon or item on their person. It will pull them all the way back through the initial striking path the blade traveled, but the user can choose to retract the blade or not in set up for future usages. B-Rank usage is a chakraless whipsword attack.

A - S Rank usage of this technique are imbued with the elements, coating the whole length of the blade even when fully extended. Lightning ripples across the blade and causes paralysis to hit targets and will branch off to any enemies 2 meters away from the blade; Wind coats the blade in a sharpened aura and break straight through objects in their path instead of weave around them; Fire sets alight targets and can be willed to explode from a point along the length of the blade up to a 2 meter radius; Earth Hardens the blade and allows the user to thrust their blade through the ground and strike from underneath their target and pull them through the earth or partially bury and restrict them; Water will allow the user to use their blade as a source of water from any point of the blade when fully stretched out. A-Rank has 5 usages and S-Rank 3, two turn cool down for the latter.


Ryusoken | Subduing Dragon Claw
Type: Nintaijutsu

Background:

The style is said to originate from a warrior that was unparalleled in combat. Eventually, his rivals manage to trick him to let his guard down and sever the warriors right arm. Humiliated from crippled state, the warriors or fled into seclusion up in the mountains, reduce to nothing more than grizzled man. He was then found by a serpent dragon that pitied him and taught the warrior to strengthen himself with the soul of a dragon.

Description on the Abilities and Inner Workings of the Style:

Ryusoken style's emphasizes on strong, sharp claw attacks while remaining in fluid motion that can pass and break the opponents defenses. The styles attributes composes of grip, clawing and palm attacks, relying on quick strong strikes rather than committing to a rapid combo of attacks. Their strikes are great enhanced by imbue their claws with chakra, increasing the potent strength and force behind them, yet at the same time done without transforming their state or appearance.

3 Fingered Grip
Spoiler
First and foremost form of Ryusoken is their immensely powerful grips done via forming three fingered claw, when performed on a surface or person can inflict an explosive crushing pressure. This is amplified by chakra, hardening and strengthening the users hands and fingers to produce such effects. Grips are applied on the body can inflict pressure enough to cause brutalizing internal damage to organs and shatter bones. Defensively, the user can intercept incoming attacks from limbs and weapons alike by clipping them between their fingers like a vice grip and as a counter; apply force to them that breaks bones and weapons(if they are breakable) or be used as grappling leverage for throws.

5 finger Claw

Apart from the three fingered grip, there is a 5 fingered form by arching their fingers back at the knuckles, for unleashing clawing, sweeping and palm attacks, producing powerful cuts and thrusts hat knocks back the opponent in shreds. The chakra applied can manifest claws of chakra from 5 of the users fingers, using their extreme sharpness to jab and tear into the opponent with ease while providing a burst of chakra from their palm thrusts to inflict shattering force. This combination can allow the user fingers to dig into the opponents body then followed by a palm thrust with the same hand, sending them hurling back with the users fingers to ripping back out of the victim. The chakra claws can also be manifested from the users feet, using kicks to inflict cutting swipes and jabs.

The dragon palm thrust and grip techniques can be freely transition from one and other, one can use a palm thrust attack to slam the target followed by a grip attack, or while grip to a palm strike to knock the opponent away to create distance.

Dragon Step

Ryusoken's leg work is characterized by a zig-zag motion with the use of floating and sinking movements, through "Dragon Stepping", the user takes wide steps to cover long distances in a short amount of time, with each step forward, the rear foot moves forward and becomes the forward foot. Chakra claws from the users feet can provide extra traction for the user, making it easy to maneuver even in slippery terrain like ice. By applying chakra, the user can generate quaking stomps while advancing on the enemy, using precise chakra control to open up mini fissures that trap their feet, a combination that causes them to lose balance and break their defenses.

Example Techniques:

Spoiler

Additional effects and Restrictions:

~ Users of the style have been honed to have superior endurance than a Strong Fist user furthered by high reflexes that can catch opponents with their grips.

~ Mastery of Basic Tai and Ninjutsu
(Ryusoken: Ryuken) Subduing Dragon Claw: Wyrm's Edge
Type: Attack
Rank: B-A rank
Range: Short
Chakra: 20-30
Damage: 40-60
Description: The standard technique for claw forms of Ryusoken. By arching their fingers back at the knuckles to a claw gesture, the user is able to unleashing clawing attacks that produces powerful cuts which can rip opponent in shreds. This is furthered by using chakra to manifest claws from each of the users fingers that is shaped like demonic dragon claws, being barely visible to the naked eye. These can also manifest at the user's feet by protruding from each of their toes, which has an added effect of helping to gain traction on slippery or unsteady surfaces. The user has a level of freedom on how to execute their claw attacks, from precise jabs to wide sweeping kicks that can easily mutilate the opponent into pieces, and have them work in conjunction with other Dragon Claw/taijutsu techniques. The length and sharpness of the chakra claws depend on how much chakra is put into it, B rank manifests several inches in length, A rank enlarges the claws up to a meter. The chakra dragon claws can be maintained for up to two turns.
~ A ranks usable 4 times.

(Ryusoken: Ryuhaaku) Subduing Dragon Claw: Drake's Grasp
Type: Attack/Defense
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: The standard technique for utilizing grip forms of Ryusoken. The user with a 3 three finger claw formed, channels chakra to their hands and fingers, providing enhanced durability to intercept impacts or pressure without harming their fingers and to perform clutches with monstrous strength. One is able to intercept taijutsu or weapons by clipping their opponents limbs, body, or blades etc like a pincer, then apply crushing pressure enough to shatter bones or be used as grappling leverage for throws. Weapons like kunai can be easily broken to shards when used on, and works effectively for physical elements like earth. Grips applied to targets do not necessarily need to fit into the user's hands as it can even work on flat surfaces by using ones fingers alone to apply monstrous force. The grip's strength is determined by how much chakra the user applies to it.

(Ryusoken: Ryusokai) Subduing Dragon Claw: Wyvern's Impact
Type: Attack/Defense
Rank: B-A rank
Range: Short
Chakra: 20-30
Damage: 40-60
Description: A palm attack in the style of Ryusoken, the user with the their hands manifesting their chakra claw form, thrusts it towards the target. Their fingers are the first to stab into the victim's body before slamming with their palm imbued with a rippling burst of chakra that generates an immense crushing force. The result of the attack caused the target to be sent flying back with puncture wounds and broken bones, mutilation on the struck area as the user's finger forcefully rip back out of the victim. The advantage of the technique is the wind up for a thrust isn't required as the user's chakra claws can easily dig into flesh without it, while the palm attack is done by flicking the wrist for the palm to snap forwards. Usage of this technique can even shatter physical structures of equal rank. The user is able to use this as a follow up from Ryusoken's grip techniques.
~ A rank usable 4 times.

(Ryusoken: Ryu Seppu) Subduing Dragon Claw: Serpent's Step
Type: Defense/Supplementary
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: Using Ryusoken's leg work, the user performs a zig-zag motion with the use of swift floating and sinking movements to evade or advance towards the opponent. This footwork is characterized like a serpent dragon, lowering ones body close to the ground while taking wide steps to swiftly cover a long distance in a relatively short amount of time. As each step meets the floor, the user applies chakra into the ground to generate quaking stomps while advancing on the enemy, and using precise chakra control to open up mini fissures that trap their legs, a combination that causes them to lose balance and break their defenses. With each step, the fissure opens deeper as the opponent's legs sinks lower underground till their entire lower body is submerged below ground. This also serves well when evading as it simultaneously traps and causes the opponent to lose balance for an opening.



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Dragoon Style
Type: Fuinbukijutsu
Background: The age of Chakra had established a turning point for the world and thusly, its inhabitants as a whole. Humanity had opted to define the introduction of chakra as the turning point for the Calendar, and as such, serves as the hallmark for the new era. Many who live today know very little prior to, or can scarcely imagine a world without chakra; an iconic energy source for much, including warfare. Before chakra, however, the world and the wars waged within it were far more "simplistic," and demanded strict discipline, combined with a degree of creativity for the fullest effect.

During the age prior to Ninjutsu, at times referred to as the "Dark Age" was an era of both mystical and legendary beasts. While dragons exist as a ruthless force even in the modern day, they are often few and far between and find the source of their powers diluted or grossly restricted by comparison to their ancestral roots. In the Dark Age, Dragons were not only an incredible destructive force that rivaled nature herself, but they were abundant as well. Many various breeds existed of the creatures, often generating territorial disputes that would reshape the very landmarks that they might share. Often times, humanity would find themselves caught in the crossfire of such conflicts between the beasts. Eager for a solution to the growing threat of the Draconic species, humanity came forward with a newfound principle of response: "To fight fire, with fire." This doctrine took the form of a newfound sect of elite warriors that would be trained in extensive martial arts -specifically Bukijutsu- that capitalized on the utilization of polearm weaponry that compensated for the evasiveness and airborne maneuverability of the foe they faced, namely Spears and Lances. Through many years of refinement of it's techniques and the minimalizing of it's flaws, the "Dragoon" was formed, named as a direct response to the foe they were meant to serve as the direct antithesis to.

Not long after the Order of the Dragoon was formed -or Dragoon Knights-, which was composed of twelve Knights solely at the time, the senior founder of the order, Thordon, had found himself at an impasse with a particularly unique breed of Dragon: The Ahamkara. This specimen of Dragon was found to be capable of incredible things, allowing for the granting of "wishes" or "desires" through the utilization of their unique powers, and in exchange, they carried a unique taste of "empathavores"; in which they fed off of one's emotions, whether positive or negative, with stronger emotions being far more flavorful and thus desirable for this particular breed. While the beasts were indeed powerful, they showed a unique intelligence that many of their kin seemed to lack. The attempt at a parley was made, a hope for a mutually advantageous treaty to be forged for the first time between Dragon and Man. The Ahamkara had no desire nor need to kill humans. In fact, it went directly against their nature. After all, they fed off of the emotions of Men, and thus should they have the means to venture into human territories freely, they would only benefit. Yet Thordon's desire for the annihilation of the Draconic species was potent and rich; far more than most of his predecessors or his peers. It was pure and indifferent, carrying not for the differences of one from another. His family, home and only son had all met death at the destructive mindlessness of the serpents, "so surely.." Thordon thought, ".. they deserve no quarter..." The sheer intensity of his desire was enough to bait the hunger of the Ahamkara to overlook the potent malice that his wishes were absolutely rotten with. "Grant me the power to annihilate my foes, and you will have freedom among my lands." True to their nature, the Ahamkara had granted Thordon, as well the other eleven Dragoon Knights, the ability to utilize unnatural, incredible mobility and strength to dominate the skies.

Shortly after the Dragoon Knights had become equipped with powers that belied their natural capabilities, enhancing what was already capitalized upon by their honed skills of the Dragoon style, the twelve Knights had taken up renewed resolve to fulfill the duty of their very namesake. As a result, the Order had begun to rapidly mass produce more Dragoon Knights, eager to formulate an army with the power afforded to them by the Ahamkara. In no shortage of irony, the Ahamkara were the first of many to face the eradicative intent of the Order. Over the span of a mere handful of years, the Dragoon Knights had besieged an entire species to near extinction, utilizing the power afforded to them by Dragons as the means to do so. This, throughout history, would become known as the "Great Hunt." A "reckoning, a purge, just retribution" dealt to the Draconic race as a whole by Man as a means to free humanity from the once ever present and looming threat of the mighty beasts that riddled the lands and blotted the skies.

No less than a millennia has passed since such events. Through the ages, the powers originally granted to the Dragoons had steadily yet surely diminished and lost the potency it once had, reverting them back to relying entirely on their own physical discipline and capabilities. Yet with the introduction of Chakra and Ninjutsu in the ushering of the new era, the Order had new means to recreate the might they once harnessed through the use of various Chakra-based techniques that, after some years, would return them to the skies. Today, the Order itself as an agency of Men exists as little more than a smudge in history, drafted in various scrolls and textbooks with a variety of their teachings and techniques inscribed in the same notes, yet the Dragoon Style persists on, serving as a functional fighting style that allows for a unique combative style that relies almost entirely on the Spear.

Description on the Abilities and Inner Workings of the Style:

" Of all the things that are symbolic of the nations of Men, few are more recognized than the Dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. It is this penetrative power that characterizes the Dragoon. "
-Azure Dragoon

Over the years, the Dragoon style has been refined into it's present and defining status as a Bukijutsu style that borrows fundamental advantages from that of Fūinjutsu and Ninjutsu as a means of delivering their attacks in otherwise archetypical ways that separated them from any known Polearm martial art. Over the years, the Dragoon style was adapted to utilizing bodily seals upon key parts of their body that served as a means of allocation of concentrated energy that could be used to amplify the capabilities of the User in whatever means they needed that was afforded to them by the seal. The Seal, known as the "Dragoon's Soul" (to be made into a passive reference technique later) takes the form of a tattoo of a Dragon that is primarily printed across the back of the Dragoon Knight, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts are seen extending throughout the User's body, examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" (to be detailed through passive reference technique of "Dragoon's Soul") throughout the User's body, which is functionally a cocktail combination of built up tension force absorbed from the muscles of the User -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifest-able source of energy that gives directable control of the force, which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, such as the creation of Avatars made of raw chakra resembling Dragons, or crescent shaped projectiles created from slashing force from the User's Lance or Spear. Through the harnessing of a physical force such as tension force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User.

Through the use of what became their iconic and trademark talent, the "Vorpal Jump," in which the Dragoon would utilize incredible strength concentrated into their legs to lunge skyward and through the use of their Lance as the spearhead of their strikes, they apply incredible momentum-driven force to carry their spears to pierce the hides and scales of their foes. Through the use of Draconic Force, a Dragoon (or practitioner of the Dragoon Style) is capable of a variety of otherwise incredible aerial acrobatics. Utilizing the Dragon tattoo marked upon them, a user of the style may discharge the force in concentrated bursts through the use of manifesting seals, acting as a sort of directional manager to allow them to make split-second adjustments to their direction and thus, their momentum force which carries the true might of their attacks. The rank of these discharges carries a momentum-based boost of speed equal to twice that of the user's rank in speed, dispersing instantly after the usage of the technique has run its course. These discharging seals do not react to anything engaging with them other than the Dragoon themselves, carrying a unique chakra signature that makes them incapable of responding to opponents or inanimate objects, leaving the usage of these seals purely at the benefit of the user only. Consequently, such maneuverability is not so reliable as to be usable in any given situation, requiring proper timing and rational circumstances to afford it's maximum effect. Doubly, once a discharge of Draconic Force has been issued, it becomes a committed use, requiring the full use of the initial discharge to take it's course, or the User suffers damage to their body as a means to forcefully abort their course, before a new choice of application may be utilized. An example scenario being: If a Dragoon discharges Draconic Force from their feet or legs through the use of "Vorpal Jump" to amplify a jumping motion to launch them into the air with incredible strength and speed, the Dragoon is now committed to that jump and is incapable of changing course unless they are otherwise met with an equal or greater force (within reason), run the expected distance of the leap's full reach (i.e. "20 meters into the air"), or forcefully abort the momentum by counter-discharging Draconic Force of equal or greater force in a different direction (i.e. if initial discharge was downward to launch User upward at B-rank use, then the User must apply force right, left or upward of equal or greater rank, at the cost of an additional move slot). Opting to forcefully alter course in this way can cause a variety of physical repercussions, namely whiplash to the User and thus can cause damage to the User that scales relative to the rank of the initial discharge.


While "Vorpal Jump" is the trademark mechanic and technique of the Dragoon Style, it is certainly not the only way it may be used in application. Due to the fundamental functions of the style relying of seal-casting and positional variation, the user may apply one or multiple discharge seals at a time in order to develop various techniques and methods of utility. One such example of the principles of utilizing seals as a means of discharging concussive force to result in offensive or supplementary utility would be applying the seal as it is naturally intended, serving to allow the Dragoon to create bursts of energy in a designated direction, but instead of relying solely on positions upon their body to discharge the seal from, they may place them upon another body or surface as well, such as the ground, walls or other similar surfaces, within logical reasoning. Despite this versatility, a user is incapable of placing seals greater than 5 meters away from their position, and the surface must be within their vision. While this is most commonly used on their own bodies to guide their own mobility to either initiate an airborne position or to guide their direction while airborne, it can be used in a variety of different ways, such as creating a "Vorpal Tunnel" of reoccurring rings that are all generating a "draft" in a specific direction. For each one of the rings that the Dragoon passes through, they pick up more and more speed which in turn enhances their thrusting strike with their Lance, causing devastating damage.


Additional effects and Restrictions: Must be of Jonin rank or higher, have completed basic Fuinjutsu training and have a weapon that can be logically used as a Spear or Lance, among other piercing polearms.

Upon completion of Dragoon style training, a practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user the capacity for use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.

Approved CFSJ
⥥ ( Doragūn Tamashī ) - Dragoon's Soul ⥥
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The "Dragoon's Soul" takes the form of a bodily seal tattoo that holds the likeness of a Dragon, of which is primarily printed across the back of any and all users of the Dragoon Style, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts being seen extending throughout the user's body, some examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" throughout the user's body, which is functionally a cocktail combination of built up Tension Force absorbed from the muscles of the user -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifestable source of energy that gives directable control of the force. The aforementioned Tension Force is absorbed and stored through the Seal placed upon the user; a perpetual draw to charge the battery that is the Seal that comes as a result of even the slightest movement the user produces. This is done passively and is without a scaling system due to the abundance of the force it feeds upon at any given point in time. Once this built up force has been infused with Chakra, it becomes "Draconic Might" which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, depending on the technique that is utilized. Through the harnessing of a physical force such as Tension Force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User. As a result, any use of Draconic Might is treated as physical damage. As a result of their physicality and the advanced nature of projecting pure chakra, all forms of Dragoon Style techniques that utilize Draconic Might and their interactions are treated as neutral.
Note:
-Must have this technique posted in reference on the user's biography in order to utilize the style and counts as one of their maximum bodily seals.

⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type: Offensive / Supplementary
Rank: D-B
Range: Short-Long
Chakra: 10-20
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters, scaling based on the rank and thus strength of the discharge (D-rank up to 10 meters, C-rank up to 15 meters, B-rank up to 20 meters) before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage, traveling at 2x their base speed for the duration of travel. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, or in any case that the user's polearm is effectively used as the means of attack, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."

⥥ ( Vuōparu Ridairekuto ) - Vorpal Redirect ⥥
Type: Defensive / Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Vorpal Redirect is the sibling to the iconic "Vorpal Jump" technique and generally follows most of the same process of performance. Where this technique directly differs from Vorpal Jump is in its capacity to immediately and effectively divert the user's momentum at a moments notice, even if having performed Vorpal Jump in a prior move. Ordinarily, when a Dragoon utilizes Vorpal Jump they are committed to the momentum built as a result unless willing to suffer physical damage to themselves. However, Vorpal Redirect allows the user to bypass this damage as a technique that will utilize the Dragoon's Soul seal upon their body, allowing them to apply immediate discharges of energy opposite of their momentum so to rapidly deescalate their momentum in a controlled manner utilizing identical or greater energy as what was used to perform Vorpal Jump and then immediately redirect them in a different direction. These bursts of energy by default will work in exact opposite directions of the user's movement if not described by the user otherwise, meaning if the user is traveling upward, without further explanation after using this technique, they will be immediately propelled downward instead. This technique can also be used without the need of a Vorpal Jump having been used previously, capable of being used as rapid momentum-based lunges to actively avoid attacks or to close distances in a desired direction in a split instant, moving at 2x that of the user's base speed for the duration of the technique's usage, but cannot be used as an attack on its own.


⥥ ( Vuōparu Ton'neru ) - Vorpal Tunnel ⥥
Type: Offensive / Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+20 if contact made at short range)
Description: Vorpal Tunnel is a fundamentally advanced technique in the Dragoon Style arsenal. Focusing a considerable amount of chakra and energy into the Dragoon's Soul seal upon the user's body, the user with then discharge a series of up to 5 circular seals in perpetual repetition in a specified direction, or directly in front of them by default, each seal spacing apart by approximately 1 meter. These seals can be oriented in any way the user sees fit, though each must effectively carry into the next as a baseline requirement of this technique. Once the user initiates this technique by engaging with the first seal, an intense burst of energy will rupture forth from the seal against the user, propelling the user in the direction of the follow up seal, to which a second discharge of energy will occur, repeating this same pattern until all seals have effectively been triggered, causing the user to pick up immense momentum that causes them to hurl toward their targeted destination with incredible speed and force, building up to 2x their base speed for the duration of travel, this boost falling off by .5x with each range extension (2x at short range, 1.5x at mid range, +3 SPD lvls at long range) due to the nature of momentum degradation. With this speed and force, the user drives their polearm forward with them, dealing destructive damage upon impact with their target. Unlike other Dragoon-style attacks that utilizes these momentum-boosting seals as a medium to perform attacks, in the case of Vorpal Tunnel, the damage to which the user is capable of performing is relative to the distance at which they travel in order to reach their contact point as a result of having immense levels of momentum carrying behind their strike the closer to impact they are. If the user impacts at short range from the point of use, then they deal +20 damage to the base damage value (counting as an active boost to the technique) as a result of receiving the maximum amount of speed enhancement from the use of the technique with minimal momentum degradation, affording a highly risky but effective use of the technique.
Note:
-Can only be used 3 times per battle with a 2 turn cooldown after each use.
-Cannot make use of Dragoon Style related techniques above A-rank in the same and next turn.


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Dangan Geijutsu - (Bullet Arts)
Type: NinTechTaijutsu

Background: As Ninja Technology has developed so has the need for shinobi to be able to quickly implement these new weapons into their fighting styles in order to survive on the battlefield. As time has passed more and more shinobi have come to know the power these weapons can have alongside their combat. The Bullet Arts is a unique combination of these two worlds, combining the usage of Scarborough Fair and melee combat. Using the chakra that's stored in Scarborough Fair, the user blends the line between short and long distance combat.

Sukābarafea | Scarborough Fair
Spoiler

Description on the Abilities and Inner Workings of the Style:

Bullet Arts is a fighting style that relies on the user's possession of the Scarborough Fair. The four handguns are used to aid the user's taijutsu combat and help the user blend the line between close and long range combat. The fighting style is noteworthy in which that the user uses both hands and feet, the foot-mounted weapons being fired through use of the user's chakra. Able to combine hand-to-hand combat with gunfire weaponry, such a fighting style is effective enough to challenge powerful entities depending on the user's proficiency.

Many of the techniques revolve around fluid, dance-like movements that incorporate the use of the handguns in order to combat opponents both near and far through the use of Scarborough Fair's abilities. Bullet Arts is a combo-heavy fighting style which uses many multiple-hit and chainable moves. The style is about getting the opponent airborne to allow the user to assault the opponent with aerial combinations while they are disoriented. These attacks are usually initiated through the use of Scarborough Fair, the user often using the propulsion provided by the weapons to get into position and gain the upper hand.

Example Techniques:

Afterburner Kick
Rank: C-S
Type: Attack/Supplementary/Defensive
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them.

Stilleto
Rank: A
Type: Attack/Defensive/Supplementary
Range: Short-Long
Chakra: 30 via Scarborough Fair
Damage: 60
Description: Stilleto is a technique used for not only closing the distance, but also simultaneously attacking the opponent. It is an offensive way to dart around the battlefield while ensuring enemies are always within reach. The user fires the handguns attached to their feet as a means of propulsion while releasing chakra a single hand mounted handgun. This propels the user towards a target at double their base speed, and slashes them with incredible quickness. This attack is limited due to its linear trajectory. This technique can be performed in mid-air.

Additional effects and Restrictions:


  • Practitioners of this style must have Scarborough Fair in their possession otherwise this style becomes completely useless.
  • Practioner must have also completed basic NB Taijutsu due to the nature of elemental taijutsu involved within the style.
  • Specializing in this fighting style, the user is capable of conserving chakra when using Scarborough Fair. This means being able to complete the techniques effectively with the use of only half the required chakra while still maintaining the same damage output.
(Dangan Geijutsu | Afutābānākikku) - Bullet Arts | Afterburner Kick
Rank: D-S
Type: Attack/Supplementary
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: An attack that can be used on the ground or in mid-air, the user converts the chakra within Scarborough Fair into the fire element to unleash a fiery kick towards the opponent. On the ground, the user charges which sends foes skywards and allows the user to follow-up with additional aerial attacks or chakra bullets. In the air, Afterburner Kick is aimed downwards pushing launched enemies back down to the ground stunning them for a single turn.
Note: S-Rank Application causes Scarborough Fair to enter a two turn cooldown cycle.
(Dangan Geijutsu | Bureikudansu) - Bullet Arts | Break Dance
Rank: D-S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 10-40 via Scarborough Fair
Damage: 20-80
Description: In response to an oncoming close quarters attacks, the user will quickly dive and begin twirling on their backs as they release chakra bullets from Scarborough Fair. These chakra bullets propel the user up to mid-range from their original position while also counterattacking. The effectiveness of this technique depends on the level of chakra spent to perform it.
Note: S-rank variation only usable three times per battle, causing Scarborough Fair to enter a two turn cooldown cycle.
 
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Mirai 👑

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Sage Transformation

(Sennika: Jutai, Kantsū kōgeki ) Sage Transformation: Cursed Womb, Piercing Strike
Type: Supplementary
Rank: B
Range: Short - Long
Chakra cost: 20 (-5 per turn)
Damage points: 40
Description: Cursed Womb, Piercing Strike is rather simple but powerful technique crafted by those capable of Sage Transformation requiring 1 hand seal. Through the use of their bodies unique shapeshifting ability, the user would quickly clasp their hands together while molding them into a clawed like form as it constantly leaks out small amounts of Senjutsu. It's size remains rather normal, aside from the scaly reddish patch of flesh across it - but in hindsight this is mostly cosmetic, as the true intention is as they do this; ample amounts of Senjutsu gathers at the tips of their fingers. This allows them to gather and pressurize the energy, to which after a quick moment of charging it - releasing a straight lined beam projectile of piercing energy. This energy, composed of Senjutsu, quickly travels across the air and once impact is made, strike through the target's body; piercing through and follows into an immediate explosion. This resulting explosion has a blast radius of five meters, damaging the opponent should they attempt to dodge, as the user can also prematurely detonate the Senjutsu as a result of a mental command. The user's arms remains in this transformed state for a max of four turns, which at the cost of a move slot - fire off more piercing beams of Senjutsu. Can only be used five times per battle, which leaves the user unable to use Sennika techniques S Ranked and above after the technique ends.

(Senninka: Kanzen ni Atarashīmono) - Sage Transformation: Something Entirely New
Type: Supplementary
Rank: C
Range: Self
Chakra Cost: 10
Damage: N/A
Description: A Sage Transformation clansmen simply modifies their muscle, nerve and bone structure allowing them to be as tall, or as short as muscular or as fat as they want to be gaining or losing height, weight, muscle mass as well as the other bodily structures required. This is similar in regards to how Juugo changed his height, weight and bodily structure by absorbing new cells or releasing his own cells and works on fundamentally the same principle. This technique is passive in it's usage and unlike most Sage Transformation techniques once completed it doesn't require chakra or energy to sustain and maintain and becomes permanent until the technique is used again. It can be used to changed the Sage Transformation clansmens appearance at a rudimentary level by changing their bone, muscle and skin structure allowing them to take on the appearance of others. While undergoing the transformation their body glows a mix between red and black as shown when Jugo uses Sage Transformation to change his cell structure but turns the color of natural flesh after completion, instead of the usual Sage Transformation gray. By changing their height the Sage Transformation user may be able to avoid certain techniques with a line of effect such as fireballs, thrown kunai etc. They can be as short as a new born baby (roughly 20 inches) with the bodily structure of an adult, or as tall as three meters with the weight to match these forms.

Note: Can only be used three times per battle or war conflict
 
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"Do you fear the dark? What an odd feeling, I find solace in it's presence"
Basic Information
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Name: Alexander Hoshin
Nickname(s): The Watcher, Shadow of the Throne, Azure Dragon, Crow King
Gender: Male
Age: Seven Hundred and Twenty Eight
Clan: Surgebinder Clan x Nara Clan

Looks: Aurelia
has long, peachy orange hair, parted down the center and worn loose. She's thin, and typically wears revealing clothes. Her most consistent attire she wears is a black corset dress with sheer neck and arms and a ruffled skirt and shoes. She has a voluptuous body and large breasts. In her youth, she has chin-length hair and she often wore revealing clothing as she used this to distract enemies. Much like all members of her clan, she has an alluring set of silver eyes, capable of easily bewitching others.

Her Noh mask is a noseless carnival clown mask with a toothy grin. The mask has a heart with three dots as its right eye and a clover as its left eye with spades beside them and a protruding chis. Upon the mask wears the roman numeral for "3", her respective ranking amongst Claymore society alongside her name, Suneater.

Personality: Alexander is often described as an aloof, nonchalant and enigmatic man. His company usually leaves those around him on edge, unable to truly determine his train of thought or intentions. These claims holds weight, as the mysterious man would rather be in isolation, away from others due to past transgressions against him and his kin. Beneath the surface, Alexander is surprisingly charming, a stark contrast to his usual self. His mannerisms are refined, speaking to all as though they had been friends for eons, leading to him to reminisce more often than he realizes. Either friend or foe, he respects all virtues of life and treats it as sacred. Like most of his kin, Alexander's desire to know more about dimension known as the Throne is evident.

Outsiders, who discriminate against him are met with a weird sense of hospitality - but the moment they threaten him, his composed demeanor shatters, revealing a darker side to him. He also takes pleasure in the subtle things in life, enjoying strolls through the night with his lantern, helping guide those lost along the path to safety. His appreciation of life extends even to finding the the use of skills such as necromancy to be against it, and dismisses those who temper with it.

Alexander is a fierce combatant as well, his usual style of rushing his opponent down as close as possible but will resolve to use any and all methods to remove those who stands in his way. He's ironically somewhat of a pacifist, often choosing the non-violent option in situations as his primary.objective. If all else fails, he will resolve to fixing a circumstance with as least violence as possible, if possible at that.

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Village Info.
Land of Birth: Avalon
WSE Clan: N/A

Rank//Chakra Info.
Ninja Rank: Sage
Specialty:

Elements:
Basic Five Elemental Natures
Yin Release
Yang Release
Seraphic Water Release
Solar Wind Release

Algae Release
Dark Vacuity Release
Perfume Release

Your Ninjutsu: Taijutsu, Ninjutsu, Genjutsu , Kenjutsu, Kaito Taijutsu, Kinjutsu, Fūinjutsu, Medical Ninjutsu, Surgebinder Hiden, Nara Clan Hiden, ???
Blood Contracts: Church Grim Summoning Contract

Custom Fighting Styles: ~

Alyx's Attribute Points (27 AP):
Mind: 6 | Body: 5 | Spirit: 6 | Agility: 5 | Dexterity: 4 | Vitality: 1 (Chakra: 0 | Health: 1)




Background Info.
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"Don't you dare try to bring that abomination before me, necromancer. You've been warned, and I assure you- I will kill you myself"
Aurelia's historia is rather simplistic. Ever since she could remember, she was born in the Land of Waterfalls, living amongst her kin, the Claymores. While she was often sheltered from the hardships of life by her parents, their reality crumbled when Aurelia was eventually exposed to the 'awakening' of her innate clan's abilities. Her desire to feast intensified, unable to satisfy it, she was eventually captured by the members of her clan after accidentally consuming a foreign ambassador of the clan. This enraged her people, causing them to surrender her to the enemies, to which they kept her captive for years. At this time, she was only sixteen but despite being captured, she was instead trained to be a tool for the enemies, now training her with what can only be seen as rouge member of the Claymores. Her mentor, taught her to utilize her gifts, learning and honing her skill with the use of Kurochi and its unique powers. She was eventually able to gain control, and now was sentenced to attack the very home she came from. Despite her alignment, she would betray her captives alongside her mentor and completely consumed them all, eventually retuning to the their land of birth.

What she found, however was not welcoming hugs and warmth, it was malice. She was an outsider, despite them sharing the same bloodline, and thus Aurelia left while mercy was allowed, courtesy of her parent's influence. She now roams the world, shunned everywhere she went - which overtime warped her perception of people around her. She still harbored love for the Claymores, but hated humanity for her suffering. Years later after the Basmu submerged the Eastern Continent in Scarlet Rot, Aurelia would reside in Kamiyasumi, after awakening the dormant power known as Atavistic Flames.


Other Information
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Surgebinder: Alexander hails from a shared linage of warriors known as the Surgebinders. At the tender age of seventeen, he was enlisted into Avalon's militant forces, having spent some time in the Throne with his then mentor. These started as small, minute travels and increased into long hours, training for days within. His body eventually began to absorb the unique energy known as Prana, and those became a beacon/gateway to the dimension. His body is consistently nourished with this energy, gifting him access to a unique skillset known as Surges, each one affording him different abilities. His mastery over the surges grew over his years of training, eventually netting him the ability to create a Reality Marble, known as the Surge of Transendense. Originally of the Radiant Knights, Alexander had slowly drifted in his beliefs - and eventually became of the Divergents, which causes his Prana to have a unique hue of coloration. It sports a dynamic mixture of a dark blueish purple, cyan but with hints of black within it. It also carries a weird whitish hue, a byproduct of mixing his Prana with Yang chakra and gifting him pseudo immortality.

Warmth of Humanity: Aurelia is an advert user of the unique skill known as Atavistic Flame, which allows her to utilize her human soul in order to create flames unique to humanity. This would have awakened in the advent of the Cataclysm, in which she unintentionally ignited her prey once during a hunt. She would have ventured to Kamiyasumi, allowing her to train with the Monks of Human Order to gain control over this, but due to an incident, she would later leave. She would have attained the rank of Master, having a unique understanding of the skill. In tandem with the self inflicting nature of her clan's skills, they act as intentional triggers to her unique abilities.

Voice of Hymns: Aurelia is a practitioner in the use of Sound Ninjutsu, often times employing its power in battle to either incapacitate her opponents, cause destructive damage or influence them with auditory illusions.


Runic Inscriptions: As a user of Fuinjutsu - Aurelia has a wondrous assortment of seals located across her body. She utilizes them when the need for it comes, though she rarely utilizes them herself.
Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description: To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.
NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.

(Fuinjutsu/Kenjutsu : Shi no Ōgama) - Sealing/Sword Arts: Lost Blades
Rank: S
Type: Offensive
Range: Short
Chakra Cost: 40
Damage points: N/a
Description: Lost blades is a very unique type of technique. Applying both sealing techniques with kenjutsu, making the technique, Lost Blades. The user will apply a seal on the blade portion of their sword. Doing this, the user is able to slash at anything that pertains to chakra in it, be it medical chakra, other forms of chakra. (excludes senjutsu or fuinjutsu). By doing this, the moment the user slashes at something, the seal instantly activates, sealing the chakra inside said technique, allowing for the slash to disperse the technique. This makes it look like everything the user cuts at, gets slashed and dispersed.
Note: Can use two times per battle
Note: Both Fuin and Kenjutsu is S rank, allowing the user to seal S rank and below
Note: The seal is pre-applied to the sword before battle. After usage, the user has to manually apply the seal to the sword again (This portion does not take up a move slot, but using the technique does)
Note: Seal stays dormant until clashes with other technique

(Fuuin: Hakari no Doragon) - Sealing Technique: Scales of the Dragon
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra cost: N/A (-40 on activation)
Damage points: N/A
Description: The user has a seal on their body with the Kanji for "Impervious" that automatically activates upon the user being struck with a Taijutsu attack. A barrier instantly forms over the user (before the user can be harmed) and mitigates the damage dealt by the strike and any subsequent strikes encompassed in the technique or freeform combo. Whether a Taijutsu technique deals one single hit or a multitude of them, each activation of this seal will defend one single Taijutsu attack/combo, be it freeform or a technique. The effect of the barrier is to reduce rather than eliminate the damage the user takes from being struck physically by the opponent so it will only halve the damage of any Taijutsu technique no matter how powerful (e.g. S-Ranks will fall to 40 damage, D-Ranks will fall to 10 damage). Due to this seal only reducing damage rather protecting the user completely, it acts as a failsafe more than anything else in case the user is caught unawares by someone much faster than them. The user’s body will sustain the remaining damage after the barrier halves it’s power.

Note: Can only be used twice per battle
Note: User still takes half the damage
Note: Only applies to Taijutsu techniques
Note: No S-Rank or above Fuuin in that turn or next

(Fuinjutsu: Kyūmin Erementarudomein) Sealing Style: The Dormants Domain
Type: Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn, -20 per turn if used twice)
Damage: 80
Description: This technique has an application of both a body seal and a active regular fuin seal, being able to brand their body with the Kanji utilizing the technique. By applying this technique onto the user, (Be it in the start or mid way through the battle) the seal will activate causing said element to form into a small creature on their shoulders roughly the size of pakon (Kakashis Dog) This element can range from the basic elements, Advance Element, or Custom element but it needs to have an element component to it. Once the seal is active it stays dormant until an enemy is within short range. Once an enemy is within short range, the elemental creature that is on said body will instantly use a technique from said element that their body is composed of, of equal rank or lesser by using their own body as that source but having to be a projectile technique or a defensive technique that doesnt spawn larger than five meters around the user. Once the technique activates, the said creature would then disperse which the user is able to apply another seal on them, replicating this technique but will cost double the chakra to sustain it.

Note: Technique stays dormant until use
Note: Technique used from the creature can be defensive or offensive in nature, not supplementary and cant be a stream nor continuous
Note: This technique can be applied before battle in said bio. By doing this it can be activated as soon as the battle start.
Note: if applied a second time it uses double the amount of chakra to sustain said technique until active
Note: Can only be used twice per battle.


Fuuinjutsu: Mizu No Kami No Shirushi | Sealing Arts: Seal of the Water God
Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: 30
Damage: N/A
Description: The seal of the Water God is a special seal developed for the purpose to aid the user in tough situations. The seal itself is a circle of kanji surrounding the kanji for "Divine" in the middle. The user himself is the seal and can manifest it in any part of his body he wishes. The seal only works against Water techniques and is a very good defense against them. The seal activates and draws in any nearby water technique into himself, storing both the water and the chakra it contained inside of it. The seal can then serve multiple purposes:
-Reverence of God: The user will use the sealed, chakra infused, water to boost the damage of another water technique. Once he has absorbed an enemy technique, he does the handseals or rituals, needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is the water technique that the user performed with the addition of damage of the technique he had absorbed. The damage added is equal to the chakra points absorbed. Can be used 2 times.
-Divine Will: The user will use the sealed, chakra infused, water to combo with another elemental technique. Once he has absorbed an enemy technique he does the handseals or rituals needed for his own technique and, instead of its normal release, releases the technique from the seal itself (generally manifesting it in his hands). The end result is an elemental combo of both water and the element of the technique he performed. The rank of the combo is equal to rank of the elemental technique used although becoming a dual elemental technique. Can be used 2 times.
-Touch of Drought: The user will manifest the seal in both his hands and absorb any nearby moisture or water into the seal in a mere moment. This can be used to negate weather patterns such as clouds or mist but also to make it harder to breathe or to drain water sources. This can also be used to, upon touching an enemy, induce a temporary dehydration to the enemy, making him stumble and lose focus as well as stamina and strength, as he feels dizzy and weak. The effects last one turn. Can be used 2 times.
Note: Absorbing a technique counts as a move and can only be done 3 times. Cannot absorb more than one at a time.
Note: The seal can be combined with techniques that can logically be combined with a "water burst" from his body, as its follows logic and reasoning
Note: The seal can only be used max 3 times and the effects used depend on the user but neither can be used more than 2 times
Note: The user must wait a turn before using it again
Note: The seal has to be stated in the biography
Note: Only McRazor can teach this


⥥ ( Doragūn Tamashī ) - Dragoon's Soul ⥥
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The "Dragoon's Soul" takes the form of a bodily seal tattoo that holds the likeness of a Dragon, of which is primarily printed across the back of any and all users of the Dragoon Style, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts being seen extending throughout the user's body, some examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" throughout the user's body, which is functionally a cocktail combination of built up Tension Force absorbed from the muscles of the user -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifestable source of energy that gives directable control of the force. The aforementioned Tension Force is absorbed and stored through the Seal placed upon the user; a perpetual draw to charge the battery that is the Seal that comes as a result of even the slightest movement the user produces. This is done passively and is without a scaling system due to the abundance of the force it feeds upon at any given point in time. Once this built up force has been infused with Chakra, it becomes "Draconic Might" which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, depending on the technique that is utilized. Through the harnessing of a physical force such as Tension Force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User. As a result, any use of Draconic Might is treated as physical damage. As a result of their physicality and the advanced nature of projecting pure chakra, all forms of Dragoon Style techniques that utilize Draconic Might and their interactions are treated as neutral.
Note:
-Must have this technique posted in reference on the user's biography in order to utilize the style and counts as one of their maximum bodily seals.

Misc Information: Alyx carries a wide assortment of tools ranging from kunai, shuriken, ninja wire etc. She also has specialized tools in which he uses quite often for example her own version of explosive tags. She has a signature and rare weapon known only to the members of the Claymores, this being the Kagune.

Kagune ♎ Shining Child
Type: Weapon
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (-40 per activation, -10 per turn)
Description: Not only did the Kureimoa develop a unique and foul chakra nature as a result of feeding on people for years, but they also garnered a curse, called Kagunes. The word Kagune in itself means "Shining Child" and is not as lovely as the name suggests. After years of dominating minor clans the Kureimoa turned to their eternal rivals; Jugo's Clan, and began ingesting their flesh, unknowingly metabolizing the chakra, which lead to their bodies ultimately turning this strange chakra and flesh into a small, cancerous growth which was later known as the "Kagune Sac". This strange piece of flesh positioned itself along the Kureimoa's spine and rested there, connecting itself to his/her nervous and chakra system like a parasite. By connecting to such a vital area on the body the Kureimoa are able to control and "flex" this Kagune sac like they would with any normal muscle. However, flexing this muscle is where this get interesting. With mental commands and a supply of chakra, the Kureimoa is able to draw the Kagune from their body and have it take form around him kind of like a liquid muscle. Kagunes are red-blackish in color coming from the color of the blood within it as well as the Kurochi surrounding it. The Kagune, when manifested, acts like another limb to the user and can be used as such with the durability of an A ranked technique which can play on par with Elemental Ninjutsu of the same rank. And just like their hosts, the Kureimoa, the Kagune is able to regenerate--albeit at a slower and more inferior rate considering it isn't exactly their own flesh. Each time the Kagune is called upon it tears through the skin quite forcefully which often times sends blood and pieces of flesh scattering from the Kureimoa's body. But, with their aforementioned healing factor this becomes negligable as the damage is healed almost as quickly as it was made. Being an organ, the Kagune can be commanded as easily as any other limb. Kurochi also covers and infuses the Kagune in various ways depending on the form taken. The Kagune and Kurochi each have A-ranked power, allowing the weapon in its entirety S-ranked durability. It seamlessly and passively regenerates from attacks A-Rank and below. This regeneration also extends to attacks above A-Rank but is more limited in use. Attacks stronger than S-Rank will shatter the Kagune but it can regenerate once from a Forbidden ranked attack and twice from an S ranked attack.

As previously stated, Kagune has 4 main forms, each one corresponding to the location it is projecting out of the Claymore's body, with their own unique usages, advantages and disadvantages. The location where the Kagune will project itself out of will be necessary to give it the shape needed. Its form can be changed but doing so forces the organ back inside the body, where it will relocate after one turn, and re-emerge (doing so cannot bypass any existing cool downs and counts as a re-activation). The color of each Kagune may vary per Claymore as well as unique variations (to be submitted as PCCJ). The Kagune can be activated passively once per fight/conflict, four times overall, with a four turn cool down each time it is deactivated. Lasts as long as the Claymore keeps paying health.

(Ukaku || 羽赫) Shining Feather
The first type of the Kagune which grows in the cervical vertebrae. When activated, the organ bursts from the Claymore's back as a pair of wings. Each wing has a bony support structure running its edges while Kurochi forms a thin membrane in between. This allows the Claymore a limited form of flight and gliding, which can be used to travel up to Mid-range at their base speed. The Claymore also gains he user gains a projectile offensive mechanism, where the Kagune is able to release kunai sized shards of Kurochi to 10 meters (Mid-range). These shards are A-Rank in power and cannot be done while in flight. This ability has a two turn cool down.

(Kōkaku || 甲赫) Shining Shell
The second type is activated upon having the organ grow or move to the thoracic vertebrae. In this form the Kagune forms an outer shell over the Claymore's arm that behaves like a sword or cleaver. Kurochi flares around the Kagune in this form and can allow it pierce or slice through techniques up to S-rank. The Kōkaku form can only reach up to 3 meters of the Claymore but can be operated in close range at the speed of the average Samurai due to its small form and lightweight material. The Kurochi enhancement can only be done once every two turns.

(Rinkaku || 鱗赫) Shining Scales
The third type is created with the growing or moving of the organ in the Lumbar vertebrae which gives the user the ability to call forth tentacles from the spine, up to 4 in number or just one (four B-ranks or one A-rank). Kurochi infuses the Kagune in this form, allowing it to devour anything it touches. For techniques lower in power than the Rinkaku, can be devoured whilst attacking to supply the Claymore (through Primeval Gluttony CCJ). The ability to devour and return chakra can only be activated once every two turns after which the Rinkaku will still function as an offensive weapon. The Rinkaku is also the second Kagune form that can reach up to 10 meters when attacking (Mid ranged).

(Bikaku || 尾赫) Shining Tail
The last kind, which is created from having the organ move to the sacrum, will project itself out from the skin in form of a flexible tail. Being made of almost entirely muscle, the Bikaku swings with enough strength to break bones and send tremors through the ground. With the added Kurochi outer layer, it is an S-ranked weapon, capable of dealing serious damage. It can also be used to cover the Claymore's leg instead, for added Taijutsu damage (+20 to leg based Tai). Once activated the ability lasts two turns, with a two turn cool down. The Bikaku can only reach up to four meters of the Claymore's body.

Note: Must be at least Ghoul rank to possess.
Note: Choosing to have a Kagune prevents the Claymore from utilizing any other CW's and must be mentioned in the biography.


Artifacts:
N/A

Theme Song and Background Music





Battles
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Lost: 0

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"Do not cross a line you aren't prepared to suffer the consequences for. I've learned that the hard way unfortunately..."

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