[NW] Mugetsu

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The Millstone and the Grist


....................................Name: Mugetsu
....................................Nickname: Moonless Sky
....................................Gender: Male
....................................Age: 121
....................................Clan: Hayabusa
....................................Alignment: Chaotic Neutral



Appearance & Personality


Mugetsu most distinct features are his flowing mane of black hair, and light bluish-gray bandages that are tightly wrapped around his torso, right arm, and face, ending just beneath his eyes. His chest is embellished by a combination of seals and flame-like markings that wrap around his left arm, and the remains of a tattered black cloak cover his lower body. His red eyes turn amber when excited.

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Mugetsu is a complicated person to say the least; His political alignment is neutral and he has ideologies that regularly conflict with that of his clan. This caused Mugetsu to turn to his nomadic ways. Subconsciously, he seeks to relate more with his clansmen, but on the surface he keeps himself distracted, in worldly affairs. During his years Mugetsu explored several villages and adopted their cultures. He’s empathetic but lacks the ability to show it. At the same time, he has also proved himself to have a general disregard for individual lives to forward his agenda, this seems to root from his long age and a perspective he gained from his experiences and living in two different eras. He would do what must be done in his eyes. In battle, Mugetsu is calm, collected, and analytical. His nomadic ways and long age resulted in an extraordinary knowledge pool, Mugetsu has an extensive set of skills and techniques. He's also a skilled knowledge hunter always himself informed of the ninja world and noteworthy individuals. Mugetsu is tactile, capable of thinking several moves ahead as well as perceptive.​




Village & Rank Information

Land of Birth: Castle of the Dragon
Warring States Clan: None



Rank: Sage of Yin and Yang, Master Ninja (Hayabusa)
Health & Chakra: 200 & 3000


Jutsu Information.............................................................Specialties


Ninjutsu.........................................................................................................Lightning Release (Primary)
Taijutsu.......................................................................................................Advanced Speed (Secondary)
Genjutsu..................................................................................................Apex Speed Resistance (Unique)
Kenjutsu...............................................................................................................Yin-Yang Release (Extra)
Fūinjutsu................................................................................................................Spirits of Balance (CFS)
Kinjutsu
Sound Ninjutsu
Medical Ninjutsu
Hayabusa Arts

Fire Release
Earth Release
Wind Release
Water Release
Lightning Release
Dark Release
Force Release
Mystic Fire Release
Yin-Yang Release

Snake Contract & Ninjutsu
Wyvern Contract & Ninjutsu

Sealing Fist
Strong Fist
Spirits of Balance
Trick Archery
Yin-Yang Fist




History & Background Information

Mugetsu was born in Castle of the Dragon around the Warring States era. Born a Hayabusa, Mugetsu is the youngest child of Shunden, then the Lord of clan and their Hidden Village. His mother was a concubine of Uzumaki descent who presumably died at child birth, an odd event considering Uzumaki are renown for their vitality but such is the bloodline of Hayabusa. Mugetsu was raised by his older brother Hayate who overlooked his training. Notorious for sneaking out of the village, Mugetsu continued to do that as he grew up until one fateful event at a nearby Hanabi Village caused Mugetsu to question his clans behavior. The following night, Mugetsu escaped again and didn't return. He traveled the world and then spent his remaining years under various clans allied to Senju, training and honing his skills. In his final battle he got involved in between an Uchiha conflict and partnered with another Uchiha Kunoichi. Following her death, Mugetsu lost control of his own abilities and removed himself from existence. Until years, later when a curious new Lord of Hayabusa sensed him and brought him back. Mugetsu has some of his memories, but the young Lord promised answers.​




Other Information


Yin-Yang Release: Mugetsu is a master of Yin-Yang Release. Mugetsu's signature ability, Yin release and Yang release are the fundamental natures of chakra. All of Mugetsu's enhanced specialties root back to Yin-Yang release in one way or another. He is able to passively sense chakra and its nature, as well as identify different chakra signatures, and is also able to manipulate multiple chakra natures at the same time. Mugetsu's mastery of Yang Release enhances his vitality greatly, resulting in increased chakra reserves (+1000) and durability (reduced physical damage by 30). The recoil effects of Forbidden techniques also do not affect him. Conversely, his mastery of Yin Release grants him heightened spiritual awareness, allowing him to detect spiritual entities and techniques besides those of the Mangekyō Sharingan and passively use Kai up to B-Rank. His Genjutsu are enhanced to the point that they can prevent one of the primary release methods. His unique creation, Yoru, wanders the world with him.

Chakra 2000 / Health 1500
Yoru is the physical manifestation of Mugetsu’s will made conscious by Yin-Yang release. Born the day Mugetsu vanished from existence, as a byproduct of Mugetsu’s uncontrolled power. Yoru documented the events of the fateful day, and guarded Mugetsu’s shrine for countless years until Rinne Hayabusa pulled Mugetsu back in existence.
Physiology: Yoru’s body is entirely composed of a black substance much like Black Zetsu. The substance is unlike any known material or element, it is given form via Yin release and made alive via Yang release. Yoru is a shapeshifter, with its malleable body, it is capable of taking any form it or it’s master desires (Refer to submitted technique). Yoru tends to hide in Mugetsu’s shadow, inside his clothing or over his body like a tribal tattoo or a sealing mark. But otherwise appears in a humanoid form, with a sensory and chakra system as developed as a human being. This means that despite its malleable physiology, Yoru is capable of being under the effects of genjutsu, feel pain or be struck by attacks aimed at the chakra system like Jyuuken. Yoru has a male as well as female voice, depending on its assumed identity, it can converse as a female as well as male or with both voices at the same time. Being composed of Yin-Yang release, Yoru is able to use it’s body as a source for Dark release (which is composed of Yin-Yang release as well), and retains a resistance to radiation release by the same logic as Step#1 of Radiation Release : Draco ( does not carry the benefits of mode ).
Chakra Natures: Radiation release, Dark release and Force release
Special Ability: Yin-Yang release
Passive: Chakra transfer ability
Note: At close proximity, Yoru retains Mugetsu’s Wujin whenever he is actively using it, so not reveal his presence when Mugetsu’s wishes to mask it. At a range Yoru is normally detectable.

Midnight: Winged Dress (Yoru: Hagoromo)
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra: 50 (upon casting)
Damage: 80 (If the technique is used to attack upon activation, Costs a move per turn later)
Description: Hagoromo represents the perfect symbiosis between Mugetsu and Yoru. Yoru is composed of a malleable black substance formed via Yin-Yang release. The substance has no fixed properties, meaning it takes on whatever properties the user and its creator desires. Yoru uses this ability to shapeshift into different animate and inanimate forms. The ability provides the user with a wide array of weapons and forms. Yoru could stretch, expand and contract at will, as well as harden itself like high-grade steel in order to act like an actual durable weapon. The shapeshifting ability is not limited to weapons however, Yoru is capable of taking the shape of an animal or beast as well extensions to the user’s body, like an extra pair of arms or functional wings. Yoru’s body also becomes an infinite supply of basic munitions such as shuriken and kunai, and as such allows Yoru to be used as a long-range weapon such as a bow or even an adequate replacement to perform CFS and CW techniques or other weapon techniques if plausible. As for special munitions, such as explosive tags (whose properties Yoru can’t replicate by itself), Yoru is capable of keeping a huge supply within itself without gaining mass. The user is able to draw objects from Yoru really fast and in quick succession, at the same speed as he would from a pocket. While under Hagoromo, Yoru is able to constantly shapeshift to fit Mugetsu’s needs. Yoru is able to maintain his regular functions and abilities. Should the ability require hand seals, Yoru is appropriately able to create a pair of arms extending from Mugetsu’s body to perform the action simultaneously with Mugetsu’s own techniques. Because Yoru is created from a substance of no fixed property and brought to life using Yin & Yang release, Yoru is able to bestow material properties to the physical objects it creates such as the ability to channel chakra through an object or electrical/heat conductivity. Weapons and detached objects created using this technique can be destroyed but doing so does no harm to Yoru himself. Yoru can manipulate the objects he creates over subsequent turns. When not in combat, Yoru is passively able to use this technique to shapeshift as an ornament, a tattoo or to simply hide inside Mugetsu’s shadow.
Note: Yoru’s ability to shapeshift into a different weapon or form while attached to Mugetsu is instantaneous and does not consume a move or chakra. However, moving back to humanoid form or in the shape of another creature always costs a move and 20 chakra.
-Non-passive Physical attacks that deal damage and movement skills cost a move per turn. Damage dealing moves and/or movement skills could be used a maximum of 4 times per conflict.
-If used as a movement technique(such as creating wings to fly away), Hagoromo allows the duo to move at 2x Mugetsu’s base speed (this speed cannot be sustained over other turns).
-While attached to Mugetsu, Yoru is a half-being without a proper body and cannot be affected by direct spiritual attacks such as Genjutsu. In doing so, Yoru also loses his autonomy, being unable to traverse landmarks and operate on his own. However, If Yoru is detached from Mugetsu in a separate form, he behaves like a complete entity and becomes susceptible to such techniques again.

Nature Transformations: Mugetsu is a master of Elemental Ninjutsu. His Fire techniques are passively augmented by a technique known as Schifone's Acrimony, and his considerable prowess with Lightning Release allows him to use all its techniques with a single seal where applicable.

Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen | Fire Release/Sealing Technique: Lifeblood of the Black Salamander
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilise forbidden ranks.

Note:
- Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.
- While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.
- When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.
- This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.
- The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.
- As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.
- When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being)
- Can only be taught by Scaze

(Nanatsu Shukenja Kaen) Seven Sovereign Flames
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Created by a group of Fire Style Masters who used their emotions to influence their Chakra, the Seven Sovereign Flames are not considered traditional Jutsu in the sense that the user simply gathers Chakra, adds various changes to Shape and Nature, then performs it against their opponent in Battle. Rather, they are the purest form of "Supplementary Enhancement" for all techniques that the user knows that fall under the Basic 5 Element of Fire. The user takes their skill in the manipulation of the Fire Element and combines it with their powerful, sometimes overwhelming, emotions, with the result being seven new types of Fire, each with their own special properties, all derived directly from the emotions infused into them. The Seven Masters all created their Sovereign Flames after succumbing to the repercussions of their own emotions. One was consumed with hatred and rage, and hurt the one he loved, while another gave up something precious to them, and was consumed with overwhelming grief and sadness. After their own traumatizing experiences, and eventual personal revelations, they all came to understand and accept the flaws in their own emotional states, and used their understanding of these emotions to further their skills in Fire Release, revealing their true colours as it were. The concept of emotions influencing Chakra has been referenced in the series on a few occasions. One of the best examples of this is Karin Uzumaki, a powerful Sensor-Type Ninja with a unique and extremely detailed form of Sensory perception. Using her Sensory abilities Karin once described both Naruto and Sasuke's Chakra at around the same time in the series claiming Naruto's was "bright and warm", while Sasuke's was "dark and cold", which coincided with both of their emotions during the Five Kage Summit Arc. Karin's description of the nature of both Naruto and Sasuke's Chakra supports the concept that one's Chakra is tightly interwoven with the current state of the users emotions, with this Jutsu using different emotions to directly affect and alter the user's Fire Release Chakra in unique and interesting ways.

The Seven Sovereign Flames are directly applied to one's biography, under the Specialties section as an extension of the Fire Element, thus requiring any user of this Jutsu to specialize in the Fire Element. Within this extension of their Fire Element specialty, the user must specify one of the Seven Sovereign Flames, which becomes their "personal" Sovereign Flame, which they naturally embody, allowing the user to imbue their entire Fire Release arsenal into that Sovereign Flame, each with their own unique properties (All of which are explained below). Only one user of this Jutsu can specialize in any given Sovereign Flame at a time, meaning two users cannot embody the same Flame at the same time. The Sovereign Flame that the user specializes in will always be available to the them at the start of a battle (in addition to base/ regular Fire Style), at no additional Chakra cost. Additionally, while the Sovereign Flames have their own unique properties, they are all still considered, for all intents and purposes, Fire Style Ninjutsu, and always follow the Elemental interactions and guidelines for regular Fire Style, regardless of any unique or alternative properties they possess. Finally, the effects of the Sovereign Flames scale with the Rank, size, overall power, etc of the Jutsu they are infused into, just like any regular form of Elemental Ninjutsu, with higher ranking Jutsu logically dealing more severe effects upon contact with a target, object or surface.

The Sovereign Flames themselves are as follows;

Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also referred to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.

Alisa's Bliss - The end result from the overbearing joy that she brought into the world, Alisa created this Sovereign Flame. The user must also know and understand their own joy to access this vibrant Sovereign Flame, which is linked directly to the user's happiness. As she was never one to enjoy fights, Alisa's Bliss has no blatantly offensive properties, creating a yellow flame that grants one's Fire Style with the ability to blind all within Short Range of a Jutsu imbued with this Sovereign Flame, similar in nature to a flashbomb.

Diarmuid's Covetousness - Born from attempting to fill an empty, endless void in his life by accumulating material goods, Diarmuid forged this gangrenous green Sovereign Flame,which is deeply rooted in all things connected with jealousy. Diarmuid's Covetousness grants one's Fire Style with the ability to steal, or copy, the attributes and abilities of other Fire Release Jutsu it is able to make direct contact with, and successfully overpower. This applies to both friendly and enemy Jutsu, and allow attributes that stem from both the manipulation of the Chakra's Nature and Shape. However, any attempt to "steal" or "copy" the abilities of another Sovereign Flame will result in failure, as the conflicting nature of the emotions that constitute the Sovereign Flames will render each other inert. While it has no stolen attributes or abilities, it produces basic flames just like a regular Fire Jutsu, simply with a different colour.

Imogen's Sorrow - Imogen's perpetual sadness came from an ultimatum that shattered her life, with the resulting sadness causing her to forge her own Sovereign Flame by accident. The user must also know and understand their own sadness to access this silent, ghostly blue fire, which is deeply affected by the sorrows of ones life. Imogen's Sorrow infuses one's Fire Style with the property to exude an external endothermic reaction in place of the regular exothermic reaction, drawing in heat from the Jutsu's surroundings and forcing the outer reaches of the Jutsu to be "perceived" as cold. But despite this perception, at the core of any Jutsu imbued with Imogen's Sorrow still burns a powerful flame like regular Fire Ninjutsu, causing the usual burns on contact with a target or surface. The difference is the first moments where the Jutsu approaches an opponent, making them believe it's something entirely different from Fire Ninjutsu, thus giving the user a slight advantage.

Schifone's Acrimony - Unfortunately for it's creator, this Sovereign Flame was created from their abhorrent disgust for the world. The user must also know and understand their own disgust to access this pungent purple fire, which is connected with one's own sense of revulsion. Schifone's Acrimony grants one's Fire Style with the ability to produce an overwhelming scent, as it consumes more of the trace elements found in the air. With these higher concentrations of those trace elements, the flame bombards the opponents sense of smell, overloading it, while also effectively acting as an active marking agent that allows Olfactory Sensors, like Ninja Hounds and the Inuzuka, to track the target to the ends of the Earth, regardless of attempts to remove it.

Phobos' Recreancy - Born from a perpetual, crippling fear of the world, and the darkness within it, Phobos created this Sovereign Flame. The user must also know and understand their own fears to access this deceptively dim black fire, which is deeply rooted in cowardice. Phobos' Recreancy imbues one's Fire Style with the unique property to emit zero light, thus creating a black fire that perfectly blends into darkness, and is well suited for assassinations or deception, as it is identical to the famed Black Flames of Amaterasu, though obviously lacking it's unique ability to never be extinguished.

Rhiannon's Clarity - Rhiannon was a very unique young woman, as she never really had any predisposition for any emotion whatsoever. Eventually she came to understand that this was not the product of apathy, or a disinterest in showing any emotion, but simply the result of achieving a true state of peace, and by coming to acknowledge this, she created this Sovereign Flame. The user must also know have a sense of neutrality to access this surprisingly unique pure, clear fire, which is the result of enlightenment. Rhiannon's Clarity imbues one's Fire Style with the unique property to completely allow light to almost pass completely through it, thus creating the illusion that the user's fire is invisible. Despite this "invisibility", it still distorts any light that passes through it, created a "wavy" effect that can still be seen by the naked eye.

Note: This Jutsu must be stated in the user's biography, and posted at the beginning of every battle.
Note: Chosen flame must be stated in the user's bio.
Note: Can only be taught by Iᴍᴘᴇяғᴇᴄᴛ.

Increased Speed: Mugetsu's physical training began at a young age, and as a result he boasts great athleticism and physicality, his base speed being greater than his peers (+2). He can also exert an aura that reduces the base speed of those within short-range of him (-4). He has a number of tools and techniques at his disposal to increase his lethality as a close-quarters combatant.

(Ken Ki) Swordsman Spirit
Rank: Forbidden
Range: N/A
Chakra cost: 50
Damage: N/A (-5 for each turn, max of -20)
Description: A power that only can be awakened by the most experienced swordsman as a result of years of training and countless death matches. The basic is that the swordsman can overcome his own physical limits by using his own willpower to live. This can be compared to the fourth Inner Gate, however the effects are mainly for specific swordsman techniques. Thus the spirit is more or less the same as the fourth IG, but in HTH-combat the IG would still be a lot stronger than a swordsman, but in plain swordfighting the swordsman would be stronger than the IG:
• The users stamina, speed, reflexes and strength are increased tremendously. However this is mainly for sword techniques (blocking projectiles, sword drawing, faster reaction time on incoming attacks, faster slashes etc.)
• All sword jutsu's and techniques are increased with +20 damage
• Taijutsu techniques are increased with +10 damage
• The user can endure a lot more pain than normally and fight without being bothered much with his injuries
• If there are allied swordsman in short range of the user, they receive +5 damage for every sword jutsu and technique and they can endure more pain
This is a step further than the Elder teachings: sixth sense where you de-activate your emotions. Though it may sound paradoxical, but the swordsman spirit is based on "living". This doesn't mean the user should fear death (then you would have gone a step back of the Elder) but actually have the desire to live and win while having no fear of death at all. As swordsman are often in near-death situations, as a result death has become a second nature. But when the user finds the will to live again, he awakens his Swordsman Spirit.
As said before it is comparable to the fourth IG, however global seen the gate is a lot stronger as the spirit only focuses on certain aspects. The Spirit can be activated immediately.

*Can only be taught by Caliburn*
*Can only be used if learned Elder teachings: sixth sense by Kaito-sama himself*
*The effect lasts only for 4 turns max*
*Can only be used once per battle*
*The user takes -5 damage for each turn*

(Katai Omori) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

Sealing Arts: Mugetsu is well-versed in Fūinjutsu, combining it with his myriad of known skills to aid him in battle. The best known example of this is a fighting style of his own invention; Spirits of Balance, which combines Fūinjutsu with Yin-Yang Release. He bears a number of seals on his body related to Spirits of Balance, as well as other fighting styles and fields.

( Ura Shishō Fūinjutsu ) - Reverse Four Symbols Sealing Technique
Rank: S-Rank
Type: Offensive
Range: Short – Mid
Chakra cost: 40
Damage points: 80
Description: This is a sealing jutsu that is placed upon the users body, setting it to activate on the users death. It seals everything within a large, nearby, spherical into the users body.
Note: Can only be activated upon the users death.
Note: The placement of this seal must be stated on the user's biography.

( Juinjutsu/Ototon: Morsmorde ) - Cursed Sealing Arts/Sound Release: Morsmorde
Type: Defensive/Supplementary
Rank: S-rank
Range: Short
Chakra: 40 ( -10 per item marked and for communication, -20 per turn for barrier )
Damage: N/A
Description: This jutsu is based foremost on Fuuinjutsu such as the Tongue Twister Seal and the various types of Ototon Jutsu. The user creates a "cursed" seal on his arm called the Dark Mark, resembling a skull with a large intricate snake extending from it's mouth. This seal itself allows for a myriad of effect, the first and most basic ability being it allows the user to communicate with others who have been branded with the Dark Mark. Through simple touch and fueling of chakra, this allows the user to create a burning sensation which is procured through the intense vibrations resonating through the seal and being replicated in the sister seals marked across others. This acts as a sort of honing device, alerting those with the mark ( either as a group or individually ) to the user's location. In addition to this, the user is able to mark items with the Dark Mark, allowing him to summon the specific item should it be needed to him, much like a Reverse Summoning and Summoning: Lightning Blade Creation jutsu mixed. Up to 4 items can be marked each use. In addition to this base effect, the user is able to actively stimulate the seal and cause another effect. Through direct contact with the seal, the user releases sound vibrations through the seal and it erects a cursed barrier around the field. This barrier is designed not to harm, but to hinder and taunt the opponent; when erected, those within the barrier's 15 meter radius are left unable to enter or exit the barrier. The key to it's exit and entry is the seal on the user themselves, meaning only those with the Dark Mark are able to cross the barrier. Due to it's sealing abilities, it prevents the ability to use high level ninjutsu that require concentration, namely S rank and higher Ninjutsu ( this would encompass Kinjutsu, medjutsu, S/T jutsu, Fuuinjutsu, etc - various branches of Ninjutsu itself ) and Forbidden ranked Elemental Ninjutsu. To break the barrier itself, multiple walls (at least two) must be attacked with S ranked strength simultaneously.
Note: Barrier can only be erected twice per battle with at least a 2 turn break in between use. The barrier itself is of A rank strength.
Note: The communication aspect as well as basic summoning can be done an unlimited amount of times, as long as the jutsu is posted with each use and abiding by the 3 jutsu per turn rule.
Note: While the barrier is in effect, the user can only use Sound, Lightning or Wind and cannot use any other Fuuinjutsu techniques.

Spirits of Balance: 47 Ronin (Onryodo:Shi-jū-shichi-shi)
Rank: S
Range: Short-Long
Type: Defensive/Offensive/Supplementary
Chakra cost: 40
Damage Points: N/a
Description: The technique requires placing a seal over the users body that collects huge masses spiritual energy from the user and stores it up over the period of time. When released the seal uses Yin to Yang chakra manipulation and manifests the spiritual energy into the users imagination of a story: The revenge of the Forty-seven Ronin (四十七士 Shi-jū-shichi-shi), also known as the Forty-seven Samurai, the Akō vendetta, or the Genroku Akō incident (元禄赤穂事件 Genroku akō jiken). Where a group 47 samurai who were made Ronin, and avenged their General. The spiritual energy amasses together and forms in 47 spirits of Samurai with a dark aura equipped with swords and straw hats. The spirits are intangible, they don’t dessipitate when hit with objects or techniques that disrupt chakra and are inexcusably only effective on Resurrection techniques, Ritualistic techniques and other Spirits related/Spiritual technique. These samurai are incredibly strong and hunts the products of such techniques down with relative ease. When the target is hit by the Samurai’s sword(s) they are sealed within it. The Samurai then grab their own swords, and out of guilt of murder they commit Seppuku, with the suicide the souls of the target are released from the swords and are guided by the Samurai’s spirit in to the Outer World plains.
Restriction: Usable once per conflict.

Spirits of Balance: Reaper’s Wisps (Onryodo: Shinigami no Shiranui)
Rank: S
Type: Defensive
Range: Short-Long
Chakra cost: 40
Damage Points: N/a
Description: The user release performs a series of hand seals (alternatively, release a seal that generates the technique) that forms six Will-o-Wisp’s around floating around the user. These wisps revolve around the user playfully making echoing sounds in little girls voice, the user is able to manipulate them to surround other people/objects similar to Scorch release: Extremely Steaming Murder. The wisps are harmless to humans, summoning animals and other beings, they act upon the users will or independently towards incoming threats. When released towards an object, upon impact the wisp burst into a huge white flame, the burning is fast but not instantaneous and anything that’s burned by the wisps (even water and fire itself, and nothing alive as stated above), is sealed inside the users consciousness until release. The technique is one of the several sealing methods of Onryodo, and takes the form of Will-o-wisps which is translated as Shiranui, the word shiranui also has the literal meaning of unknown fire which explains concept of the technique.
Note: Last 4 turns, can only make 6 wisps per use.
-Usable twice.
-Can seal techniques up to S rank.

Fuuin Genkotsu: Yasei no Janguru no Shīru | Sealing Fist: Seal of the Wild Jungle
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: /
Description:The Sealing Fist: Seal of the Wild Jungle is a dormant technique that consists of a giant seal that encompasses 3 main areas, all connected and intertwined into a massive high rank seal. The core of the seal is in the chest of the user which then branches out into both hands and connects to a secondary seal located in the forehead. Each part is connected and share the same core which is connected to the users chakra circulatory system directly. This connection is how the seal is fueled for the most part. The seal is consisted of 3 unlocks:

Unlock the Courage of a Bull: The first and most basic ability, though one of the most beneficial. When the user unlocks this part of the seal, the outside core of the seal fuels chakra through the branches to power the user's speed and physical power. The user gains a boost in speed and strength, becoming physically able to do incredible physical feets, like creating small craters upon the impact of falling kicks or punches, and gaining the speed similar to that of Sage Taijutsu Specialist. His reflexes are enough to keep up with his speed and adapt his movement to it. This unlock can dispel genjutsu up to B-Rank upon activation. Not only that, but when used by Jyuuken users, they will have a much more chakra at their disposal, making it far easier and faster to perform the signature Hyuuga moves, as well as exerting more chakra due to the rush of chakra.

Restrictions and Abilities:
Note: Can be used 1 time per battle and lasts 3 turns
Note: Activation costs as 1 jutsu
Note: When this is active and the user uses Jyuuken techniques, the techniques will cost 20 more chakra, but will do +10 damage
Note: Strong Fist gets +10 damage due to the drastic increase in strength.
Note: While the seal is active the user is left unable to use Wind and Lightning techniques and KG based on them.

Unlock the Pride of the Puma: The second one of the three unlocks, created in such a fashion that it can be used offensively as well as defensively. The user activates the branches of the seal alone, and when he does so, the chakra releases over his body, sending it to his hands and feet. These will start to burn dark purple, much like Orochimaru’s fingertips when he restricted the chakra flow of Naruto. Next to that, the Kanji for “repel” will appear on every foot and palm of the user. The user can then use taijutsu moves and stances (both from strong fist style as well as other styles) to fend of Ninjutsu techniques (elemental or not) up to A-Rank (within reason, as one needs to take consideration of the size of the technique). The chakra unlocked on the branch seals will repel incoming techniques and projectiles, regardless of nature or characteristics. This enables the user to defend himself from almost anything but, if used to attack an enemy with Taijutsu, it will cause the punches and kicks of the user to deal +20 damage as they will repel the enemy with tremendous might.

Restrictions and Abilities:
Note: Can be used 2 times per battle and lasts 2 turns each time
Note: Activation costs as 1 jutsu
Note: Taijutsu techniques will get the repel function which boosts damage to +20

Unlock the Determination of the Hippopotamus: The third of the three unlocks, consists of the core of the seal itself and takes use of all the branches of the seal. This is the most defensive unlock of the three. Upon unlocking this, the core of the seal opens completely and the Kanji for "Gateway" is formed in the Left Palm and the kanji for "Blessing" is formed on the Right Palm. This unlock makes the seal work as a pathway for foreign chakra, capable of absorbing chakra through the Gateway and returning it through the Blessing. It can, in alternative, reroute that chakra into itself, sealing it in the core. In reality, this unlock enables the user to absorb up to F-Rank techniques while converting the chakra into a raw version of what was absorbed (absorbing a fire jutsu produces a raw fire stream, absorbing water produces a raw water jet, etc etc) with little shape manipulation but the same strength. If the user decides to seal that chakra in the core, he can double the duration of one of the other two unlocks.

Restrictions and Abilities:
Note: Can only be used 2 times per battle.
Note: Absorbing, Releasing and Sealing the absorbed chakra all counts a technique, meaning that this unlock always costs 2 moves.
Note: In the turn its active, the user can't mold chakra above A-Rank.
Note: Can be unlocked with either the Courage of the Bull or the Pride of the Puma activated.
Note: When used to seal away chakra with one other unlock, it doubles the duration of that unlock.
Note: Absorbing an F-Rank technique can only be done once and disables the use of any part of the seal (meaning, its unlocks) and leaves the enemy unable to mold anything above S-Rank for 2 turns.

General Restrictions
Note: This seal must be present in the bio to be usable
Note: User needs to have learned Fuuin Genkotsu | Sealing Fist
Note: Can only be taught by Wesobi

(Fuuin: Metsuryū Mahō) - Sealing art: Dragon Slayer Magic
Type: Fuuin
Rank: A
Range: Short (mid range blast when released)
Chakra: 30
Damage: 60
Description: Before the battle the user will have places 5 basic seals in their mouth/throat in preparation. Each of these seals will represent one of the 5 basic elements. In battle, when the user is about to be hit by one of the the 5 basic elements they will perform one handseal activating one of the chosen seals in their mouth as they breath in. In doing so, the element of the seal they activated will be sucking in and sealed into the seal in the users mouth. Much like how Jiraiya sealed Amaterasu. After having sealed the element, the user can then perform one handseal releasing that element from their mouth back at their opponent, in the form of a blast of that chosen element with no shape to it. An exampe of this jutsu would be if the opponent use a B rank fireball, just when it's about to hit the user, he will perform one handseal, activating the seal as he breathes in, as he does, the fireball will be sealed into the seal in the users mouth, without hurting the user. The user could then perform another handseal releasing the fireb back at the opponent as one big blast, the fireball would still be B rank. When the seal is activated, a mass of chakra is released out of the users mouth at high speed, similar to when jiraiya sealed amaterasu in a scroll, but faster. The element would be drawn into this chakra and sealed into the seal in the users mouth.

Note: Each seal can only be used once per battle.
Note: Can only seal one jutsu per seal
Note: Can only seal A rank and below
Note: Must wait 1 turn to use this jutsu again
Note: After a jutsu has been sealed in the users mouth, when they release it back, it counts as one of the 3 jutsu per turns.
Note: Can only seal one element, not elemental combinations.
Note: Useable 3 times

Hayabusa Arts: As a member of the Hayabusa Clan, Mugetsu's chakra is a mixture of physical and spiritual energies, and a piece of Wadatsukami energy, granting him access to a unique brand of Ninjutsu called Neidan. Mugetsu cannot be perceived using any extrasensory methods including chakra sensing and other forms of it. He has complete awareness of all things directly related to his existence as well as enhanced spirituality. The status effects of all spiritual/mental techniques against Mugetsu are reduced by half. A few times per battle, he can actively resist any spiritual technique used against him at the cost of a move (barring Yin and MS level techniques).

(Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing Way of the Koi
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (-20 per turn)
Damage: N/A
Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.

Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.

White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.

Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.
Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.
Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.
Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.
Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).

(Waidan) Golden Elixir (3x 300 each)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.

Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.
Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.
Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.
Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.
Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian.

Tools & Artifacts: Mugetsu carries an assortment of basic ninja tools, ranging from shuriken to wires, sealing and explosive tags, and a Chakra Absorption Arm. Versed in Medical Ninjutsu, he also carries an assortment of pills at all times. The bandages he wears on his body are also used as a medium for sealing techniques. He also wears a special Kote that is used in conjunction with Trick Archery.

(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

(Hyōrōgan) Military Ration Pills
Type: Healing
Description and Background:Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. Replenishes 50 percent of the user's maximum chakra supply per pill taken, along with pumping stimulants into the body to alleviate tiredness. These pills are a basic medicine medical ninjas use or distribute in combat and are essentially dark brown small round pills which are swallowed and absorbed through the mucosa in the stomach. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Taking two pills in a conflict results in hyper-stimulation of the cardiovascular system. The users heart rate and blood pressure increase to the point they become painful for 6 turns after taking the pill.
-Taking 3 pills in a conflict pushes the user's cardiovascular system to breaking point, resulting in heart failure after 4 turns.
-Costs a move per turn to use.

(Ketsueki no Zōka Piru) Blood Replenishing Pill
Type: Healing
Description and Background: Contains high concentrations of amino acids, iron and mitosis inducing enzymes designed to turbo boost the production of erythrocytes from haematopoetic stem cells in the human body. This pill alleviates and cancels the symptoms of blood loss after one turn. These pills are a basic medicine medical ninjas use or administer in combat and are essentially dark red small round pills which are swallowed and absorbed through the mucosa in the stomach
Description of Side Effects:
-Taking 2 pills leads to increased blood pressure, and increased likelihood of blood clots forming, specially through trauma.
-Taking 3 pills over stresses the cardiovascular system and causes fainting from lack of blood to the head after 4 turns.
-Costs a move per turn to use.

( Asashin Heiki ) - Assassin's Arsenal
Type: Tool
Rank: A
Range: Short - Long
Chakra: 30 (-30 to recharge)
Damage: 60
Description: The Assasin's Arsenal is a set of 3 guns: an assault rifle and a pair of semi-automatic pistols. These guns are capable of firing Jutsu Bullets. The user can release up to 5 bullets freeform per turn, dealing a collective 20 damage. The user is also able to release Fire Jutsu Bullets at A rank power once per turn, only usable every two turns. This can be done via single fire or three round bursts from his chakra rifle or by firing his pistols, creating bursts up to 3 meters large.
Note: The two pistols can fire 5 freeform bullets per turn to deal 20 damage. These bullets are made of raw chakra and are of similar width to fingers.
Note: These pistols are also able to release up to 2 Projectile/Streaming jutsu per turn and up to 5 in total before having to recharge chakra cartridges. During the recharge periods, the user must spend 30 chakra to recharge the clips in which neither of the guns can be used.

(Máscara del Lobo) – Mask of the Wolf
Type: Void Infused Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A (80 – 120)
Description: Mask of the Wolf is a Void Infused Artifact, fashioned from the remains of Coyote Starrk's Hollow mask. It resembles a fanged bottom jaw, worn along the base of the neck. Mask of the Wolf has three abilities in total; two passives and one active.

Primera Espada – The user's maximum Void infusion cap is increased by one (1). This is passive, and can be stacked with other Void Infused Artifacts which increase the infusion cap.

Solitude – Once per turn, if the user isn't carrying any Void charges, there is a chance for the mask to passively accumulate a Void charge. For each turn the effect doesn't activate, the chance to gain a Void charge increases. This chance increases by increments of 5, starting at 5%, and ending at 20%. Upon gaining a Void charge, whether through the effect of Mask of the Wolf or another Void Accumulator Artifact, the chance resets to 5%.

Hollow Flash – Activated at the cost of a move, the user can consume their own Void charges in order to unleash a beam of blue energy. This energy scorches on contact, and can travel up to long-range distances. Its strength is dependent on the number of Void charges spent to power it; one charge grants 80 damage, increasing by an additional 20 damage per charge, up to a maximum of 120 damage at three charges. Hollow Flash cannot be reactivated for a single turn after consuming two Void charges, two turns after consuming three charges. The energy itself carries no chakra.

River of Death: Mugetsu wields a named sword, Shinokawa. Shinokawa is an enchanted blade capable of taking many forms that Mugetsu employs regularly in combat. Like his Hayabusa and Yin-Yang abilities, the blade materializes out of thin air in a form that fulfills Mugetsu's ends.

Shinokawa (River of Death)
Rank: S
Type: Weapon
Range: Short-Long
Chakra cost: 20/turn this weapon is used (Not counting towards any damage boosts or chakra expenditure caps)
Damage Points: 80 (if the weapon is used to perform a physical attack/costs a move per turn)
Descriptions: Shi no kawa is a blade held by Mugetsu. The weapon was retrieved unknowingly along with Mugetsu when he was brought back from the ‘Golden River’ after losing control of his abilities and erasing himself. Reborn Hayabusa rescued Mugetsu where Reborn witnessed a golden river of infinite creation. From Mugetsu’s perspective, however, He spent an eternity being tortured in a dark river of infinite death. Mugetsu had to cross a river swarmed with snakes every night. After 10,000 cold nights, Mugetsu found a sword stuck in the middle of the river, Its blade against the river's flow cutting through the currents, and any serpents caught against its edge. The blade is both formless and capable of taking any weapon form Mugetsu requires. It is a manifestation of Mugetsu and his powers as well as the place the weapon was conceived in, as such it is part of Mugetsu’s being. Similarly, Mugetsu does not have to manifest the blade to use its abilities because Mugetsu is the blade.
The blade governs the flow and conversion of energies through Yin-Yang release. Its effects represent the duality between the Golden river and the river of death in the fact that the weapon takes and it gives. The weapon’s first ability is that it tithes on destruction: Being part of the user, the sword empowers any technique they use and siphons energy from the destruction it has caused. This energy has a restorative effect on the user, thus by causing destruction around him the user is able to rejuvenate himself. The sword tithes at 25% efficiency, meaning it gives back a smaller amount relative to the destruction the user causes. For example, If the user destroys or neutralizes an enemy technique through a damage-dealing technique of his own. The sword would tithe 25% of the technique's damage, meaning a technique with 80 damage would recover (25% x 80) 20 health for the user. The ability similarly works with defensive or other techniques that include a damage value. Similarly, In the case of Genjutsu or spiritual attacks that deal damage, the sword only tithes damage should the technique actually do some damage(i.e. If any enemy breaks out of a damage-dealing genjutsu before reaching the part of technique where they take damage, no destruction would tithe). This skill is on par with Yang healing and recovers physical or spiritual damage for the user although in very small quantities. It would not recover a lost limb or heal damages the likes of Eight Inner Gates. As such, this ability is not fit to heal grave injuries and for the most part, a Yang technique or Medical Ninjutsu would be far more effective being able to instantly heal much greater amounts using a single technique (And by comparison, the average mode passively heals for at least 20 damage with no other requirement). However, the ability is beneficial because it does so passively in synergy with users' own attacks. This skill activates if the user deals any kind of damage to an enemy technique, object, summon/animal partner/familiar/etc or the enemy themselves. However, should the enemy technique win an interaction, this technique will only heal for the damage it is able to deal. I.e. After a clash between two techniques an enemy technique that originally dealt 80 damage moves towards the user with 60 damage (shaving away 20). The skill would only heal for a meager (25%*20) 5 health.
If the user is completely healthy (at full health). All healing past the cap is transformed into an energy that begins to spill and radiate around the user forming a visible black aura. This energy is measured as Jin, derived from the practice of Neijing (Harnessing force/power from life force/Ki/Qi). The more Jin the user gains, the denser this aura gets. This is the secondary ability of this weapon. The aura primarily has a defensive effect, acting as an intermediary between an enemy attack (or the user's own recoil) and the user, shaving away damage of equal value. I.e. If the user has an aura worth 24 Jin, he will take 24 less damage upon incursion. The downside of this ability is that it is only active when the user is fully healthy.

Note: The maximum capacity for Jin is 25% of users max health. I.e. A Jonin-ranked individual could hold a total of 40 Jin.
-All skills passively activate only when requirements are met as stated in the technique.
-The user could heal for a maximum of 50/turn using this weapon’s healing skill.





Battles

Won: One
Lost: None​



Approved by Imperfect.
 
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