Muzan vs ?????(Open)

Skorm

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Alucard in signature. Doing opening movie cuse youse told me to T___T.

A rocky terrain, not something one would like to accidentaly slip, fall and die by being penetrated through the brain. A stranger arrived, Alucard got pissed for no reason and decided to open fire. By his speechcraft.

Are you an ass assin? Off to pick up my bounty i figure, pft.

Using his permanent Dojutsu, Alucard could see through the man as if were made out of paper, able to see his entire bodies chakra structure on the same level as the Mangekyo Sharingan.

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye (Passive/Always active)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

He would start the encounter by weaving a single handseal - Reverse Dragon and created a phantom birdcage made out of his Ghoulspine style.

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

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

The thread was not able to be interacted upon using any physical means and remained completely intangible. Getting struck by it caused direct mental damage although the wire was not skewering the target in reality at all. Alucard manipulated the thread to take the form of a nose, that he would circle around the targets neck and hang him in from nothing but air. As the noose started to form around the targets neck, Alucard would then use his Bisumaton element to create a large swirling hellscape that would form around the target and close in on them as if molding a large liquid mountain. This wave would seal all escape routes from all angles as well as above and under the target. The Bisumaton technique was elevated in damage due to Alucard's Golden Nightmare sword

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: D-S (A)
Range: Short-Long
Chakra: 10-40 (30) + 10
Damage: 20-80 (60) + 20
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

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

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

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

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

HP: 160
CP: 2,600 - 10 - 40 - 30 = 2,520
Speed: 12 (Joinin base = 10 + 2 (Advanced speed)
Tracking: (12 + 4) x 4 (Tenseigan) = 64
 
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The_Empire

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Muzan notices a figure in the horizon. With all the information he gathered this should be where he cuts off his target. It was him and he stops. He activates his mind reading ability.

I finally caught you and yes I am here for the bounty on your head now we can do this the easy way or the..

Before he could finish his sentence with his passive ability to read his opponent's mind his opponent already sent an attack to him. He could get the knowledge of an attack that could do some crazy things if he doesn't defend right. The technique his opponent is using si something he has never heard of before, Yin. There has been words going around about a hidden release style called Yin and Yang but he hasn't come across any knowledge of being separate. He tosses down his skateboard from his back and gets on it with a tap it activates passively changing into a hoverboard. He flies off to the left of his original position. He evades the technique and even though he couldn't see it using his passive mind reading ability he could read his opponent's mind to predict where this wire would be coming from and where to.

( Legilimency ) - Legilimency(Passive)
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a foot off the ground.

He leaps off the board grabbing it and rushes towards his opponent. His opponent has started another move already. There was a liquid that comes from his opponent and starts to circle around. He was still able to read his opponent's mind with ease at the time of the move and notices something odd to say the less. His opponent and object to empower his techniques but it was only this one. Muzan stops in his tracks and stands there with his wand still in his right hand. His view of his opponent is gone thanks to this technique so his opponent couldn't but the eyes his opponent has isn't normal. This bounty could be a problem now that he thinks about it. Muzan waits until the sea of this mystery liquid comes closer and he surrounds his body with lightning. He would protect himself completely with no harm. The sea disappears and so does his lightning. He stands there with no issue.

You really are going to be a problem. So show me more of what you can do. I would like to know what I am going against. I feel as if you can do more then what you have showed me.

As he is saying this he has invaded his opponent's mind to gather information on his abilities.

I can see you have a nice abilities but sadly I can beat them all now. So come at me with everything you got.

His wand points at his opponent.

(Raiton: Rairyu no Tatsumaki) - Lightning Release: Thunder Dragon Tornado
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

1600 -20 -5 -15 -5 -30 -30 -10 =1485 Chakra Points
160 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
 
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Skorm

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Muzan notices a figure in the horizon. With all the information he gathered this should be where he cuts off his target. It was him and he stops. He activates his mind reading ability.

I finally caught you and yes I am here for the bounty on your head now we can do this the easy way or the..

Before he could finish his sentence with his passive ability to read his opponent's mind his opponent already sent an attack to him. He could get the knowledge of an attack that could do some crazy things if he doesn't defend right. The technique his opponent is using si something he has never heard of before, Yin. There has been words going around about a hidden release style called Yin and Yang but he hasn't come across any knowledge of being separate. He tosses down his skateboard from his back and gets on it with a tap it activates passively changing into a hoverboard. He flies off to the left of his original position. He evades the technique and even though he couldn't see it using his passive mind reading ability he could read his opponent's mind to predict where this wire would be coming from and where to.

( Legilimency ) - Legilimency(Passive)
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

Beruzebabu | Beelzebub
Type: Tool
Rank: C
Range: Short
Chakra: N/A
Damage: N/A
Description: Beelzebub is a skateboard that has red wheels and a green deck with a picture of two skulls connected symmetrically at the jaw. This skateboard has only one ability, it can fly and levitate. While in flight mode, the wheels rotate 90°, so that they point downwards and shoot jets up that uses the user chakra to keep it going which is -5 per turn. The flight mode activates passively by the user tapping their foot on the board one time or when the user fuel the board to activated it by using 15 chakra points. The board can fly and levitate around passively but to be used to evade or dodge a move requires a move slot and can only be done once per turn. The board can only hold max one person and only levitate at max a foot off the ground.

He leaps off the board grabbing it and rushes towards his opponent. His opponent has started another move already. There was a liquid that comes from his opponent and starts to circle around. He was still able to read his opponent's mind with ease at the time of the move and notices something odd to say the less. His opponent and object to empower his techniques but it was only this one. Muzan stops in his tracks and stands there with his wand still in his right hand. His view of his opponent is gone thanks to this technique so his opponent couldn't but the eyes his opponent has isn't normal. This bounty could be a problem now that he thinks about it. Muzan waits until the sea of this mystery liquid comes closer and he surrounds his body with lightning. He would protect himself completely with no harm. The sea disappears and so does his lightning. He stands there with no issue.

You really are going to be a problem. So show me more of what you can do. I would like to know what I am going against. I feel as if you can do more then what you have showed me.

As he is saying this he has invaded his opponent's mind to gather information on his abilities.

I can see you have a nice abilities but sadly I can beat them all now. So come at me with everything you got.

His wand points at his opponent.

(Raiton: Rairyu no Tatsumaki) - Lightning Release: Thunder Dragon Tornado
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens

1600 -20 -5 -15 -5 -30 -30 -10 =1485 Chakra Points
160 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
Alucard could see the chakra that was surrounding him, it was fairly obvious where it was concentrated as if it was part of a genjutsu yet it wasn't. The chakra output was on the same level as a low tier genjutsu yet his Yin/Yang specialty was not dispelling it automatically. The fact was that he summoned a ninja tool to evade his Ghoulspine tech that was not tangible. He knew it was there as it formed, but how did he? He did not seem to have any inept dojutsu. Instead of continuing with his Bisumaton release, Alucard instead would utilize something else.

..You might know, but you won't have an answer to it anyway.

He thought to himself, already figuring that his mind was open like a can of spam on a monday morning in Britania. He would concentrate his chakra, manifold and stretch it to span across the entire battlefield. Suddenly, the rocky terrain shifted into a boneyard only it wasn't the regular technique that was forming, no, Alucard had infused his Dead Bone Pulse with Ghoulspine chakra.

( Sawarabi no Mai ) - Dance of the Young Ferns
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 45 + 50?
Damage Points: 80 + 20
Description: Sawarabi no Mai is the fifth and last of the five Kaguya dance forms. The user causes a giant forest of tall sharp bone spikes to burst up from the ground covering the entire field. While active, the user can merge themselves into the bone trees at will to attack their target from whichever spike they want.

(Serasu) - Seras
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A +50 to infused technique
Damage: N/A +20 to infused technique
Description: Seras is a technique which lets Alucard be able to infuse his regular Shikotsumyaku techniques with his spectral skeleton. This converts his regular skeleton while using a Shikotsumyaku technique into the black spectral mass that is used for his Ghoulspine techiniques while the Shikotsumyaku technique doesn't get altered in its original use. Instead, their technique will gain a large chunk of extra chakra, damage as well as drop elemental strengths/weaknesses of their Shikotsumyaku technique making it neutral to everything. This also changes the aesthetics of their technique and instead of the regular bones, it is now consisting of the black energy. This conversion doesn't make a Shikotsumyaku technique deal any spiritual damage or indusage of genjutsu.

Note: Can only be used 4 times per battle
Note: Has a two-turn cooldown

As the Seras technique engulfed the DBP technique and turned it into a black mass, it did not make it deal mental damage but instead physical as it was originally intended.

HP: 160
CP: 2,550 - 10 - 45 = 2,495
Speed: Unchanged
Tracking: Unchanged
 

The_Empire

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His opponent mind switch to another style of fighting. The ground it self was changing as his opponent's thoughts of killing him was such power was so loud. Muzan knew that at this point this muggle wasn't a normal muggle at all. Whatever it is he has to have more tricks up his sleeves. The ground started to sprout white objects but these aren't just any objects he sprouted bones. Such ability and on this type of scale. With his left hand he points his palm directly at the bones growing from the ground. Lightning is shot out and destroys it all with ease.

A Muggle with such ability got me intrigue.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

After he flicks his wand and say,

Locomotor Mortis

This spell binds the person's legs together which causes them to be unable to use their legs for a short time. Right after this spell goes into play Muzan stomps his right foot which it causes water to burst from the ground. This water would then surround his opponent into capturing him.

Now you will come with me.

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.

Note: This creates its own water source.

1485 -30 -30 -10 =1555 -5 -40 -20 -20 =1470 Chakra Points
160 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
 

Skorm

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His opponent mind switch to another style of fighting. The ground it self was changing as his opponent's thoughts of killing him was such power was so loud. Muzan knew that at this point this muggle wasn't a normal muggle at all. Whatever it is he has to have more tricks up his sleeves. The ground started to sprout white objects but these aren't just any objects he sprouted bones. Such ability and on this type of scale. With his left hand he points his palm directly at the bones growing from the ground. Lightning is shot out and destroys it all with ease.

A Muggle with such ability got me intrigue.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

After he flicks his wand and say,

Locomotor Mortis

This spell binds the person's legs together which causes them to be unable to use their legs for a short time. Right after this spell goes into play Muzan stomps his right foot which it causes water to burst from the ground. This water would then surround his opponent into capturing him.

Now you will come with me.

  • The Leg-Locker Jinx ( Locomotor Mortis ) is a hex that is used to bind the legs of the victim together. Similar to the Impediment Jinx, the Leg Lock Jinx renders the target's leg muscles to “freeze” up, preventing movement. In certain scenarios where the opponent is moving, by binding their legs, this jinx can cause them to fall over with great force from their momentum. The effects are short lasting, however, never lasting more than a single turn, and can be countered by overpowering it with raw physical power. The target can still mold chakra, however; it’s just that his muscles become unable to move
(Suiton: Funshutsu Mizu Kinko) - Water Release: Gushing Water Imprisonment
Type: Supplementary
Rank: B
Range: Short-Mid
Chakra: 20
Damage: N/A
Description: The user creates a flow of gushing water under the opponent which traps them in a sphere of water. The user can perform an attack while the opponent is trapped. This jutsu is similar to Water Prison Technique, though the user doesn't need to keep his arm in the sphere of water.

Note: This creates its own water source.

1485 -30 -30 -10 =1555 -5 -40 -20 -20 =1470 Chakra Points
160 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
As agreed, my Shikotsumyaku/Ghoulspine tech does not get destroyed but is rather standing an elemental neutrality which makes the lightning unable to destroy it, damaging you for 100 - 20 = 80 HP on your body.


Alucard laughed maniacally as he noticed the amount of calculated chakra, the lightning chakra that was building up inside of his opponent. He did not know entirely what was happening as Alucard had thought and was overpowered by the brute force of the miasma that Seras had produced in the infusion process of his Shikotsumyaku technique. Having damaged the assassins body now, Alucard would continue onwards.

You have now suffered to the first. Now you will suffer to the second..

Alucard would quickly perform four handseals and send out a shockwave of unconcentrated lightning release. This blast would paralyze his target, well any target in the perimiter, acting now as a fish in the sea being sapped by lightning. Helpless, bound to their body.

(Meiton/Raiton: Ordnitaulin) - Dark/Lightning Arts: Ordnitaulin
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Description: Ordnitaulin is an advanced application of dark and lightning release where the user needs to use both of the releases in a fast succession of the other. The user begins by making 4 handseals and creating an immense omni-directional blast of lightning that is designed to paralyse anyone it makes contact with, stretching out up to mid-range from the user. The user will then place their palms with the dark marks on said target and use the lightning current that remains inside of them to absorb it into dark chakra, directly piercing them from inside out with powerful dark chakra.

Note: Can only be used twice per battle
Note: No dark release technique A rank and above for one turn
Note: Can only be taught by Skorm
Note: Counts as 2 out of 3 Jutsu per turn.

As the opponent would remain unable to move, Alucard himself would approach the target, absorb the lightning chakra residing in their body from his own technique and convert it into dark chakra inside the opponents body, causing massive internal damage.

HP: 160
CP: 2,495 - 10 - 40 = 2,445
Speed: Unchanged
Tracking: Unchanged
 

The_Empire

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That's what I get for not reading the jutsu description lol.
____________
Muzan attack doesn't stop the bones at all. They still come and with that he is stabbed He coughs up blood and looks at this opponent. He slowly moves himself out of the bones and spits blood up on the ground. His opponent thoughts have change to more an animal like that he is. Muzan still holding on to his wand in his right hand points at his opponent and say,

D..dd.diffindo

With this he shoots out a jet of thin blue that would cut through the lightning technique with ease. Muzan calls to the ground.

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
With his left hand he starts to heal his wounds on his body. He only heals up 60 damage which gets up back to close to normal but that's all. He couldn't just let his opponent off the hook this quick. Since the lightning was over with so the rest of the jutsu wouldn't happen. Muzan didn't know if he should do this or not but at this point it didn't have a choice. He rushes at his opponent aiming to get in to close quarters with him where he would succeed at.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max)
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

1470 +20 +20 =1510 -5 -40 -120 =1345 Chakra Points
160 -80 +60 =140 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
 

Skorm

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That's what I get for not reading the jutsu description lol.
____________
Muzan attack doesn't stop the bones at all. They still come and with that he is stabbed He coughs up blood and looks at this opponent. He slowly moves himself out of the bones and spits blood up on the ground. His opponent thoughts have change to more an animal like that he is. Muzan still holding on to his wand in his right hand points at his opponent and say,

D..dd.diffindo

With this he shoots out a jet of thin blue that would cut through the lightning technique with ease. Muzan calls to the ground.

Severing Charm: - Offensive/Defensive
  • The Severing Charm ( Diffindo ) is a charm used to precisely and accurately cut something. It is taught in second year charms classes, and if used inappropriately can cause death or injury. Appearing as a thin blue jet, the Severing Charm is able to cut through S rank jutsu and below, splitting the jutsu easily. It is capable of removing limbs and even causing death if used in an irresponsible way. This cannot be used in consecutive turns and only up to mid range. After using, the user cannot use S rank or baove charms for two turns and no other S rank charm on that same turn.
With his left hand he starts to heal his wounds on his body. He only heals up 60 damage which gets up back to close to normal but that's all. He couldn't just let his opponent off the hook this quick. Since the lightning was over with so the rest of the jutsu wouldn't happen. Muzan didn't know if he should do this or not but at this point it didn't have a choice. He rushes at his opponent aiming to get in to close quarters with him where he would succeed at.

( Iryō Ninjutsu: Shōsen Jutsu ) - Medical Technique: Mystic Palm Technique
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max)
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.

1470 +20 +20 =1510 -5 -40 -120 =1345 Chakra Points
160 -80 +60 =140 Health Points
10 +4 =14 Base Speed
14 +4 =18 Base Tracking x2 =36 Final Tracking
Good, you're not helpless.

Alucard took aim at the object that the opponent was using in his hand, whether it was a ninja tool or some other artifact of the olden ages remained to be seen. As his lightning/Dark release was nullified.

The third..

He would perform three handseals, covering the entire battlefield in a dome, encompassing it within a barrier that would ultimately end the existence of every single atom that was inside of it and not himself. This technique was made out of the Kekkei Tota - Dust release. Because Alucard used yet another sword known as Darkiscie which was attoned to this element it would elevate its damage potential. Just as the opponent foolishly came closer, the barrier would implode, leaving no trails left of his existence had ever happened.

(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type: Offensive/Defensive
Rank: B-S (S)
Range: Short-Long
Chakra: 20-40 (40) + 10
Damage: 40-80 (80) + 20
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank, up to 5 meters around the user), mid(A rank, up to 8 meters around the user) and long(S rank, up to 15 meters around the user). Everything that is captured in the field(that has a cubic formation at the edge) will be disintegrated which will essentially rasterized the user away from their surroundings and leave them intact while everything around them is disintegrated. B rank can be used at all times, requiring a single seal. A rank can be used three times, once every second turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

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

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

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

Note: Can only be used by Skorm

HP: 160
CP: 2,445 - 10 - 40 = 2,395
Speed: Unchanged
Tracking: Unchanged
 
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