[Official] Road to Temporal Mastery 3/8

Lili-Chwan

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Isabella appears in a rocky terrain, with the backdrop of a massive mountain range. While the battlefield is extremely woide and clear, it is slanted slightly, with an inclination of 10%, where Isabella's left is higher than Isabella's right. She faces off Raiden, someone she would be meeting for the first time ever.

Seems fitting that I would meet you here, Raiden, in the ranges of the Lightning Country. Shall we start?




With a single handseal, Isabella casts a genjutsu onto Raiden, where several metal wires whip out from within the rocky terrain, piercing through her skin and preventing her from moving her arms and legs, or make any sort of handseal. Hidden within this low ranked Genjutsu was the fact that this technique was actually the set up for Pest Proliferation, such that two genjutsu have been cast, and the second would activate if the trap is set off. This is done simultaneously with her eyes turning into the Shinkaigain's blue void and then into the purple cosmical galaxy of her Uchuu Shinkaigan, draining 15 sanity points, using the wires to bind her face in such a way that she would not be able to avert her eyes from seeing it, even with tiny wire threads keeping her eyelids open and her eyeballs stuck in place.

(Genjutsu: Sen Soutei) Illusionary Technique: Wire Binding
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: N/A
Description: The user will perform 3 handseals and the opponent will then feel as if several needles with metal wires attached have pierced through their limbs and the wires have wrapped around the limbs and pulled back as to leave the opponent with their torso thrust forward and their limbs behind them. Their body mimics the illusion in real life as the opponent's limbs pull back and they find it very hard to move. A strong enough ninja can fight back against the illusion and free themselves much like Demonic Illusion: Shackling Stakes. The stress on the body and the realistic illusion causes the opponent minor harm.

-Twice per battle.
-Lasts two turns.
-Only taught by Professor Sarutobi.
*Taught by Professor Sarutobi*

( Genjutsu/Ninjutsu: Soeki Kyuuzou ) Illusion Arts/Ninja Arts: Pest Proliferation
Rank: A
Range: Short-Mid
Chakra Cost: 30 + (Decoy Jutsu)
Damage Points: N/A ( Non quantifiable)
Description: The genjutsu begins by replicating a weak, easily releasable genjutsu (by Kai or small pain) and place it on any number of opponents within range. An example would be False Surrounding, changing the area around the targets. When the target moves to release it, the second, stronger, genjutsu will recognize the output, be it a chakra peak caused by pain or a Kai. This is based on the notion that certain genjutsus, for their complexity and strength, require sharper pain or bigger chakra outbursts in order to be broken, anything smaller will not affect the genjutsu. After having recognized the peak, the genjutsu will duplicate and repeat it in increasingly higher frequency. This will overload the opponent, preventing the usage of complex jutsu (S and above), genjutsu or summoning jutsus, and exhaust the chakra reserves, equivalent to a chakra cost of a Kai for each peak. The repetition of the chakra peak that exhausts the chakra reserves touches the Ninjutsu in it's technique, as it copies and sends out chakra signals that affect the chakra system physically, but in a very raw and primitive manner, highly distant from the Kurama KG.

The Second Genjutsu clears the effects of the first one, and changes it with slight ringing noises, body palpitations and slight dizzy vision. If the used method of release was pain, it will recreate the pain by adding it to the body palpitations, seemingly making the body sore. These illusions are presented intermittently.

*The phsyical effect of the second genjutsu only serves to exhaust the chakra reserves, not to make the illusion of the technique real. Thus no damage is done physically*
*Can only be used once per battle*
*Allows multiple targets, but not multiple layers of this same genjutsu*
*Costs as 2 jutsus*
*The weak jutsu gets released upon the usage of Kai, small pain spikes or other means of releasing it. The second, stronger, genjutsu, will react to any method of countering the first genjutsu that would suffice to counter an A ranked Genjutsu.*
*High Ranked users will counter both genjutsus with a single Kai usage (because the second genjutsu is an A rank).
*After the second genjutsu kicks in, although it restricts the usage of complex jutsus, will still allow different methods of countering, such as higher pain peaks, or 3rd person infusion of chakra , despite the primitive physical part of the genjutsu (ninjutsu)*
*The user can't preform Summoning techniques or other Genjutsu in the same turn. Can only use 2 jutsus in the second turn. Can't use Forbidden techniques in the same or second turn*

(Dōjutsu: Shinkaigan) – Eye Technique: Abyssal Eyes
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Shinkaigan (深海), or the Abyssal Eyes and the Eyes of the Abyss, is the Dōjutsu Kekkei Genkai that appears in the Voidseers. Two conditions must be met to awaken the Shinkaigan. The first is that one must become Void-touched; this is achieved when one becomes Void-touched. The second is by gaining sufficient knowledge of the Shinkaigan and the Voidseer’s innate abilities. This is a key characteristic of the Shinkaigan, noted by Solomon to be “eyes of knowledge” rather than “eyes of trauma,” making it distinct from the Sharingan. The Shinkaigan possesses a unique connection to the Void itself. Its abilities exist in both space and time separately. This comes to be because the Void exists both as a separate dimension and a state in time. Rewinding the clocks far enough would cause everything in the universe to eventually converge onto the Void. The Shinkaigan is the only way one can view the Void directly, peering into it to gain intimate knowledge of the inner workings of the universe as it is today. Without the Shinkaigan exposure to the Void and Shinkaigan Dōjutsu causes one to lose Sanity; though, like a double-edged sword, the Shinkaigan user also suffers a loss of Sanity. But because their eye allows them to perceive and cognize the Void differently from other humans, they lose Sanity at a slower rate. In the left eye the Shinkaigan allows the user to visually perceive lifeforce and lifecycles of anything, including inanimate objects. It derives this ocular power through the nature of the Void itself. The right eye allows the Shinkaigan wielder to view the Void as a physical space, perceiving it not as a point in time but a location. The wielder gains enhanced visual acuity, able to track targets at four times their speed. Though unlike other Dōjutsu it lacks the ability to perceive chakra. Activation of the Shinkaigan grants the user access to their Voidseer Dōjutsu, affording them the ability to use powerful temporal and spatial abilities.
Note: The user is able to passively activate the Shinkaigan after holding the Dōjutsu for one month.
Note: Gazing directly into the Shinkaigan causes a loss of 5 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.
(Dōjutsu: Uchū Shinkaigan) – Eye Technique: Cosmic Abyssal Eyes
Type: Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A (-30 per turn)
Damage: N/A
Description: The Cosmic Shinkaigan (深海), or the Cosmic Abyssal Eyes is the advanced Dōjutsu Kekkei Genkai that appears in the Voidseers. The conditions to advance the Shinkaigan to its Cosmic level continue to build on the concept of the “eyes of knowledge.” The Cosmic Shinkaigan significantly improves the user’s visual prowess, extending the reach and accuracy of their perceptive abilities. The user becomes able to see up to two landmarks from their position in the Ninja World, significantly increasing their reach from the Abyssal Eyes. Meanwhile their visual acuity is enhanced dramatically, vastly improving their tracking capabilities by 6x their base. It is said that the Cosmic level signify the pinnacle of the user’s insight into the Cosmos, but it is more likely that they are simply better attuned to the Void than they would be otherwise. Once they have mastered their abilities a Cosmic Shinkaigan user becomes able to specialize in either the Shinkaigan’s Spatial or Temporal powers, pursuing a line of abilities they unlock as their proficiency with the Cosmic Shinkaigan increases. As a Shinkaigan user has innately greater mastery over their abilities and knowledge of the Void they gain an intrinsic 50% Insanity Resistance.
Note: Once activated the technique will remain active indefinitely afterwards, able to be switched between the Shinkaigan and Cosmic level at will.
Note: After the user has held the Cosmic Shinkaigan for two months they are able to activate it passively.
Note: Gazing directly into the Shinkaigan causes a loss of 10 Sanity per turn unless the user also wields the Shinkaigan. Those who have completed Taijutsu training can avoid these effects by breaking eye contact with their opponent.

As this is done, Isabella would swipe out 3 senbon needles from her pouch and thrown them with tags attached to the end, where they would be set to explode as soon as they pierce Raiden's feet, on a timer. Isabella would charge forwards, slightly encircling Raiden through the left, where she would be taking the high ground.

Isabella
SP: 11
TR: 15 x 6 = 90
HP: 230
CP: 2000 - 10 - 30 - 20 - 30 = 1910
Sanity: 100
 

Mirai

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As the nigh immortal being appeared in a flash of lightning; the Shogun would be equipped with her katana on her hip, bisento in her right hand as she twirled it around. “Isabella Uchiha…your reputation is quite…unforgettable I suppose…” Raiden said, as a smile became placed on her face. Just through the sheer mention of her name allowed Raiden to shift her gaze down to Isabella’s chin - though she knew she wasn’t going to have much an issue with Genjutsu, the Sharingan was still a feared ability. Raiden wasn’t sure what to expect from her, thus she would notice the hand seals being made as she braced herself. However…nothing happened…or least something did happen and she figured something might have gone astray.


Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.
It was at this moment the maiden took a chance to guess what had occurred. “Use of regular Genjutsu is not worth thy time, maiden of the Sharingan. I am but unable to be placed in such rudimentary theatrics” she commented as she quickly inhaled and exhaled, passively summoning a spell book into her free hand, as the Noble Phantasm infused her body with an infusion of Prana - allowing her to increase the potency of her Lightning Release techniques. She would then quickly with her hand performing a gesture - would summon swords immediately around her shrouded in purple Prana.

As quickly as it formed, it would have teleported to and from the throne - appearing just outside short range of the opponent in an instant, as the blades was launched to pierce into her the body of Isabella.


(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive via Heroic Spirit Rank Perk)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.
(Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80 + 20 via Noble Phantasm + 20 via Elementalist = 120
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice per battle
(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

Tracking: 30
Speed: 11
Chakra: 2000 > 1900
 
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Lili-Chwan

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As the nigh immortal being appeared in a flash of lightning; the Shogun would be equipped with her katana on her hip, bisento in her right hand as she twirled it around. “Isabella Uchiha…your reputation is quite…unforgettable I suppose…” Raiden said, as a smile became placed on her face. Just through the sheer mention of her name allowed Raiden to shift her gaze down to Isabella’s chin - though she knew she wasn’t going to have much an issue with Genjutsu, the Sharingan was still a feared ability. Raiden wasn’t sure what to expect from her, thus she would notice the hand seals being made as she braced herself. However…nothing happened…or least something did happen and she figured something might have gone astray.




It was at this moment the maiden took a chance to guess what had occurred. “Use of regular Genjutsu is not worth thy time, maiden of the Sharingan. I am but unable to be placed in such rudimentary theatrics” she commented as she quickly inhaled and exhaled, passively summoning a spell book into her free hand, as the Noble Phantasm infused her body with an infusion of Prana - allowing her to increase the potency of her Lightning Release techniques. She would then quickly with her hand performing a gesture - would summon swords immediately around her shrouded in purple Prana.

As quickly as it formed, it would have teleported to and from the throne - appearing just outside short range of the opponent in an instant, as the blades was launched to pierce into her the body of Isabella.


(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive via Heroic Spirit Rank Perk)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.
(Raiton: Tenken no Kyuushou) – Lightning Release: Divine Punishment of the Ancient Laws
Rank: S
Type: Attack
Range: Short – Long
Chakra costs: 40
Damage points: 80 + 20 via Noble Phantasm + 20 via Elementalist = 120
Description: the user will focus their lightning chakra and create surrounding them 6 rectangular blades of lightning which are then shot at the enemy target/s rotating in mid air and then with swift movements of the users hands they are then commanded to slice at will.
Note: Can only be used twice per battle
(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

Tracking: 30
Speed: 11
Chakra: 2000 > 1900
While it was indeed a nuisance not to be able to use Genjutsu, Isabella would not falter in her advancement. Using her Uchuu Shinkaigan, Isabella would witness the creation of Isabella's empowered Lightning technique, but would not allow it to come to fruition, sending it back to the void, as she would take out her God Slaying Tool and tap it into Raiden's chest, attempting to pierce through her heart in a violent stab. 7 points of sanity are drained from Raiden immediately, whereas only 3.5 are taken from Isabella.

Stop it, Raiden, you're making me blush...

(Dōjutsu: Ashi Numachi) – Eye Technique: Reed Marsh
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: Reed Marsh is the Shinkaigan’s basic temporal ability, used by the left eye, and is able to perceive and manipulate the lifecycle of what its gaze is set upon. The technique at a basic level invokes the Shinkaigan’s special precognitive ability; more specifically, this means that the user becomes able to predict the future of what the technique itself is targeting. In this sense, lifecycle is broadly defined as anything in existence. Through this technique, or its derivatives, the user is able to gazes at a rock and see it weathered into dust. The user is also able to gaze at a fireball and see its lifecycle, including forming inside the stomach of their opponent, its target, and the resulting explosion. Given that Reed Marsh is the most basic technique within the Shinkaigan’s temporal arsenal it is only able to be used against other techniques and inanimate targets. The essence of the technique is derived from the idea that all things originate from the Void, and that the Shinkaigan can return them to the Void. Through direct eye contact the user can cause a technique up to S-Rank chakra (40) to revert back to the Void. Visually this appears as if the technique is enveloped in a purple energy, consuming it before reducing it to nothingness. Experiencing Reed Marsh directly, meaning sensing it through either one of the primary senses, or through an extrasensory means, causes one to suffer from a 7 Sanity reduction. Reed Marsh can be used four times per battle, with a two turn cooldown between usage.

( Fukuniku Bukijutsu: Harisakeru Gamagaeru ) Blow Gun Weapon Arts: The Puncture of the Embolic Toad
Type: Offensive
Rank: D-S ( S )
Range: Short
Chakra Cost: N/A
Damage Points: 20-80 ( 80 )
Description: While handling a Blow Gun-type of tool, the user will perform a violent jab, one hand holding the tube of the blow gun and the other covering the bottom hole. This will allow the weapon to pick up the air drag around and inside the hollow core, creating a more dense and weighty jab for them to then impale their target. The attack is made with sheer strength and expertise, and will puncture through the opponent's defenses dealing a great amount of damage, before the user taps the hand that was covering the whole, unleashing the accumulated air into a devastating air-blow that will expand the puncture wound chaotically, as the air embolism within the body of the target explodes.
Note: Requires a Blow Gun/Hollow Tube and Medical Mastery.
Note: B rank can only be used 6 times, A rank can only be used 4 times, S rank can only be used 2 times. Above B rank requires a cooldown period of 2 turns between usages.

( Kamikorosu: Hikakibo ) God Slayer: Fire Iron
Type: God-Slaying Artifact
Rank: C
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Fire Iron is an instrument wielded to tend a fire now forged as a God-Slaying Tool. It is a rather small weapon, roughly two and a half feet in length. Its most notable feature is the three pronged trident-like tips at the end, sharpened to make an excellent stabbing weapon although not particularly suited to cut. This forged Fire Iron specifically is hollowed from the inside, with open ended tips that excel at releasing fire from them. This particular Fire Iron was forged for Isabella; because it is a product of certain Atavistic techniques it is bound to her soul, its anti-Divinity properties are able to pierce the defenses afforded to Divine enemies in the Ninja World. This does not confer a God-Slaying Tool the ability to defeat properties of Anutu or its sub-components; it is specifically targeted against Divine enemies in the Ninja World and the Divinity that they possess. With proper focusing and enhancements perhaps this weapon can become even stronger.

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Sanity: 100 - 3.5 = 96.5
Tier 1
5. The afflicted is convinced that everyone around them is flirting with them, including their opponents. Lasts for seven turns.
 

Mirai

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Despite her attempt at trying to strike the opponent down, Raiden’s eyes widened for a moment when she witnessed her technique be banished from existence, much to her surprise. Another Surgebinder? She thought for a moment but it soon came to realize this wasn’t the case. Her sanity as a result slightly slipped, as she gained a strange compensation to feed any animal that might appear nearby, though this mattered little for the time being. As the needle is spat and sent into her direction, she would have simply twirled her bistento as she triggered an empowered state instantly. This allowed her to tap into her Prana, namely the “Age of Heroes” as she become shrouded in an aura of purple energy triggering “Heracles (lv 3), Speed of Atalanta (Lv 1)”. As a result, she would have at the same time, slowly rotate her blade while pushing forward, dragging the blade through the air. With a flick of her wrist in tandem with the dragged air, she would easily produce a ranged tornado heading into the direction of Isabella.

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40 (40)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Almost like butter, the woman was slashed into two as the bisento released the rampaging winds, allowing her to remain safe from the piercing tool. Once this was finished, she would have taken into the air, thanks to the spellbook making her weightless, she floated above the ground about two inches, as she speeds towards Isabella’s location, as she released a roar of lightning towards the opponent, as she started with a gesture of the hand.


( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 80 + 20 = 100
Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second.
Note: Can only be used twice full range, or 4 times short-range.
(Raiton Hijutsu: Rairyū no Hōkō) Secret Lightning Release: Lightning Dragon's Roar
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +20 via Noble Phantasm + 20 Elementalist = 120
Description: The user will gather a mass amount of chakra into their mouth, they will then "roar" releasing a large concentrated, destructive blast, which is capable of destroying everything in a wide area in front of the user. The blast expands like a cone from the users mouth, much like the bijuu blast, it also has 5 separate lightning bolts that spiral around the blast itself. If this technique successfully hits the users opponent they are paralyzed and incapable of moving the following turn.
Note: This technique can only be used twice.
Note: Once used the user is incapable of using A-Rank or higher Raiton techniques, or any technique S-Rank or higher, for the following 2 turns.
Note: This technique's width is as wide as the Wind and Fire Blast technique.
Note: The separate lightning blasts are roughly 6 inches away from the main blast itself, and if the opponent is hit by any of them, they are unable to perform the first move of their next post from being minorly electrocuted/paralyzed
Note: If hit by the main blast itself they are completely paralyzed their next turn

2900 > 2820
HP: 200
Speed: 22 (Boosted)
Tracking: 30
Sanity: 100 - 7 = 93 + 3 (Serengeti Use) + 3 (Lightning Use) = 96 Sanity
Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns. (1/2)
 
Last edited:

Lili-Chwan

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Despite her attempt at trying to strike the opponent down, Raiden’s eyes widened for a moment when she witnessed her technique be banished from existence, much to her surprise. Another Surgebinder? She thought for a moment but it soon came to realize this wasn’t the case. Her sanity as a result slightly slipped, as she gained a strange compensation to feed any animal that might appear nearby, though this mattered little for the time being. As the needle is spat and sent into her direction, she would have simply twirled her bistento as she triggered an empowered state instantly. This allowed her to tap into her Prana, namely the “Age of Heroes” as she become shrouded in an aura of purple energy triggering “Heracles (lv 3), Speed of Atalanta (Lv 1)”. As a result, she would have at the same time, slowly rotate her blade while pushing forward, dragging the blade through the air. With a flick of her wrist in tandem with the dragged air, she would easily produce a ranged tornado heading into the direction of Isabella.

(Zokyo: Nendai no Shunketsu) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S
Range: Short
Chakra Cost: 15-40 (40)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). Upon deactivation of a usage of Age of Heroes which includes an individual Level 3 augmentation, the user will become incapable of activating other Surge of Augmentation techniques for the remainder of that turn, as well as Augmentation techniques above A-Rank in the next turn. Upon deactivation of a usage of Age of Heroes which includes an individual Level 4 augmentation, the user's ability to manipulate Prana is severely limited. For the remainder of the turn of deactivation, as well as the subsequent turn, no Augmentation techniques can be activated, and the user's other Prana-related techniques are restricted over a period of three turns. One turn after, the user's Prana is limited to B-Rank and below. Two turns after, the user's Prana is limited to A-Rank and below. On the third turn, the user's Prana is limited to S-Rank and below.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. All of the aforementioned abilities, when used to counter techniques, will cost a move except on the turn Heracles is activated (they will occupy the same move slot as this technique's activation). Level 1 will increase their Taijutsu damage by +10, Level 2 will increase it by +15, Level 3 will boost it by +20 and Level 4 will boost it by +25. To quantify this beyond measure digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by and in the case of Level 4, they will become incapable of jumping or even lifting their arms, for the same duration that it was used.

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. While this infusion is active, the user can use their increased speed to avoid techniques but it will count as a move when used like this, though the user will be capable of performing other jutsu in the same timeframe. Evading a technique will cost one of the user's moves per turn (except on initial activation of this augment). When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed for four turns will divide the user’s speed by three so it will fall to one-third of the original for the same number of turns that it was used.

Almost like butter, the woman was slashed into two as the bisento released the rampaging winds, allowing her to remain safe from the piercing tool. Once this was finished, she would have taken into the air, thanks to the spellbook making her weightless, she floated above the ground about two inches, as she speeds towards Isabella’s location, as she released a roar of lightning towards the opponent, as she started with a gesture of the hand.


( Ouryuujin Yarijutsu: Ou-Ken-Yadokari ) Serengeti Spears: The Nigerian Kapsigi King
Type: Offensive/Defensive
Rank: S
Range: Short-Mid
Chakra Cost: N/A
Damage Points: 80 + 20 = 100
Description: The Nigerian Kapsigi King is a form of gyroscopic vibrating wrist movement, as the user draws a blade parallel to the ground. The compressed air currents, trapped within the intricate carving of the blade, will start to release, creating a visible serrated blade in the empty space left by the slowly drawing blade, increasing the length of the apparent weapon. At any point, , the user stops the blade and immediately rotates it 45º degrees, which will explode the condensed air currents into a mutilating vortex of wind, roughly resembling a burst of king crabs's pincers, directed towards the target. The vortex is wide enough to deal damage and push back an elephant sized summoning at it's max potential ( drawing the blade for 10 full seconds ) and enough to create powerful but short-ranged and localized burst of shredding wind if drawn for fractions of a second.
Note: Can only be used twice full range, or 4 times short-range.
(Raiton Hijutsu: Rairyū no Hōkō) Secret Lightning Release: Lightning Dragon's Roar
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 +20 via Noble Phantasm + 20 Elementalist = 120
Description: The user will gather a mass amount of chakra into their mouth, they will then "roar" releasing a large concentrated, destructive blast, which is capable of destroying everything in a wide area in front of the user. The blast expands like a cone from the users mouth, much like the bijuu blast, it also has 5 separate lightning bolts that spiral around the blast itself. If this technique successfully hits the users opponent they are paralyzed and incapable of moving the following turn.
Note: This technique can only be used twice.
Note: Once used the user is incapable of using A-Rank or higher Raiton techniques, or any technique S-Rank or higher, for the following 2 turns.
Note: This technique's width is as wide as the Wind and Fire Blast technique.
Note: The separate lightning blasts are roughly 6 inches away from the main blast itself, and if the opponent is hit by any of them, they are unable to perform the first move of their next post from being minorly electrocuted/paralyzed
Note: If hit by the main blast itself they are completely paralyzed their next turn

2900 > 2820
HP: 200
Speed: 22 (Boosted)
Tracking: 30
Sanity: 100 - 7 = 93 + 3 (Serengeti Use) + 3 (Lightning Use) = 96 Sanity
Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns. (1/2)
Isabella would see the Bisento moving to intercept her attack, and it would be completely overpowered much to her own demise. With a swift gesture, Isabella would increase the weight of her weapon, and slap the bisento from Raiden's hand, before swiftly pushing the end of the fire iron with her left hand, swinging the side of the weapon towards Raiden's hand at x3 Isabella's speed ( 33 ), the sharp edges slashing across Raiden's wrist and attempting to sever it, but mostly serving to push the Grimoire off her hand on the account that she wouldn't be able to track its motion.

(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.
(Gaishu Isshoku) - Armour Sleeved Single Hit
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 ( 120 )
Description: A very advanced aspect of Bukijutsu entails parrying enemy attacks and responding immediately with a counter attack, by performing a slashing arc at the right moment the user is able to deflect attacks within reason, working mostly against physical attacks though depending on the weapon used to parry there are exceptions. This ability allows an immediate counter attack following the parry that occurs with a 3x speed increase.
Note: Can only be used thrice per battle.

Without skipping a beat, Isabella would then pull back the fire iron, and then quickly deliver a flurry of strikes towards Raiden's chest and head, aiming to deliver widespread damage across her heart, lungs and face at a faster speed than Isabella's main ( 13 ).

(Furōtingupassēji) - Floating Passage
Type: Offensive
Rank: C - A ( A )
Range: Short
Chakra: N/A
Damage: 30 - 60 ( 100 )
Description: A slightly more advanced aspect of Bukijutsu, the user will thrust their weapon at the opponent in a rapid flurry, striking them very quickly. Due to the speed of a thrust in comparison to a slash it moves slightly faster than the user's speed, adding a plus two speed modifier to the attack. With such a large volume of attacks, the opponent will be hard pressed to defend.
 

Mirai

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Despite her move being parried; Raiden was surely ready for such a close range encounter. Passively and instantly, she would have summoned a cloak over her body to which housed a unique entity within it known as the Rashomon. It would have absorbed some of her chakra, causing it to become active as a result and have the absorbing properties of Evocation. As a result, the Rashomon entity shrouded Raiden but would have made contact with the spear and absorbed it (50 + 40 chakra, allowing it to win). As a result, the fire iron was forcefully turned into Prana and transported to the Throne as a result of the interaction occurring, Raiden infusing an additional amount of chakra into the entity as well to increase its absorbing potency. She continued to avoid eye contact, as the entity freely shaped into a hand and allowed Raiden to be flung backwards away from the damned Uchiha as a result.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons (Passive via Heroic Spirit Rank Perk)
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 + 10 = 50
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Making me summon this accursed armament…I must admit…that was quite the move…but it will be your last!” she said, as she landed five meters away; quickly with her now free hand as she simpy released her bisteno in order to strike as she unleashed a powerful storm of lightning chakra into the direction of Isabella.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 (120)
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.

2820 > 2,780
HP: 200
Speed: 22 (Boosted)
Tracking: 30
Sanity: 100 - 7 = 93 + 3 (Lightning Use) = 96 Sanity
Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns. (2/2)
Age of Heroes: 2/4
 

Lili-Chwan

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Despite her move being parried; Raiden was surely ready for such a close range encounter. Passively and instantly, she would have summoned a cloak over her body to which housed a unique entity within it known as the Rashomon. It would have absorbed some of her chakra, causing it to become active as a result and have the absorbing properties of Evocation. As a result, the Rashomon entity shrouded Raiden but would have made contact with the spear and absorbed it (50 + 40 chakra, allowing it to win). As a result, the fire iron was forcefully turned into Prana and transported to the Throne as a result of the interaction occurring, Raiden infusing an additional amount of chakra into the entity as well to increase its absorbing potency. She continued to avoid eye contact, as the entity freely shaped into a hand and allowed Raiden to be flung backwards away from the damned Uchiha as a result.

(Busou: Kunrin no Akuma) – Surge of Armament: Reign of Demons (Passive via Heroic Spirit Rank Perk)
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Mid
Chakra: 40 + 10 = 50
Damage: N/A
Description: The user will summon a cloak from the Throne onto their body, with this coat manifesting over their current attire. Through the infusion of prana, the cloak has been bestowed with several properties that render it an ideal defence for battle. The cloak can neither be burnt nor made to be wet. It insulates both high heats as well as electrical currents, allowing it to insulate unfocused lightning techniques before they can affect the user. It is also non-reactive and immune to corrosion, rendering the cloak immune to chemical elements which target it. The cloak is bulletproof and will defend against freeform damage of all kinds (excluding freeform boosted beyond 80 damage), from bladed weapons to explosions spawned from paper tags. The weapon itself can’t be destroyed, but it can be forcibly returned to the Throne when struck by a jutsu that exceeds 80 damage. Both the cloak and the Knightmare shave 40 damage off techniques which strike it. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Demons of Mephistopheles - Seven Princes of Hell
What truly makes this cloak a Noble Phantasm, is that it contains a familiar composed entirely of prana energy. This familiar is also known as a Rashomon and is composed entirely of white Prana. It exists within the cloak, with the Noble Phantasm acting as the vessel of it's containment. The physical form it takes varies from user to user but it is always some kind of animal, creature or hybrid. Upon being summoned onto the body of a Surgebinder, the Rashomon will sap some of their chakra (equal to this jutsu's chakra cost) and essentially adopt the colour of their Prana. This will change it from it's 'dormant' state to it's 'active' state whereby it's capable of acting autonomously and independently of the user. This will neither cost a move nor occupy a slot in the timeframe, it occurs instantaneously upon the phantasm being summoned. The cloak will develop a glowing aura of light in the colour of the user's Prana to signify the Rashomon's activation. This Rashomon can be controlled through mental commands. It can seamlessly emerge from and reintegrate with the cloak at will. It can be released in any shape or form such as tendrils, spikes, limbs, weapons, animals or any other configuration. As it's body is composed of raw Prana energy, it will exhibit the absorption traits of Evocation. This translates to the ability to absorb objects, parts of the terrain and techniques that possess lower chakra than the Rashomon, however upon clashing with a technique of equal chakra, both it and the opposing technique will cancel eachother out. Upon absorbing a technique possessed of lower chakra, the Rashomon will passively leech the amount of chakra it took to neutralize the jutsu from the user's body to restore itself to full strength. Absorbing techniques will count as a move each time it's used (on the turn of summoning, any absorptions count as part of the single move slot used to summon the weapon) but the user is free to perform other techniques while it occurs. Even while released, the Rashomon possess the ability to constantly reshape and reform itself but it's total size can never exceed mid-range in dimensions. All of these manoeuvres, including its initial release and returning to its vessel are passive manoeuvres. However, it should be noted that when the Rashomon is used to attack an opponent, it will cost a move to do so but again, the user will be free to perform other techniques while this occurs.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.

Making me summon this accursed armament…I must admit…that was quite the move…but it will be your last!” she said, as she landed five meters away; quickly with her now free hand as she simpy released her bisteno in order to strike as she unleashed a powerful storm of lightning chakra into the direction of Isabella.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 (120)
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.

2820 > 2,780
HP: 200
Speed: 22 (Boosted)
Tracking: 30
Sanity: 100 - 7 = 93 + 3 (Lightning Use) = 96 Sanity
Character develops a compulsion to feed any creature it sees with whatever food they may or may not have on hand. Lasts for two turns. (2/2)
Age of Heroes: 2/4
Not so fast, you hit on me and then run? I'll show you that Yin allows me to counter all subversive resistances to Genjutsu.

Isabella shouted, as her opponent's phantasm seals the Fire Iron away into some unknown dimension and, from her eye, a massive amount of tendrils appears, aiming to wrap themselves around Raiden, like the death from a thousand cuts. The thin tendrils acquire the appearance of metal wires through Isabella's Yin technique, and they appear te blazing hot and fiery as if Isabella had used a Wire Binding genjutsu with Five Element Illusion.

(Dōjutsu: Shōgai Genjitsu) - Eye Technique: Reality Rift
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 60 ( 70 )
Damage: 120 (+Chaos) (-20 Health Points) ( 170 )
Description: This technique is the Cosmic variant of Shimmering Depth, the basic application of the Shinkaigan’s Spatial powers. It is cast by the right eye, able to call energy directly from the Void to weaponize it. The energy manifests from the user’s eye with a long-range reach. Reality Rift is a honed version of Shimmering Depths, affording the user significantly greater control over the Void and Chaos. While it is manifested at the user’s eye they are able to shape the energy with far greater versatility, using it as a sword, stream, projectile, or other shapes the user might require in a specific instance. Because of its unpredictable nature, Reality Rift inherits random elemental weaknesses and strengths. It also gains a 50% chance to randomly increase its damage by 30 or 50. Experiencing Reality Rift directly, meaning sensing it through either one of the primary senses, or through extrasensory means, causes one to suffer from a 10 Sanity reduction. Spatial specialists are able to apply an advanced use of Reality Rift whereby they make an additional roll that grants the technique a 33% chance to adopt neutral strengths and weaknesses, regardless of the original Chaos roll, cause the opponent’s next technique to adopt random basic strengths and weaknesses (if applicable), or heal the user for forty Health Points. Advanced applications cost the user 20 Health Points.
Note: Rift in Reality can be used three times per battle, with three turns between usage.
Note: After use the user is unable to use Spatial Shinkaigan techniques for a single turn.

Chaos Roll: +50
S&W Roll: Earth
(Inton: Ten ni Henkō) – Yin Release: Change into Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: The user manipulates a technique of the basic 5 elements with Yin natured energy, allowing the user to change its physical properties. Fire can become solid, lightning can become tangible, water can become invisible. Possibilities are limited to changes in physical properties; more specifically, this means that one cannot transform a flame into a spiritual flame, or make a rock intangible. The user must be able to clearly define what the new technique is within realistic limitations. If, for example, the user makes Swamp of the Underworld into something solid then it might neutralize the entire point of the technique. The resulting technique must be described logically; if this condition is not met then the technique might outright fail. The end result is a technique neutral to all basic elemental natures. This technique is applied within the same timeframe as the technique it is applied to. The infused chakra increases the technique by an additional ten, but costs fifty in total.
Note: Yin Release Specialists and Yin-Yang users can apply this technique to advanced fields, CE, and advanced elements.
Note: Using Change into Heaven to transform the inherent nature of an element does not modify its base speed.
Note: Usable 3 times per battle and 6 times per arc.

Speciality Roll: 40 ( Fail )

She would simultaneously pick up a few more senbon, and attempt to pierce through Raiden's defences, as the tendrils pin her down, in order to deliver a flurry of thrusts into her acupuncture pressure points, at the heart, carotid, eyes and brain.

(Furōtingupassēji) - Floating Passage
Type: Offensive
Rank: C - A ( A )
Range: Short
Chakra: N/A
Damage: 30 - 60 ( 60 )
Description: A slightly more advanced aspect of Bukijutsu, the user will thrust their weapon at the opponent in a rapid flurry, striking them very quickly. Due to the speed of a thrust in comparison to a slash it moves slightly faster than the user's speed, adding a plus two speed modifier to the attack. With such a large volume of attacks, the opponent will be hard pressed to defend.

Isabella
SP: 11
TR: 15 x 6 = 90
HP: 230
CP: 1780 - 30 - 50 - 60 = 1640
Sanity: 96.5 + 3 = 99.5 - 5 = 94.5
Tier 1
5. The afflicted is convinced that everyone around them is flirting with them, including their opponents. Lasts for seven turns. (3/7)
 
Last edited:

Mirai

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Raiden and her Rashomon familiar had plotted to retreat away from Isabella, but the Void-touched maiden would have summoned forth some sort of purple entity much to Raiden’s surprise. As quickly as it came barreling towards Raiden, she would respond with her increased speed (affect hand seal speed too as per Age of Heroes). Upon the final seal being made - she would also draw out some additional chakra from within her tool, infusing it into the barrier. As such, a barrier of purple hued Solar Wind formed around her as the fox shaped Rashomon continued into its attempt, pushing Raiden further away from the woman with its master in tow. The additionally infused chakra added the extra needed, as the barrier forcefully absorbed the opposing Void technique and sealed it within the barrier’s script. It would then be cleansed and turned into the same energy of Solar Wind - as it was violently returned at the opponent with increased damage. It would measure up to the size of the original technique moving quickly towards Isabella.

Flirting? There’s nothing about you that attracts me...aside from your lush scarlet hair...” Raiden harshly replied with a solemn tone. Once she landed onto the ground, she would have made sure all her gear was properly in place, then drawing the sword mounted on her waist as she prepared for her final attack to come.

(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa
Type: Offensive, Defensive
Rank: A/S Rank
Range: Short – Long
Chakra: 30/70 (70 + 10 = 80)
Damage: N/A (120 + 20 = 140)
Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

The afflicted develops a minor physical attraction toward their opponent(s). Lasts for four turns. (1/4)
 

Lili-Chwan

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Raiden and her Rashomon familiar had plotted to retreat away from Isabella, but the Void-touched maiden would have summoned forth some sort of purple entity much to Raiden’s surprise. As quickly as it came barreling towards Raiden, she would respond with her increased speed (affect hand seal speed too as per Age of Heroes). Upon the final seal being made - she would also draw out some additional chakra from within her tool, infusing it into the barrier. As such, a barrier of purple hued Solar Wind formed around her as the fox shaped Rashomon continued into its attempt, pushing Raiden further away from the woman with its master in tow. The additionally infused chakra added the extra needed, as the barrier forcefully absorbed the opposing Void technique and sealed it within the barrier’s script. It would then be cleansed and turned into the same energy of Solar Wind - as it was violently returned at the opponent with increased damage. It would measure up to the size of the original technique moving quickly towards Isabella.

Flirting? There’s nothing about you that attracts me...aside from your lush scarlet hair...” Raiden harshly replied with a solemn tone. Once she landed onto the ground, she would have made sure all her gear was properly in place, then drawing the sword mounted on her waist as she prepared for her final attack to come.

(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa
Type: Offensive, Defensive
Rank: A/S Rank
Range: Short – Long
Chakra: 30/70 (70 + 10 = 80)
Damage: N/A (120 + 20 = 140)
Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

The afflicted develops a minor physical attraction toward their opponent(s). Lasts for four turns. (1/4)
Unfortunately, Isabella would not allow Raiden to escape this easily. With a single handseal, she would return the Mimosa seal back into the void in a flash of purple energy, allowing the Spatial Rift tendrils to pierce through Raiden's indiscriminately, without Isabella's direct control. Another 15 sanity points are drained from Raiden, whereas 7.5 are drained from Isabella.

(Dōjutsu: Genshi Shoki) – Eye Technique: Primordial Incipience
Type: Offensive, Supplementary
Rank: S
Range: Short - Long
Chakra: 60 (70) ( 70 )
Damage: N/A (-20 Health Points)
Description: Primordial Incipience is the evolved version of Reed Marsh. It is cast by the left eye and is classified as a Temporal Shinkaigan technique. Based on the same principle as its weaker variant, Primordial Incipience allows the user to target the lifecycle of anything in existence. Requiring direct eye contact, the user can cause a technique up to 70 Chakra to revert back to the Void. Visually this appears as if the technique is enveloped in purple energy, consuming it before reducing it to nothingness. Experiencing Primordial Incipience directly, meaning through the primary senses or extrasensory means, causes one to suffer a loss of 15 Sanity. Temporal Shinkaigan Masters are able to cast an advanced version of Primordial Incipience once they gain the Frigid Depths of Engur. This allows the user to cast a higher Chakra variant with a slight health penalty. This advanced version, unique to specialists, can be used to target living people directly instead of simply their techniques. By gazing upon their lifecycle the user gains a keen understand of the innumerable mechanisms that operate within them simultaneously; this complexity prevents the target from being immediately returned to the Void. Instead, it saps 60 Health Points and removes all spiritually or physically elevating states and modes from them. Those with Chakra Enhanced Strength are subjected to similar effects, having their strength weakened by reversion to the Void; this dispels their enhanced state and prevents its activation for six turns.
Note: Primordial Incipience can be used twice per battle with a five turn cooldown between usage.
(Inton: Ten ni Henkō) – Yin Release: Change into Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: The user manipulates a technique of the basic 5 elements with Yin natured energy, allowing the user to change its physical properties. Fire can become solid, lightning can become tangible, water can become invisible. Possibilities are limited to changes in physical properties; more specifically, this means that one cannot transform a flame into a spiritual flame, or make a rock intangible. The user must be able to clearly define what the new technique is within realistic limitations. If, for example, the user makes Swamp of the Underworld into something solid then it might neutralize the entire point of the technique. The resulting technique must be described logically; if this condition is not met then the technique might outright fail. The end result is a technique neutral to all basic elemental natures. This technique is applied within the same timeframe as the technique it is applied to. The infused chakra increases the technique by an additional ten, but costs fifty in total.
Note: Yin Release Specialists and Yin-Yang users can apply this technique to advanced fields, CE, and advanced elements.
Note: Using Change into Heaven to transform the inherent nature of an element does not modify its base speed.
Note: Usable 3 times per battle and 6 times per arc.

Adding insult to injury, Isabella would finalize her attack with a barrage of knees and elbows strikes across Raiden's whole body, encasing her limbs with fiery flames.

( Go Ryuu Assai Fungeki ) - Five Dragon Crushing Fury
Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80 ( 100 )
Description: By charging their elbows and knees with fire chakra this technique enables the user to deliver a wide range of blazing knee and elbow strikes. The attacks themselves are able to break bones and when enhanced with fire chakra they become truly powerful.

Isabella
SP: 11
TR: 15 x 6 = 90
HP: 230
CP: 1640 - 30 - 50 - 60 - 40 = 1460
Sanity: 94.5 + 3 = 97.5 - 7.5 = 90 + 3 = 93
Tier 1
5. The afflicted is convinced that everyone around them is flirting with them, including their opponents. Lasts for seven turns. (4/7)
 

Mirai

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Despite all of these attempts at striking Raiden, she was still far too quick for even Isabella to keep up with. Instantly, her body would gather a load of Prana from the Throne and within the instance teleported herself along with everything else on her person to the Throne. While she would still be afflicted by the sanity dropping, she would have have reappeared about five meters behind Isabella, and almost as quickly as she did - she left her spell book behind and instead passively summoned a katana noble phantasm. She would have used the last ounce of her speed increase to dash at the woman, as she drew her sword as it leaked an immense amount of Prana infused flames.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Hinokami Kagura, Enbu!” she called out, performing a powerful sword combination as she slashed Isabella down completely with the flaming blade, leading to her potential demise at her hands.


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(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.
(Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80 (80 + 20 = 100)
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: S Rank version is usable three times; A rank version is usable 6 times.
 

Lili-Chwan

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Despite all of these attempts at striking Raiden, she was still far too quick for even Isabella to keep up with. Instantly, her body would gather a load of Prana from the Throne and within the instance teleported herself along with everything else on her person to the Throne. While she would still be afflicted by the sanity dropping, she would have have reappeared about five meters behind Isabella, and almost as quickly as she did - she left her spell book behind and instead passively summoned a katana noble phantasm. She would have used the last ounce of her speed increase to dash at the woman, as she drew her sword as it leaked an immense amount of Prana infused flames.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.

Hinokami Kagura, Enbu!” she called out, performing a powerful sword combination as she slashed Isabella down completely with the flaming blade, leading to her potential demise at her hands.


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(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.
(Kenjutsu: Amakakeru Ryū ga Gotoku ) - Sword Technique: Like a Soaring Dragon
Type: Offensive/Defensive
Rank: B-S
Range: Short
Chakra Cost: N/A
Damage: 40-80 (80 + 20 = 100)
Description: A powerful mulit-hit Kenjutsu technique that emulates a dragon's coiling body soaring throug the skies. Starting from a low stance, the user will sweep their blade upward in a concentric arc before cutting back down in the opposite arc. Following this, the user will do a low sweeping slash, and end with a spiraling thrust forward, able to adjust course during these movements to attempt to keep the enemy under pressure. The rapid movements of this technique make it an excellent way to weave attack and defense together, allowing one to avoid incoming blows and provide pressure at the same moment, emulating the fluidity of a dragon's coil.
Note: S Rank version is usable three times; A rank version is usable 6 times.
Isabella raises one finger, stopping Raiden right on her track.

You won. Thanks for the fight

And then she poofs away. GG
 
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