Open Battle

Vayne

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(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.
(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.
Personal Summons

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities (senjutsu) as him


As usual, Shirou arrived merged with GOA and accompanied by his two companions. Semiramis would passively exude her intent, slowing down the opponent of the day, whereas Shirou focused on the shadow of his target. Kicking things off, Gokudere would attempt to have the earth from behind Oro rise at a fast pace in the form of a spiked wall. It would start from 6 meters behind, reach 10 meters height, and be of 10 meters length with Oro in the middle of it. The wall would be aimed to slam and come down on Oro in attempts to crush him.

At the same time, Shirou would go on the attack, causing thorny fire whips of ink to devastate the terrain in front of him, limiting Oro's escape routes and potentially hitting Oro for significant damage.

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.
(Inkupo Fūinjutsu: Arusu Rooza ) Ink Arts: Ars Rosa
Type: Offensive
Rank: S-Rank
Range: Short - Long
Chakra: 40 ( -10 to sustain)
Damage: 80
Description: Arusu Rooza utilizes a unique application of controlling ink once it takes form by drawing it right on the spot. This causes a vast array of thorny whips with roses to grow and rampage across the ground as the ink soaks into the surface and resurfaces from below the ground. It's range is wide, devastating the terrain fifteen meters in front of the user whilst also reaching up to five meters in altitude. The user can also infuse the ink with fire chakra in order to cause the thorns to deal burning damage upon contact with the target (user can interact with it without suffering any adverse effect while also following the S/W of Fire). This can only be used twice per battle, remaining active for two turns while being unable to use S Rank and above Ink/Katon in same and next turn. Fire infusion isn't mandatory, leaving it up to the user's choice. They may also control the whips via hand movement for more precise strikes.
 
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The_Empire

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Orochimaru by default since he has the Mode Mastery Sage Mode is passive.
_______
Orochimaru can hear the ground cracking and moving and he instantly activated Sage Mode with ease. He activates it at 40% since his vessel he taken over his. Perfect Sage he is granted all of his abilities. This ability is the one he wanted to most. He smirks as his body has a cyan chakra cloak now with his long hair standing up. The main man was drawing and there he notices the drawing coming to life. Thrones and he can see they had a flame touch to their ink color.

His sensory ability allows him to sense the wall being created behind him and it was massive. He didn’t need to turn around to see it because the chakra of one of the snakes he could sense it in the wall.

( Kanpekinanin Sennin Modo ) - Perfect Sage Mode
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active +30 Damage to all Ninjutsu and Taijutsu up to S-Rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens Mitsuki's performance on all levels by adding a new dimension of power to the user’s chakra. When used by Mitsuki, he gains a cyan color chakra cloak around his body and his hair stands up. To enter this form, a minimum of 5% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-5/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering his Ninjutsu and Taijutsu related techniques by +30. Additionally, the user has enhanced resistance to Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to as well as being immune to all Visual Genjutsu of A rank and below, including non MS level Sharingan Genjutsu.
Note: Usable thrice per battle by Mitsuki. Mitsuki is able to instantly activate Sage mode with up to 30% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve 1 time per battle.

Orochimaru does a stomp to the ground causing snakes to erupt around him. These snakes are enhanced with more strength than an average person using it. The snakes all attack the closest attack which is the wall and destroy it with ease. They would turn around and completely destroy the ink technique also. In all after the wall it would lose no strength and against the ink it would lose ten damage making it 95 in damage.

The snakes would rush the man and his summons after taking care of the duo’s attack.

( Sen'ei Ranjashu ) - Hidden Shadow Wild Snake Hands
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (+30 Perfect Sage Mode +15 Mind Damage) =105
Description: The user summons a large amounts of snakes that emerge from underground to attack a target. These snakes, each a meter wide, can attack up to mid range in the sky and erupt across a mid range radius.

Speed: 10 -2(Assassin of Red Semiramis passive) =8 x4 =32
  • MIND: 8(+15 Damage and +2 Speed Level to Specialized Ninjutsu Techniques)
  • BODY: 5(+1) =6(+5 to Body Techniques and -10 Physical Durability + -30 Sage Mode active =-40 Durability)
  • SPRT: 2
  • AGL: 5(10 Base Speed) (Sage Mode Active 10 x4 =40)
  • DEX: 5(Sage Mode Active 12 x6.5 (2.5+4) =78)
  • VIT: 1(Mitsuki Bonus Vitality: +400 Chakra)
 
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Vayne

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Shirou would notice the man's transformation, prompting him to undergo one of his own. Due to his mastery, he would be able to passively enter his Pitviper SM at 10% which would be supplemented by another 10% via his September tool, also passively.

Semiramis and Gokudere would be the ones to deal with incoming attack. Manipulating the terrain once more, Gokudere would send forwards a spiked wall from the earth, once that matches the size and range of the snakes. Semiramis would have supplemented the attack via her Chakra Transfer, empowering the strength of the attack. The wall of earth would overcome the snakes and continue onwards towards Orochimaru at a weakened state (70 damage).

Following his mode activation, Shirou would perform a handseal and place Orochimaru in an illusion, one where feathers would appear to drop from the sky. If left unattended, the illusion would lead to Orochimaru falling asleep. Shirou's SM would elevate the requirement of breaking through the illusion, though it would be counteracted by Orochimaru's own, leaving it at A rank level.

(Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (Passive)
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
(Pitto No Kenjin) - Sage of Pits (Passive)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes

( 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 two hundred chakra.

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 two hundred chakra 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 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

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30 +10 = 40
Damage points: 60 +40 = 100
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
Note: While increasing the Chakra cost of techniques by +20, it's effective potency is only increased by +10
( Nehan Shōja no Jutsu ) - Temple of Nirvana Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, placing all the targets in the area under an illusion where feathers appear to fall from the sky. This slowly puts the opponents to sleep after one turn/spoiler]
SC: 400 - 30 = 370
Speed: 48
Tracking: 78
Spiritual Durability: 10 (Spirit AP)
Physical Durability: 50 (Pitviper SM) + 5 (Body AP) = 55
 
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The_Empire

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Orochimaru notice the man’s transformation. He was a Sage mode user also. It would make sense for someone with multiple snakes to have such ability. This intrigue him so he smirked. All the snakes were destroyed by the large spike wall that coming towards him now.

Feathers start to rain from which slightly took him off guard because he didn’t see any bird around him. His senses were working fine because he can sense the snakes and the man before him. He suspected Genjutsu. Orochimaru rushes forward. He takes on the spike wall with no hesitation at all. He smashes against it and takes some damage but not a lot of it. He only takes thirty damage thanks to his durability of his body and Sage Mode combined together. He stands in the dust. With receiving the damage he would also receive enough pain to over come the genjutsu that was placed on him. In the dust he has six snakes(switch up lol) erupt from it. These snakes all take on an earthy appearance. They rush towards the large snake as Orochimaru deals with the main man.

( Doton: Inukai Takeru no Mikoto ) - Earth Style: Inukai Takeru no Mikoto
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80 (+30 Sage Mode) =110
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.

Orochimaru slithers himself over towards the man reaching out with his hands aiming to touch his face. He has his sinister smile on his face.

( Surizā Hebi Modo ) - Slithering Snake Mode
Rank: C
Type: Supplementary
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user turns the lower half of their body into a snake's tail, which greatly increases their speed and agility by double. An alternative version is Orochimaru shedding his skin, revealing a new body that already has a snake's tail.
Note: Can only be used by Orochimaru.

800 -30 =770 -40 -15 =715
Speed: 32
Tracking: 78
Durability: 40
160 -30 =130
  • 90% Health remaining - The user will not suffer any negative effects besides the damage dealt to the target.
 
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Vayne

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As the earthen avatars move forwards, Shirou would be the one to deal with them. Via his proficiency in shadow manipulation, Shirou would erect a massive spiked wall in front of himself and the snakes. The wall would serve as a means for blocking the attack, leaving the trio unharmed, whilst also serving as a way to hide the shadow tendrils that would be sent through the ground. These tendrils would move through the earth and target Orochimaru and the area 6 meters all around him, aiming to surge upwards and skewer him with intensity. Notably, the attack would be empowered via SM and Shirou's VIA, while having bonus damage and speed via the Yin spec proc and AP (19 Speed). In tandem with this, the walls/tendrils would be separated from Shirou's shadow, gaining sentience and independence from Shirou's shadow. For the moment, the sentience would be employed to relentlessly attack Orochimaru. Notably, should the tendrils or wall make any sort of contact with Orochimaru's own shadow, the man would find his movement restricted.

(Kage: Giman No Rainzu) - Shadow Arts: Deception of Lines
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 35 via CW +10(Fortification), effectively 50
Damage: 80 + 30 (SM) + 10 (Yin spec) + 5 (AP) + 30 (VIA) = 155
Description: A rather simple technique that comes a long way. The user would erect a wall of shadow to his liking that could be used to block incoming attacks. The true purpose of the wall is to hide the tendrils of shadow that would pierce through the terrain and move towards the targets. Once below the targets the user can use the shadow tendril to decapitate them, pin them, or simply annoy them. Furthermore, the tendrils would have traits of Shadow Imitation Shuriken/Shadow paralysis, meaning that if they were to make contact with the opponents shadow they could immobilise them in their place. The shadow wall that would be used as a means to block incoming attacks would, after blocking said attack, either return to it's normal state, or remain as a wall. In either case it would be used to hide the point of entry of the tendrils in the terrain.
-3 times per battle.
-No shadow jutsu above A rank in the following turn.
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 25 via CW
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Spoiler
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.
(Mukō: Senmon Akushon) – Void: Specialized Activation
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that is activated at the cost of a move but occurs instantly and within the same timeframe as the technique it is applied to. Specialized Activation costs two Void Infusions, being applied to a technique that the user’s biography is specialized in; this increases the specialized technique’s damage by 20 and by two bonus speed levels, if applicable. Alternatively, the user can activate Specialized Activation by applying a single Void Infusion obtained by Void: Specialized Infusion. When activated with a Void Infusion in this case, the damage boost is increased to 30. The applied technique also has its speed increased by 4 levels, if applicable. Can be activated three times per battle.

SC: 370 - 40 (CW) - 20 (Sustaining) - 35 -25 = 250
Specialised Void Infusion successful and utilised.
 
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The_Empire

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Orochimaru notices the wall being created to defend against his snakes. He doesn’t continue with his plan from before. The wall had a dark color to them. Could this person be from the Nara clan? He thought to himself as he sensed the presence of something moving through the ground. Based on the movement it was aiming to surrounding him. The tendrils burst from the ground. He has seen this technique before but this is on another level.

Orochimaru has snakes that would come from his sleeves. They defend against the tendrils for Orochimaru. They spin around him completely nullifying them but also canceling themselves out also.

Orochimaru after the snakes defends against the tendrils, he rushes at the man in his slithering form while at the same time tossing shurikens that would be aimed at the large snake.

(Senei Ta Jashu) - Hidden Shadow Million Snake March
Rank:S
Type:Supplementary
Range:Short-Long
Chakra Cost:50
Damage Points:N/A
Description: Million snake march is a Ninjutsu technique that manifests a incredibly large torrent of snakes, which extend from the sleeve. Orochimaru can extend these snakes to attack a target. Once extended the snake can bite into the target to hold and bind them. Lightning chakra can be infused into the snakes to inflict extra damages. The snakes are also strong enough to grab onto things like trees or the ground and pull the user to safety. They can extend to long range in a matter of a second or two

Note:Must be able to summon snakes
Note: Lightning chakra causes paralyses and electrocution, depending on how much the opponent is bitten.
Note: Can only be used twice
Note: The snakes shoot out as fast as a kunai is thrown
Note: The have no special health and/or resistance, they are just snakes
Note: The torrent is huge, which is why it takes forbidden rank amount of chakra, it is basically multiple hidden snake hand times 10. About 200 snakes out of each arm.

(Danmaku) - Barrage
Type: Offensive
Rank: C - A
Range: Short-Mid
Chakra: N/A
Damage: 30 - 60 (+30 Sage Mode) =90
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed. Unlike the lower ranked variation of this, the user throws a tremendous amount of weapons using this ability, enough to cover entire ranges with weapons and as such requires a sufficient amount of ammunition.

( Surizā Hebi Modo ) - Slithering Snake Mode
Rank: C
Type: Supplementary
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user turns the lower half of their body into a snake's tail, which greatly increases their speed and agility by double. An alternative version is Orochimaru shedding his skin, revealing a new body that already has a snake's tail.
Note: Can only be used by Orochimaru

730 -50 -15 =665
Speed: 32
Tracking: 78
Durability: 40
130
 
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As his sentient multi-turn tendrils are somehow thwarted by some snakes, Shirou would opt for his ink usage. Drawing with expertise and bringing forth two 15 meters large guardians in front of him. These guardian warriors would be empowered by SM, Bad Apple, and infusions of earth & water, elevating their capabilities significantly. Upon creation the guardians would swing their weapons in wide opposing arcs, meeting up at the middle where Orochimaru would be. The angles taken would prevent any sideway movement as well as any upwards movement up to 6 meters due to the size of their weapons (sword and hammer). This would increase up to 11 meters once the two make contact with anything due to an ink explosion. If the projectile Barrage is used, it would simply clash with the ink guardians leaving the snakes unharmed. The damage dealt would be recovered by the ink as they regenerate back to full strength unless fully nuked. Notably, should contact with the ink occur, Orochimaru would experience a myriad of effects. First his weight would be increased 10x, he would get stuck to the ink, and suffer a single attribute drop of his AGL and DEX, not to mention the damage itself.

( Ninpo: Chōjū Giga Hitoame ) - Ninja Art: Super God Imitating Drawing
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40 +10 = 50
Damage: 80 +30 +20 = 130
Description: Often employed in one-to-one combat, the user is able to bring forth massive and powerful humanoid warriors to battle for them. These warriors, being capable of being up to 15 meters large, are capable of independent actions and dealing high damage with ink swords and hammers. Boasting greater power than the Super Beast Imitating Drawing, each creation can quickly deliver deadly blows capable of easily destroying stone and the terrain. When striking with these weapons, they are capable of causing a 5 meter large ink explosion at the point of contact that spreads ink everywhere capable of both blinding targets as well as slowing them tremendously. When used in this manner, these explosions can lower a target’s AGL and DEX by 1 each for 3 turns. Inversely, it can lower either individual Attribute by 2 as a trade off of only focusing on one Attribute. Ink residue after this cannot be utilized for future attacks, only this initial attack.
Note: This technique can only be used up to 3 times per battle, lasting up to 3 turns each usage.
Note: This technique can lower AGL and DEX by 1 each when targeting both, or it can lower either Attribute by 2 by itself.
(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.
(Inkupo: Warui Appuru ) Ink Art: Bad Apple
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.
SC: 250 - 40 (CW) - 20 (Sustaining) - 50 - 20 = 120
 

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Orochimaru doesn’t continue with his move when he notices the large ink guardians. He holds out both of his hands and in unison he channels chakra into both hands. He spins the chakra in all directions forming a sphere of chakra. They both have the same size in his hands. It would be created with more chakra than it’s normal counterpart of the same jutsu. The damage increases also. He smirk as both of them attack simultaneously. He holds up the spheres of chakra at each of the attacks destroying them with ease and the guardians. Everything equals out thanks to his senjutsu with Sage Mode.

Rasenrengan ) - Spiraling Serial Sphere
Rank: S - Forbidden
Type: Offensive
Range: Short - Mid
Chakra: 40 - 70 50
Damage: 80 - 140 100 (+30 Sage Mode) =130
Description: The user creates two Rasengan, one in each of their hands. The user can then either attack two targets at once, or attack the same target with both Rasengan. These Rasengan, much like the parent technique, can range in size and potency and due to using multiple Rasengan at one time, this technique is comparatively stronger than the aforementioned technique, gaining an additional 20 base damage for each additional Rasengan, raising the base damage and size. Increasing the size, and likewise potency, of the Rasengan requires one to spend proportionately more chakra. While the normal Rasengan can only affect an area of 2 meters, every additional rank this technique gains grants an additional 3 meters. Both of these methods are difficult to actually accomplish, making non Standard Rasengan usage truly rare.
Note: Only Naruto, Boruto, Minato, Jiraiya, Koji, Konohamaru or those with Rasengan Specialty can create a Rasengan with more than 100 damage. Only Naruto bios can use Chakra Arms for Rasengan usage, creating up to 4 at a time.
Note: Use of 100 damage or higher can only be done once per turn and a total of 4 times, requiring a break of one turn in between usage.

After he completely destroyed the in guardians he channels his earth nature and expels a slab of rock at his opponent. He dashed over to the left at an arc analyzing the situation still. He understood is basically it’s three vs one but he wasn’t giving up yet. He keeps a six foot distance between them.

(Doton: Iwarin Heiban) - Earth Release: Rock Scale Slab
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will knead their earth chakra into their stomach and then release from their mouth earthly material that then forms into a large slab of rock, that can travel with incredible force. On impact with the ground the slab forces the earth to splinter and jab anyone caught in the vicinity.


680 -50 -30 =600
Speed: 32
Tracking: 78
Durability: 40
130
 

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As Oro deals with the ink, Shirou would unleash an attack himself, empowered by Semiramis via CT and AP. Shirou would perform two seals and place his palms on the ground and unleash a massive AOE attack. Unleashed up to 20 meters in front of him, 15 meters to each side, and reaching 15 meters hight, a forrest of shadow spikes is formed. The attack would devastate the terrain in front of him and naturally the opponent as well if he did nothing.

(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 - 35 via CW +10 = 50 effectively
Damage Points: 80 +30 + 40 +5(AP) = 155
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
Note: While increasing the Chakra cost of techniques by +20, it's effective potency is only increased by +10

SC: 120 - 40 (CW) - 20 (Sustaining) - 35 = 25
 
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Orochimaru didn’t continue his next technique based on the large scale attack he opponent was going for next. He didn’t have anything to defend against so he embraced for impact. He enhanced his body and damage more than before. Snakes start to form from his cloak making it looking even more monstrous than before. The attack hits him like a hammer. He is hit with all spikes through his body besides his head which he moves his head s little out of the way.

( Senninka ) - Sage Transformation
Type: Supplementary/Offensive/Defensive
Rank: C - A
Range: Short
Chakra: 15 - 30
Damage: 30 - 60
Description: Sage Transformation is an ability wielded by Jūgo's clan, which increases their physical abilities and allows their bodies to perform various shape-shifting feats due to their innate ability to passively absorb natural energy. When Mitsuki activates it, he gains a cyan chakra shroud that forms into ethereal snakes around his body to aid in his attack range, and he grows out a single horn from his forehead. This ability allows him to manipulate the chakra snakes as if they were additional appendages of his body. It is a multifaceted ability that permits them to achieve feats ranging from creating various weapon-like appendages to altering their body structure, as well as a general increase in their physical capabilities. The transformation can be used countless times in battle and sustained while the user has enough chakra to do so. The damage the technique can produce is proportionate to the body part altered and the way it was altered. This technique enables the user to produce melee attacks or defenses through the alteration of his body. Unique to Mitsuki and his ability to use Sage Mode, this is capable of empowering his Sage Mode state at the cost of direct damage to himself, making the two unideal to combine yet still effective. This shows itself in a higher damage output and durability increase, both raising by 10. However, the user takes a direct 15 damage per turn and his passive healing abilities are unable to work until Sage Mode is ended.
Note: Only useable by Sage Transformation bios.

Orochimaru opens his mouth and he sheds his body laying on the ground looking at all the spikes in the area that has formed. He smirk and looked towards his opponent.

“To think you almost had me.”

( Kinjutsu: Koutou Kousei ) - Forbidden Technique: Oral Rebirth
Rank: S
Type: Supplementary
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: This technique allows the user to experience a near total rebirth of their physical form. Should a significant portion of their body be damaged in battle, the user can emerge from their mouth and cast off the skin of their former body. This new body will not bear the brunt of the damage of the previous incarnation; however, the technique is generally not a full recovery. What this means it the user's Health is returned to 75% of his max health ( for example, if the user is a Jounin, he will be returned to 120 health). After a second use, the user is only returned to 50% of his maximum health.
Note: This technique may be used only twice per battle.

630 -30 -40 =560 chakra pool
Speed: 32
Tracking: 78
Durability: 50
120 health pool
 
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I got asked to check this by Vayne due to it being for his mastery.

To start off, Solf you need actually put how much chakra you have and how much sage chakra when you enter SM. In post 8 I don't see how the snakes are dealing with the 155 damage at all. I'm tired though but generally it felt like Vayne was in control here and he didn't make any errors. So that clown wins.
 
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