(open) challenge

Lytes

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Will edit move in.


Sho Kusakabe carrying his sword. ( + Basic fuinjutsu + Selenium Dust Release)
Iris is the white cloak.
ORI (His personal Summon) standing 1 meter to his left.
Iris
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage: N/A
Description: Iris is a cloak said to be forged from darkness itself , it's black in colour and it fits itself to the height and desires such as color, shape, size and accessories e.g hood of the user which if used correctly allows the user to camouflage with his surroundings although ninjas of higher rank, can easily spot the user, the camouflage only masks the user's appearance, it doesn't mask chakra, sound, scent etc, when viewed up close, the cloak seems to be made of several tormented souls each trying to break free from the cloak, the true substance used to create the cloak is unknown but it is known the cloak can passively block basic ninja tools without sustaining so much as a scratch. Iris has only one special ability and that is the ability to create chakra human figures out of itself, it is rumored that it's simply the cloak releasing a soul and forcing it to do the user's bidding, these figures are black as night (Like an human with no face nor hair then covered completely in black paint), these figures also bend and move the same way the human body does i.e the joints and movements and they vary in height and body proportion(still within humanly possibilities), plus they pack quite a punch possessing with each attack counting as A rank similarly to how an earth golem's freeform attack depends on its rank e.g A rank golem freeform = A rank damage . Each chakra human figure counts as A rank Wind and costs the user 30 chakra per usage , also, each figure must be short range from Iris at all times or it'll simply vanish and if the user chooses, he might decide not to create the figure fully i.e creating upper body etc the it still counts as A rank
~ Only one chakra figure can be created at a time and it costs user 30 chakra plus it counts as a move and each figure stays for a turn before running outta chakra and vanishing.
~ Can only be taught by Lytes.
~ The Cloak's is so evil and dark that everything that comes from it is affected by its color, In real terms, the cloak literally darkens any chakra that passes through it changing its color to black, furthermore, In the NV, it has been shown that elemental chakra can exist in various colour. If this explanation doesn't work, then, The wind chakra in the figures is so concentrated that the conc blue chakra appears to black
~ The cloak can withstand freeform Taijutsu and weapons such as kunais, even explosive tags, it can also withstand up to B rank jutsus, any more would damage the cloak
Pitohui Kuchyosei: Owokembe Rebi Ija - Pitohui Summoning: Owokembe Rebi Ija
Type:
Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: O.R.I is a hooded pitohui that stands six feet tall, slender and stronger than she looks, being able to without much effort, split a large rocks in half with a single swing of her sword. She's a samurai, reserved and would not talk much except the information she needs to convey is vital. She is don is a white kimono while bearing two white swords.

O.R.I's abilities stems from her brute strength, agility and speed. She is unable to mold conventional elemental techniques but she makes up for it with her speed and close combat abilities. She's a weapon specialist, able to use only standard kenjutsu and samurai kenjutsu up to S-ranks. Her slim body build makes it possible for her to traverse from one point to another at 1.5x the speed of normal kage, either through flight. Her swords are very durable and quite lethal, being able to cut through A-rank solid objects at the expense of a move. Like every other Pitohui, O.R.I is foul and her claws and beaks contains neurotoxins that a simple scratch would induce total paralysis.
NOTE
Can only be summoned 1x
Last 4 turns

These should be posted on bio but my bio update hasn't been approved.

Soromon saigo no negai ✽ The Last Wish Of Solomon
Type:
Supplementary
Rank: Forbidden
Range: Self
Chakra: 50 (To Activate) (+10 to all techniques, +20 To Rukh techniques)
Damage: n/a (-15 per turn)
Description: This technique is the last technique to ever be used by the Djinn clansmen, needing to either be uncious via health, or chakra exhausting, in which the technique automatically activates. This technique is essentially a forced activation of Djinn equip, but more unique in its usage. By doing this, they forced their bodies inside the user and take it over due to them always having a mental link. This is similar to that of Kurama when he took over naruto body to speak. While in this state the Djinn is able to speak to the unconscious mind mentally. Unlike the brother/sister techniques they dont take on any physical traits of the Djinn being. The area around the pupil turns black while the eyes become oval in shape and deep red. Several Scar markings on their face and body. The personality depends on the Djinn being used to take over (The Djinn must be approved via the Djinn Equip techniques in which they will mimick the tone and personality that way). Due to the Djinn essentially having their own body as a vessel their rukh becomes alot more powerful, causing them to glow constantly and even move via levitation. Though this does not come without great cost to the humans body. As this technique is active, the users body constantly takes damage. Once damage reaches it limit again or chakra consumption the Djinn is kicked out of the body, losing the battle indefinite. If the user became unconcious due to Chakra the djinn will take over with 1000 chakra and whatever the amount of health they normally had. If its due to health, they will spawn in with 150 Healty and however else chakra they left off with.

Note: Can only use once
Note: Technique ends once health depletes or chakra depletes
Note: Cant use any form of Djinn Equip in this form as Djinns cant merge together
Note: Each turn the user takes Damage, while every attack dealt to the user deals an additional +10 Damage.
Note: While possessing the user, the Djinn can only utilize Rukh/Djinn CCJ, three of the user's basic five elements(and any CE/AE they make up, and three advanced fields such as Fuuinjutsu, Yin-Yang, etc)
Kyohi no rūku ✽ Rukh Of Rejection
Type:
Offensive | Defensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique is an advance version of the "Borg" technique, but alot more stronger and has an offensive application to it which can be activated similar to that of the borg technique. When this technique is activated, the borg barrier will form around the user. Doing this anything or person that comes in contact with it will be forcefully pushed back with incredible force, being able to deflect or even shatter the bones inside said human being that was pushed back due to the force alone. The force alone is able to deflect S rank physical materials or halt the progression of it and completely destroy that below S rank while dispersing techniques of other elements and nature.

Note: Can use a max of two turns per battle.
Note: This technique can be made to lay dormant. This is achieved by spending the initial chakra cost and triggering it mid battle. This must be mentioned in the users bio to be valid.
Note: Cant use any Djinn Techniques of S rank and above in the same turn.
Note: No Djinn techniques of S rank and above in the following turn



Ehh?

Another adversary, the swordsman hoped the man standing in front of him isn't as weak as the other ninjas he had fought in the past few weeks. Truth be told, the man looked weak. With his hands planted on the hilt of his sword, a wind ghost would escape his mouth as the Magi sighs, the ghost would travel straight at Ikiru and turn to a strong gust of wind once it enters short range from him.

(Fuuton: Kaze no yūrei) - Wind Release: wind ghost
Type: Offensive
Rank: B-Rank
Range: Short-Long Range
Chakra: 20 Chakra
Damage: 40 Damage
Description: After releasing the gathered fuuton chakra throughout the user's mouth. the released wind will be shaped into a ghost's upper body (of the same size of a mature man) then a second before reaching the target it will turn into a gust of wind strong enough to make a four meters tall tree fall down. the user is able to create up to 2 ghosts in one time
note: if the user makes 2 ghosts each ghost is equal to C-Ranked fuuton jutsu
note: only FeeLPaiN can teach this jutsu

ORI would simultaneously take flight hovering a meter off the ground. A procedure to make sure she doesn't fall prey to the cowardly ground attacks often used by pesky human ninjas.

Health: 160
Chakra: 1600 - 20
Rainman Perk: 1/2
 
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Setting the plot: The underground had hired numerous assassins to remove him from power, none had yet to prevail. Arriving at the coast, he was checking in on the issues that his gang couldn't resolve. Apparently the underground had nothing to do with the issue as they couldn't reason with the person who ruined the daily routines of supply. Ikiru reaching the place, he would see them awaiting on the side of the road. Clearly their intentions were to prevent anyone from going through, stopping a long distance away. He would depart from the wagon, as he then gestured the driver to head back home. "Hmm. Just so you know. I am one of the few strong Uchiha's left in the world. If you want to retire away from this confrontation, now would be the time."

"Ehh?" the man would say as he placed his hand on his sword, Ikiru's eyes would swirl red revealing his tomoes. The famed Sharingan would emerge, the chakra of his opponent would display like an open book for Ikiru to read. Halting his movement upon catching sight of his opponent's intents, he thought to himself '...so his using wind chakra even though, I just literally told him, that I am a Uchiha, the nerve this guy has!'

The humanoid wind creation would be channeled through their mouth, suddenly as they yawned it was racing towards him, however with no moment wasted, he too would release his seals in succession to it. In sync with the flow, his actions would appear as a singular gesture. The vast chakra within him would surge as his left hand rose to releasing Katon chakra through another seal, it would erupt with a burst of raw Katon chakra. The black hue (chakra in color) aimed at his opponent, now being shot would be besieged by the sudden ash from his body turning it into a western dragon of sorts. The dragon-ash beast raced towards their opponent turning the soil black from its potent heat wave, it roared. The beast in shining dark fumes of ash heat, radiating along it path was nearly 3 times the size of his opponent and evidently exhibited it's three seals, the kanji on its forehead.

Chakra: 1600 (-30 [+10] via Lifeblood of the Black Salamander) + (-30 via Flames of Purgatory) + (-40 via Symphony of the Dragon) + (-30 via Sharingan) = 1460
Hp: 160
Note: Bolded some parts of the jutsu to indicate the utmost important effects to keep track with, when countering or taking in account.
( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye (Passive)
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.
(Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen) - Fire Release/Sealing Technique: Lifeblood of the Black Salamander (Upon his left, upper side of his arm) (Same timeframe)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (Fire jutsu with this effect applied cost 10 more chakra to create.)
Damage Points: N/A
Description: This technique was developed in response to the chakra draining and chakra absorbitve abilities displayed by certain water and earth techniques. Made in an attempt to achieve a similar effect for fire, the resulting technique was deemed too destructive and was classed as a jutsu too dangerous to be used. Like the chakra draining properties of earth and water, the developed technique was highly effective at targeting chakra in its incorporeal states - however instead of draining or absorbing chakra this technique invoked the most fundamental property of Katon - Burning, and applied it to incorporeal interactions. Under the influence of this technique the flames of produced fire jutsu will be sculpted and recoloured so that the Kanji for 'Burn' will appear embossed and patterned across the surface of the flame. As a result the affected fire techniques will burn away foreign chakra within their proximity. There will be little noticeable change for physical clashes such as fire against earth or water, although a sensor will be capable of discerning that the chakra of the technique clashing against the flame is disappearing even before the techniques physical body fades. Against techniques that fire would not have much interaction with however, such as lightning or sound, or techniques that it would not affect at all - such as incorporeal chakra barriers, the true strength of this technique is displayed. As the flames come into 'contact' (Not physical as it generally cannot directly interact with these techniques, but instead overlapping on the same area or being in the same vicinity/pane) the opposing chakra will be burned away, as under the influence of this technique the users fire natured chakra will adopt a singularly destructive property when it encounters opposing chakra and, true to its nature, will not absorb but will rather burn - flooding out to attack the chakra and erasing the opposition completely. When such a flame encounters the body of a living being such as a Summon or Human, it will burn away at their chakra supply for as long as they remain near the flame (short range), destroying more of their chakra each turn, starting at the amount of chakra used to create the fire technique for the first turn, and increasing by double each turn (i.e, 40 the first, 80 the second, 160 the third and so on) until they have absolutely nothing left - and as such fire techniques under the influence of the Black Salamander serve as the bane to beings that cannot be burned or posses powerful regenerative abilities. Against techniques however, elemental weaknesses and strengths will apply, and the strength of the fire technique will reduce accordingly as it expends the very chakra that comprises it to burn away at enemy techniques. Upon the first use of this technique on a fire jutsu, a crest of ash will appear on the users chest, appearing as a salamander that, like an ouroboros is seen to be devouring its own tail. The Salamander Crest will act as a medium for sustaining this technique, should the crest be destroyed then this technique will also end, likewise, for as long as the crest persists, so too will this jutsu. Should the chakra of a fire technique under the influence of the Black Salamander be absorbed, then then absorbed fire chakra will act as a virus - rapidly burning away at the chakra of its new host until nothing is left. The only counter then, is to produce a full bodied chakra surge equal to or greater than the amount of chakra absorbed. (Starts at double the chakra cost of the technique this time, i.e a technique costing 30 chakra would burn away 60 the first turn, and so on, this time as it is directly within an opponents chakra system and as such can wreak havoc more easily). The chakra burn is easily detectable however as an opponent will feel as if their chakra is 'boiling' (a little like the discomfort that Naruto felt upon his first uses of the Kyuubi chakra), although an infected can still produce techniques as usual, albeit they cannot utilize forbidden ranks.

Note:

1) Made of ash the crest is virtually immune to any technique that will smash or break it apart as it can simply reform and regenerate, and is counted as a fire/fuuinjutsu combination, A ranked in power, that can only be destroyed by water - which is the natural enemy of fire, or techniques that can completely burn or blast it from existence such as fire or lightning. After four turns the crest will fade, signifying the end of this technique. If Symphony of the Dragon is either active or used afterwards, the Crest of the Black Salamander will combine with the Crest of the Unburnt Dragon, the Salamander wrapping around the Dragon's head and, the two crests will combine, becoming destroyable only by techniques equal to or greater than their now combined strength. When they combine, the crest of the Black Salamander, being weaker, will adopt the turn limit of the Dragon's Crest, if it has two turns left then this crest will also crumble in two turns and so on. While it makes the crest harder to destroy, it also has the drawback of potentially ending the duration of this technique prematurely depending on how, and when the crests are created.

2) While this technique is active the user is capable of, once per turn, producing raw blasts of S ranked fire chakra from any point of their body which - incapable of interacting with physical substances, will instead interact with and destroy those made of chakra, for instance if used against earth the blast will phase into the earth, erasing it of all the chakra that fuels it and, by destroying its source of strength will also undermine the earth's corporeality, leaving it to crumble to dust. (Although it does not interact so much on a physical level, it can still be countered by a technique of equal power as the flame will attack the chakra within the technique, and respecting elemental weaknesses and strengths, will falter when overwhelmed or equalized.) The chakra is visible as it takes a translucent gold or black hue, and be can form various shapes and sizes at the users whim, and the user can maintain control over it should they so wish, however they will be limited to non elemental and fire elemental jutsu during this time. This count as one of the user's three moves per turn.

3) When this technique ends it cannot be reactivated again for the next two turns, and no fire techniques above S rank can be utilized during this period. It can also only be activated 2x, and the user is immune to have their own chakra devoured by their flames.

4 ) This technique is also capable of working against chakra, or uses of physical/spiritual energy that have a slightly different make-up than usual, such as Senjutsu chakra and Kiyoshi energy. However it cannot target physical or natural energies in their raw, un-combined state; it can do so for spiritual energy however.

5) The user can choose to not apply this effect to a created fire technique, and affected fire techniques will appear an imperial black, red and gold in colour.

6) As this technique has no effect on its own, its activation is instant and can be performed in the same timeframe as the following technique. The crest will appear upon the creation of the first Black Salamander Fire technique, and this works on ash too.

7) When used by an Inuzuka this technique will not adversely affect their Ninken as, accustomed to their presence, this jutsu, while largely indiscriminate, will have the users Ninken labelled as something related to and bound to the user, as a result just as the user is immune to the effects of this technique, so too will Ninken be. (Same for cursed seals as they are a part of the users being). Can only be taught by Scaze
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory (Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.
(Katon: Ryū no Shinfonī) - Fire Release: Symphony of the Dragon (Same timeframe)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Self
Chakra: 40 - 25 per turn
Damage: N/A
Description: Inspired by draconic mythos, this technique seeks to imitate the legendary beings that were fabled to have been fire made flesh. Through a surge of chakra the user will activate a technique that, courtesy of having no purpose on its own, is instant and can therefore be performed in the same timeframe as the following technique. The technique, once activated, serves to alter future fire techniques; as the flames of the utilised fire technique flourish into existence they will immediately exude copious amounts of ash. The released ash will immediately compress into the shape of a dragon, mimicking the visage of oriental or western dragons to the users liking. The dragons, made of black superheated ash, are self sustaining and can roam the battlefield freely; furthermore, like clones they are sentient, and are capable of acting in the users best wishes or according to their commands.However the user will always maintain absolute control over a Dragon's sentience, capable of stripping it - rendering the dragon a mere projectile attack, or passively destroying the dragon should they so wish. While the dragons are birthed from fire techniques they do not directly affect the power of the mother technique, instead they coat it, like an armor with the ashes strength being a replica of the fire technique that birthed it. The dragons however cannot exist separately from their source fire technique which, like a heart, will exist at the core of the ash dragon - heating the ash even further. Should the flame be extinguished, they too will die, and as such techniques that can directly strike at the flames while bypassing the draconic exterior are particularly effective at snuffing out the lives of these legendary beings. Should the dragon exterior be destroyed however, the housed flames will be free to violently burst out as either a unidirectional or omnidirectional attack. Dragons are capable of attacking with either fang or claw, can fly regardless of design and, being made of condensed and superheated ash are capable of carving through earth and lesser techniques like a knife through hot butter, although the user will be capable of interacting with the Dragons freely and without consequence. This is due to a crest that will form upon the users chest upon the creation of their first dragon - the crest, an ornate black necklace made of sculpted ash, marks the user as the 'Unburnt' and acts as the medium of the sustaining of this technique - should the crest be destroyed then this technique will end too, however made of ash, the crest is virtually immune to any technique that will smash or break it apart, as it can simply reform, instead techniques that burn it from existence will work, such as equal or stronger fire or lightning, (So S rank and above) while water, the natural enemy of fire, will also be effective in its destruction. A dragon can, at the command of the user, fuse its body with its flaming heart and adopt explosive properties, then at will, the dragon will be capable of exploding in a violent blast of heat and fire that will affect the area short range around it - to signify this change the dragon will turn gold. (The explosion will always be angled away from the user, thus a dragon could surround the user and explode outwards as a defensive blast, and can be made unidirectional too - reaching up to mid range in a specific direction). This fusion will not combine the damage of the separate techniques, they will simply adopt the damage of the stronger jutsu.

Notes:
- If the crest is completely destroyed then this technique ends, however for as long as the crest persists this technique, too, will remain active. However after four turns it will crumble and fade away, signifying the jutsus end.
- Once this technique is over, the user is incapable of using Fire techniques above A rank for the rest of, and the next turn.
- Dragons are capable of harnessing the furnace that functions as their heart to release bursts of flame from their mouth or body, however should they use up all of the flames of the original fire technique they will crumble an die.
- Can only be used 2x, with a three turn cooldown between uses. (Cooldown begins when the technique ends.)
- Works on techniques that can logically be affected, such as streams - forming long serpentine like dragons, fireballs, bursts of fire and so on. In the case of multiple projectiles making up a single technique, multiple smaller, weaker dragons will likewise be produced. Logically, it will not work on gas and ash fire techniques.
- Cannot be utilized on Forbidden ranked fire techniques, nor can it be used alongside the canon 120 damage fire technique 'Great Fireball Shower'.
- The ash that creates the dragons is obviously incombustible
- The crest is part fuuin, part fire
- Can only be taught by Scaze
(Fuuinjutsu: Kensaku) - Sealing Arts: Retrieval (Upon left hand)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: N/A
Damage Points: N/A
Description: The user will place their seals on various material and jutsus through basic creation methods such as, placing the seal on earth techniques through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. This jutsu works by retrieving lost chakra when performing jutsus. Essentially, when the users techniques are no longer under control (such as streams or humanoids) or on the battlefield (terrain changing jutsus like the swamp or topography) after the jutsu is either released by the user, or destroyed, the dormant chakra that was sustaining the jutsu(s) will automatically be sent back at the user so no chakra is wasted. The mathematics of the retrieved chakra is basically the user will obtain three quarters a turn, and each turn a jutsu is active, another quarter is taken away. Example: 40 CP jutsu, first turn the jutsu is released, 30 CP is sent back at the user; second turn the jutsu is released, 20 CP is sent back at the user, and so on and so forth. The user will place a seal on their bio (can be mentioned in their bio) which acts as a destination for the chakra to be sent at. What the seal does is absorb lingering chakra after a jutsu has been deactivated or destroyed, this way their will be no weakening of the users jutsu. Chakra will only be sapped when deactivated or destroyed, not while the jutsu is active, that way the jutsu doesn't become weakened either, this is primarily why projectiles are relatively inapplicable (but not impossible) to this technique, it usually depends on the type of projectile, jutsus like water dragon bullet and thunder vortex dragon can work as a projectile, but fireballs, not as much.

Note: Can only be used five times. Every turn times used, two turn cool down is displayed. Can only be taught by Joker. When it comes to be using on streams, that includes everything that requires consistent control from the user.
 
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Lytes

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Setting the plot: The underground had hired numerous assassins to remove him from power, none had yet to prevail. Arriving at the coast, he was checking in on the issues that his gang couldn't resolve. Apparently the underground had nothing to do with the issue as they couldn't reason with the person who ruined the daily routines of supply. Ikiru reaching the place, he would see them awaiting on the side of the road. Clearly their intentions were to prevent anyone from going through, stopping a long distance away. He would depart from the wagon, as he then gestured the driver to head back home. "Hmm. Just so you know. I am one of the few strong Uchiha's left in the world. If you want to retire away from this confrontation, now would be the time."

"Ehh?" the man would say as he placed his hand on his sword, Ikiru's eyes would swirl red revealing his tomoes. The famed Sharingan would emerge, the chakra of his opponent would display like an open book for Ikiru to read. Halting his movement upon catching sight of his opponent's intents, he thought to himself '...so his using wind chakra even though, I just literally told him, that I am a Uchiha, the nerve this guy has!'

The humanoid wind creation would be channeled through their mouth, suddenly as they yawned it was racing towards him, however with no moment wasted, he too would release his seals in succession to it. In sync with the flow, his actions would appear as a singular gesture. The vast chakra within him would surge as his left hand rose to releasing Katon chakra through another seal, it would erupt with a burst of raw Katon chakra. The black hue (chakra in color) aimed at his opponent, now being shot would be besieged by the sudden ash from his body turning it into a western dragon of sorts. The dragon-ash beast raced towards their opponent turning the soil black from its potent heat wave, it roared. The beast in shining dark fumes of ash heat, radiating along it path was nearly 3 times the size of his opponent and evidently exhibited it's three seals, the kanji on its forehead.



( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye (Passive)


(Katon/Fuuinjutsu: Kuro Sanshō̄o no Seimei-Sen) - Fire Release/Sealing Technique: Lifeblood of the Black Salamander (Upon his left, upper side of his arm) (Same timeframe)


(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory (Passive)


(Katon: Ryū no Shinfonī) - Fire Release: Symphony of the Dragon (Same timeframe)


(Fuuinjutsu: Kensaku) - Sealing Arts: Retrieval (Upon left hand)
Wew. Had to read the techniques 2 - 3 times to understand what they did.


Sho would spot the red glow of the 3 Tomoe Sharingan easily and he'd focus his sight on his opponent's chin. ORI would follow his lead, she too was aware of the abilities of an Uchiha. A moment afterwards, Sho would notice his opponent using an ash/fire technique.

Fire release huh? Typical.

With his hands still casually resting on the hilt of his sword, Sho would inhale before exhaling a large powerful torrent of water that would easily overpower the ash/fire technique before it could get close enough to be harmful before continuing to slam into Ikiru with enough force to break his bones. Of course due to the sheer size and volume of the water technique, the field would be covered by a few inches of water.

The torrent of water would be reddish in colour, a telltale sign of the Selenium Dust infusion (Same timeframe) and of course that would make the water technique poisonous to all that come into contact with it. All but Sho. ORI wouldn't be affected by the residual Selenium Dust water that'd cover the field due to her hovering a meter above ground.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 20
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Serenton: Ōkui | Selenium Dust: Gluttony
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth
The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.

You'll have to do better than that Uchiha.

Sho would pick his sword with his left hand and start a slow walk towards Ikiru with ORI moving with him both of her beautiful swords unsheathed. The Magi's expression would be blank and unreadable, his attention would be focused on his opponent and the surroundings. He'll stop the walk 6 meters from Ikiru as if taunting the Uchiha to do something.
 

RuckenTM

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(OoC: ...just so ya know, none of the jutsu used restrict me to a single element, and speciality enable me reduce all the fire jutsu cost, so +30 was saved :3) @Lytes

The chakra replenishing through his seal, granted him a much less taxing chakra strain that wasn't to moot about. Given his highly skilled chakra control, Ikiru was effectively utilizing all his chakra, as no chakra escaped into the surrounding area, almost none at all. Having sent out his Dark-ash dragon, his opponent would dare to mock him. "Fire release huh? Typical. You'll have to do better than that Uchiha."

Annoyed by the taunt, Ikiru would bolt towards releasing his Curse Mark also as his opponent had released a torrent of water, with a mix of advanced elemental applications too, his dragon having been sent out as a simple projectile attack, with now Senjutsu Chakra sustainment to will it. A quick crafting of the needed handseals as he switched gears now, he would make a straight line for a kill. He paved a path for the dark-ash dragon and him, as the stream would engage a 'black hole' in the mouth of the dragon.

Now as the torrent would race outwards (short-range) to the Ash-dragon, which moved forwards, but with fruitless angle in an attempt to evade the surging wave, a sudden looming shadow orb of distortion would come to its saving in its mouth. Akin to a gravity-like manipulation however, barbaric in the style of application, it behaved similar to a portal, as it's spiraling substance would appear with a kanji seal: Void.

With a single handseal he further strengthened the dragon with more ash as he streamed even more into it. The interaction would swallow whole the torrent, and ultimately it would put an ending to both assaults altogether. This meant allowing the ash-dragon to maneuver through and explode upon reaching their opponent (harming them, possibly).

"You are on borrowed time."
Ash-Dragon DMG (80) > (+20 via Dark Vacuity Release/Sealing Technique: Otherworldly Keys) & (+20 via Death Hands)
( Ten no Juin: Ichi ) - Heaven's Cursed Seal: Level 1
Type: Supplementary
Rank : A
Range: Short
Chakra: 30 ( 200 chakra pool; -10 to user per turn )
Damage: N/A
Description: The user wills the opening of the cursed seal partially, giving him more chakra and more strength, as the Senjutsu Chakra contained within the seal is unleashed upon the users body in a reduced amount. Patterned red lines that extend from the Cursed Seal on the body of the user course through the user's body, covering it in a repetitive pattern as their body surges with chakra. When the state it done, the lines will become a solid black. While active, the seal actively consumes the users chakra in order to produce and fuel Senjutsu Chakra into his body. This causes all of his Ninjutsu and Taijutsu to use this Senjutsu chakra until the pool is gone. While in this stage, the user gains +15 damage to his elemental Ninjutsu and +10 to his Taijutsu.
Note: Lasts until the additional chakra pool gained is dissipated.
Note: Can be deactivated at will.
Note: Usable twice.
(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys (Same timeframe)
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description:
Through the formation of a single seal; the user will produce a sealing script. This script latches unto a technique the user has performed (within the same time frame of this) forming the word kanji for void. Upon reaching within short range of an enemy technique, depending on which variation of the seal is produced it will provide a following buff/debuff or counter seal. These variations are simply known as “ The Keys”.

Key of Oblivion: This variation of the seal acts as a counter seal; to which once the infused technique is within short range of a foreign technique – it will release a plethora of ionized ash. This will seek out the technique; swiftly causing it to collapse upon itself in the case of elements neutral/weak to Dark Vacuity’s ash while simply interacting with techniques strong against it. The amount of released ash is equivalent to a A rank technique; which in the case of S rank and below techniques weak to it will be reduced into nothing – allowing for the infused technique to continue without hindrance. Technique’s neutral towards it will lose power in accordance to the damage interaction (i.e 80 vs 60; opposing technique loses -20 damage) while techniques strong to it will be the same.

Key of Larceny: This variation of the seal acts as a buff; to which applies the concept of chakra absorption into the ash. Once released after coming into short range of the opposing technique – the ionized ash released will cause the opposing technique to collapse onto itself but rather than simply clashing and leaving nothing behind – it would instead absorb the chakra within it and seal it back into the script. This causes the opposing technique to lose some of it’s chakra but still retaining some its power, while using the seal to transfer the chakra into the infused technique. This increases it’s power by one rank; allowing to become more potent as it clashes afterwards with the opposing jutsu. This however cannot be applied to techniques that cannot be ionized i.e fire or wind. This does not affect the rank of the opposing jutsu

Each variation can be used once per battle, with an overall usage of two times per battle. Once applied, the effects of the seals are passively released without the cost of a move. Cannot use any Dark Vacuity Techniques above A rank while the technique still has the seal on it and requires a cool down of two turns after the seal ends.
(Katon: Shishamasu) — Fire Release: Death's Hands (Same timeframe)
Rank:A-rank
Type: Offensive, Supplementary, Defensive
Range: Short-Mid
Chakra Cost: 30 (-15 to sustain jutsu per turn)
Damage Points: 60
Description: After forming three handseals, they'll release a surge of katon chakra around any part of their body to create a layer of hot ash or by release it from their own body, and at will they can manipulate existing ash i.e via; ash gourd. This will not burn the user as they will create a layer of chakra between their skin and the ash to protect themselves. At will, the user can release this ash in a stream of sorts from their hands (even from body-movements) for offensive/Supplementary/defensive purposes, even in enormous amounts. This can be combined with other jutsu like Fire related jutsu to give them +1 rank in damage up to S rank within the same timeframe. If combined with another Fire technique, Death's Hands ends.
Note: While Jutsu is sustained (for up to 3 turns), Users can only utilize Katon or related Fire style Ninjutsu only.
 
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Lytes

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(OoC: ...just so ya know, none of the jutsu used restrict me to a single element, and speciality enable me reduce all the fire jutsu cost, so +30 was saved :3) @Lytes

The chakra replenishing through his seal, granted him a much less taxing chakra strain that wasn't to moot about. Given his highly skilled chakra control, Ikiru was effectively utilizing all his chakra, as no chakra escaped into the surrounding area, almost none at all. Having sent out his Dark-ash dragon, his opponent would dare to mock him. "Fire release huh? Typical. You'll have to do better than that Uchiha."

Annoyed by the taunt, Ikiru would bolt towards releasing his Curse Mark also as his opponent had released a torrent of water, with a mix of advanced elemental applications too, his dragon having been sent out as a simple projectile attack, with now Senjutsu Chakra sustainment to will it. A quick crafting of the needed handseals as he switched gears now, he would make a straight line for a kill. He paved a path for the dark-ash dragon and him, as the stream would engage a 'black hole' in the mouth of the dragon.

Now as the torrent would race outwards (short-range) to the Ash-dragon, which moved forwards, but with fruitless angle in an attempt to evade the surging wave, a sudden looming shadow orb of distortion would come to its saving in its mouth. Akin to a gravity-like manipulation however, barbaric in the style of application, it behaved similar to a portal, as it's spiraling substance would appear with a kanji seal: Void.

With a single handseal he further strengthened the dragon with more ash as he streamed even more into it. The interaction would swallow whole the torrent, and ultimately it would put an ending to both assaults altogether. This meant allowing the ash-dragon to maneuver through and explode upon reaching their opponent (harming them, possibly).

"You are on borrowed time."


( Ten no Juin: Ichi ) - Heaven's Cursed Seal: Level 1


(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys
(Same timeframe)



(Katon: Shishamasu) — Fire Release: Death's Hands (Same timeframe)
As agreed. The boost techniques can't be performed in the same TF as Cursed Seal. So the Timeframe becomes
Fire/Ash Dragon > Water/Selenium Dust Torrent > Cursed Seal > Boosts
The 100DMG Water technique would overpower the 80DMG Fire technique and continue unchanged due to Water's strength to Fire.
— 35-40 Damage Points, The Stronger Tech continues unchanged
You'd be taking 100 damage which is 62.5% of your 160HP.
Torso/General Body - Damage/Effects
  • 20% - An attack causing this amount of damage to the torso will cause the victim's Ninjutsu using the stomach/lungs to mold chakra to cause 5 less damage and their overall tracking will reduce 10.
  • 40% - An attack causing this amount of damage to the torso will cause further trouble with Ninjutsu. The victim will be unable to use jutsu they have to spit out or use their torso to form without causing 10 damage to themselves.
  • 60% - An attack causing this amount of damage will limit the user's ability to effectively use their Genjutsu in combat. For any Genjutsu that is ranked above B rank, the user will receive 10 damage and an overall reduction of damage to Ninjutsu by 15.
The B rank toxic effects of Selenium Dust would also apply.
Serenton: Ikari | Selenium Dust: Wrath
Type:
N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Serenton is an armorphous element that not only has physical properties but also comes along with a variety of toxic effects(mentioned in submission) no matter the form it takes. The following effects are references to the effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, inhaling it or even by it coming into contact with the eyes. The effects of the toxicity is determined by the rank of the dust technique in use i.e Higher rank selenium dust techniques are more toxic than lower rank selenium dust techniques regardless of size.

D-C Rank: Absorbing Selenium dust of these ranks through means mentioned causes minor effects such as headaches and irritability, enough to cause the affected to stumble or fumble with their weapons, or mess up the aim of thrown techniques.

B-A Rank: In addition to previous effects, the target would feel extreme nausea along with partial blindless, they'd also suffer from the effects of Myocarditis. The nausea causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the queasiness overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such. The Myocarditis reduces the target's heart's ability to pump and also causes rapid or abnormal heart rhythms, this causes a decrease to a target's physical feats - Speed is reduced by one level and all techniques that rely on a target's physical feats get a -20 damage debuff. The partial blindless translates to an inability to see past mid range.

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to Selenium dust of this rank would suffer stronger forms of previous effects. Immense Headaches coupled with Irritabilty and complete blindness would reduce the target's overall tracking to half of its previous value. The immense nausea would render the target unable to spew out techniques that from their mouths that are B ranks or above (This would include Sound techniques or any other techniques of the nature that requires the user to inhale/exhale via yelling and such). The Myocarditis would translate to target's speed being reduced by two levels and the target becomes incapable of using Taijutsu beyond B-rank basics.

Note:
- By spending 20 chakra, the user can passively rid a target's body of excess Selenium so as to remove the effects. This requires the target to be in short range of a user.
- After being effected, the targets can't lessen nor rid the effects unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
- The effects stack i.e Getting exposed to 2 C ranks would incur B rank effects. Getting exposed to 2 A ranks would incur S rank effects and so on.

The torrent would rip through the fire/ash dragon and slam into his opponent pushing him backwards(6 meters to place us Long range(16meters) from each other). That was easy.. So easy in fact that Sho would ask ORI using the Pitohuian language if the bird was also seeing what Sho was witnessing, Uchihas were afterall known for messing with their opponent's minds and this could be a trick by the opponent. Sho would also track the man's position through his Djinns via their spiritual sensing just to be sure. He'd continue doing this(Talking to ORI and tracking through his Djinns) for the remainder of the battle. Rain would also start falling all over the battlefield, a testament of Sho's rain release skills (Rainman specialty). Sho would ditch his plans of walking to his opponent, it seems trading ranged techniques was the bane of this Uchiha.

I see how the Uchihas were murdered in one night... Pathetic.

Sho and ORI would simultaneously make their moves as the opponent activates the cursed seal, making sure to keep the pressure on the Uchiha. With his hands never leaving their resting place on the hilt of his sword Sho would focus his chakra into the clouds above the battlefield producing a fierce storm and rain with powerful winds. Every heat/fire based elements and wind/wind based elements from Ikiru would receive a -20 debuff.

Ameton: Arashi no Kuro | Rain Release: Black Storm
Type:
Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+10 per turn to focus)
Damage: N/A
Description:
A powerful rain release technique that summons forth jet black clouds that cover the battlefield, producing a fierce storm and rain. They create powerful winds comparable to gales and tornado's, although lack any damage capabilities. However, due to the severity and power of the rain falling combined with the powerful winds blowing, it reduces all fire/heat based elements and wind/wind based elements from the opponents by -20 damage. The reason being that the rain falling begins cooling and dousing all fire, while the sheer power from the winds begins to miss shape and redirect all winds. Additionally, this makes any ranged ninja tools B rank and below rendered useless. The technique lasts four turns.
Notes:
-Can only be used twice
- Two turn cooldown inbetween uses on ending

ORI would simultaneously swing one of her swords from right to left releasing an horizontal crescent of blue chakra from the blade. The crescent would stretch 10 meters to both sides(20meters length) and would travel roughly a meter above the ground. The target is none other than Ikiru. To top it off Ikiru won't see the crescent until it's mid-range from him due to Selenium Dust's effect - partial blindness.

( Samurai Guntou no Jutsu ) - Samurai Sabre Technique
Rank: A - S S
Type: Offensive
Range: Short - Long
Chakra: 30 - 40 40
Damage: 60 - 80 80
Description: This technique is unique to samurai, which employs the concept of chakra flow techniques similar to the Flying Sparrow and ( Kusanagi ) - Chidori Spear. The user channels their chakra through their swords and extends the reach and the cutting ability of the blade, allowing him to be capable of firing crescents of chakra. These crescents are capable of combating equal ranked Elemental Ninjutsu. The samurai have also shown the ability to use shape transformation, as they can form their chakra blades into giant buzz saws, broad swords, spiked shafts, and axes. This ability allows them to rely on smaller swords while retaining greater reach, damage, and surprise attacks as needed.
Note: Can only be used by a Samurai Bio.
Note: S ranked version can only be used a total of 6 times per battle.

Immediately after their simultaneous combo, Sho would weave 2 handseals and channel his Serenton chakra directly into the rain drops surrounding Ikiru turning them into compact red spikes of selenium dust. The spikes would basically form 5 meters in every direction from Ikiru with enough quantity to make it impossible to slip through them but not enough to stop Sho and ORI from seeing Ikiru. As they're formed, they'll all rush in to pierce Ikiru from every angle.

Serenton: Don'yoku | Selenium Dust: Greed
Type:
Offensive/Defensive/Supplementary
Rank: C-S A
Range:
Short-Long
Chakra: 15 - 40 (-10 per turn to sustain) 30
Damage:
30 - 80 60
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.
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What it looks like except from every angle.

Health: 160
Chakra: 1580 - 60 (Last round) - 40 - 40 - 30
Rainman Perk: It is raining.
 
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RuckenTM

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"I see how the Uchihas were murdered in one night... Pathetic." those were the last words the man would say as Ikiru would simply adorn his (CW) mask as it comformed to his body. It would enable him to disappear from sight, however it didn't prevent the attacks from killing him. His body would appear impaled horridly, as a moment would come to past unknown to his opponent that Ikiru’s body seal had been triggered upon the very moment death was eminent. His eye would turn pale white as the deed was paid and dice cast, for his opponent simply adore their short lived victory on a fake corpse that soon faded out of existence.

Once the body had phased, Ikiru without a momentary time-lapse, he waved the needed handseals as he retuned to living invisible to common eye. Short-range to his opponent much suddenly. His Curse Mark also set active, whist his other seals reset as though he hadn't used them at all, from the start.

The invisible attack as the single "mud" needle portal distortedly hidden by his outfit, would appear unseen behind them (1m away). Aiming for the head suddenly, no sound as the portals gave no indication, shadows too were hidden, the small details seen by his single Sharingan in his eye would all be hidden. Crafting the perfect sync of slightest movement without no sound or noticeable features in appearing behind, the swift attack as the rain fell (manipulated also to appear as nothing out of ordinary) ended his opponent quickly. For no possible logical of expiation, to their attack could be reasoned in an instant.

"Hmph, I'll have to get serous..."

(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage
Type: Weapon
Rank: S
Range: Short
Chakra Cost: N/A (-5 Per Turn)
Damage Points: N/A
Description: The Metamaterial Optical Camouflage (M.O.C) mantle appears in many forms as ordered, and made only by the Uchiha prodigy. The suit is highly complex and its contemporary superior mechanisms cannot be taught. The skeleton mask contains red translucent lenses (allowing eye contact between individuals). When placed on the user, the rest of the hooded cape appears along with a dark gray, tattered coating. This cloak is created from molten scales of Obi, the personal snake contact summon of the Uchiha. The skull mask immediately draws chakra from the user when worn. The glowing red lends symbolizes the weapon's activation. Additionally, the user suddenly dons a dark optical camouflage mantle coating from head to toe. The coating possesses unique natural scales with an uneven microscopic weave, which allows for a complex camouflage mechanism. The attire is electric, flame, wind resistant (C-rank and below) as the whole attire is quite durable and extremely hard to rip apart. Even the skull is very difficult to break.

Coating — The scales of the coat passively scatter incoming/reflect light, allowing it to manipulate light from passing. This allows the user to conform irregular shaped objects and render them partially or fully invisible to the naked eye. This can make three-dimensional things also make things appear flat. This control can be used, theoretically, to perform the opposite feat, allowing for turning two-dimensional images into three-dimensional ones and making impressively deceptive mirages. This lowers various counter actions and when their opponent should decide on the countering their attacks (opponent's tracking lowered by -1.5). This can only be done within it's range. At closer ranges, the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment.

Lens — The user will be able to see passively chakra through the red lenses, in what appears to be like chakra infrared vision. They'll be to tell the amount of chakra within that given place in time. Users also, through observation, can make a hypothesis to accurately predict the strength of a jutsu, but cannot differentiate between different chakra natures. These lenses, however, only see chakra as it radiates off of an object, which can be used to track (adding .5 to user’s tracking speed). This means it doesn't allow the user to see through thick exteriors; if for example, a suspect had a chakra item under their shirt, its exterior area would appear “cooler” to the lenses, and indicate to user that someone may be carrying a chakra item.

Skull — Finally, the M.O.C is powered with the user's cerebral chakra, and the user’s nervous system. Acting as a passive shell of protection against genjutsu its mechanism becomes in sync with its user's chakra flow, detecting the fluctuation in the user's chakra. This happens as once as the user places on the skeleton skull, it counter-clockwise their chakra flow to allow it, the access in any changes in the regulated chakra flow. Due to that, it gives the user painful headaches when the user forms elemental ninjutsu. Genjutsu — by altering the balance between physical and spiritual energies by disturbing physical energy it induces pain, however, through psychogenic pain (pain that's not with a physical cause) in form of migraines. This translates into the ability to consciously combat genjutsu up to A rank at the cost of 30 chakra through user input. The migraine can be induced twice per battle.

Note: Activating/Deactivating the mask takes 1 move slot.
( Doujutsu: Izanagi ) – Eye Technique: Izanagi (Upon Biography)
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra cost: 100
Damage points: N/A ( loss of a Sharingan eye )
Description: Izanagi is a Genjutsu that is intended to be cast upon oneself and not the enemy though it actually seems to imbue reality with the users will and alter it according to his own needs. When activated the user removes the boundaries between reality and illusion and bends it to achieve the best outcome to his situation. In a certain degree this allows the user to control their own state of existence as well as that of those around him. However, this is only maintained for the briefest of moments. When activated it is capable of turning an injury or even death into an illusion allowing the user to escape harm, but not without a grave cost. The use of this technique results in the loss of a Sharingan eye. The technique essentially allows the user to alter reality and negate any event that might have happened in the last moments of battle (negates anything that has happened to either the user or the enemy in the last 2 turns), the only exception being his own chakra levels.
Note: This version can only be used by Uchiha Bios with access to MS/EMS
Note: Can only be used twice per battle, once per eye, rendering the used eye blind for the rest of the match, even if the user has EMS
Note: Those around the user as well as the user are well aware of the altered reality though they cannot do anything to change it.
(Doton: Chikyūno Hari) – Earth Release: Muddling Needles
Rank: A-class
Type: Offensive, Defensive
Range: Short – Long
Chakra cost: 30
Damage points: 60 (+15 via CM)
Description: The user does 3 handseals (Ram → Snake→ Tiger) and creates several small portals in an area of the users choice, which quickly drips down onto their opponent in solidified sharp forms of earth-mud needles that puncture the opponents body at the users aim. The mud needles are very heavy and thick as well as adhesive, making it impossible to move if caught. A single Mud-earth Needle is equal to A-rank, 2=B-ranks, 3=C-ranks, and 4= D-ranks.
Note: Can only be used twice per battle.
Note: The mud needles can only be made 1m away from the opponent.
 
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"I see how the Uchihas were murdered in one night... Pathetic." those were the last words the man would say as Ikiru would simply adorn his (CW) mask as it comformed to his body. It would enable him to disappear from sight, however it didn't prevent the attacks from killing him. His body would appear impaled horridly, as a moment would come to past unknown to his opponent that Ikiru’s body seal had been triggered upon the very moment death was eminent. His eye would turn pale white as the deed was paid and dice cast, for his opponent simply adore their short lived victory on a fake corpse that soon faded out of existence.

Once the body had phased, Ikiru without a momentary time-lapse, he waved the needed handseals as he retuned to living invisible to common eye. Short-range to his opponent much suddenly. His Curse Mark also set active, whist his other seals reset as though he hadn't used them at all, from the start.

The invisible attack as the single "mud" needle portal distortedly hidden by his outfit, would appear unseen behind them (1m away). Aiming for the head suddenly, no sound as the portals gave no indication, shadows too were hidden, the small details seen by his single Sharingan in his eye would all be hidden. Crafting the perfect sync of slightest movement without no sound or noticeable features in appearing behind, the swift attack as the rain fell (manipulated also to appear as nothing out of ordinary) ended his opponent quickly. For no possible logical of expiation, to their attack could be reasoned in an instant.

"Hmph, I'll have to get serous..."

(Metamateriaru no Kōgaku Meisai to Shinigami Sukaru) — Reaper Skull with a Metamaterial Optical Camouflage


( Doujutsu: Izanagi ) – Eye Technique: Izanagi
(Upon Biography)


(Doton: Chikyūno Hari) – Earth Release: Muddling Needles
Did his opponent just die? The shock and surprise would instantly reflect clearly on Shō's face, something that rarely happened. Through his Djinns, Shō would sense the life leave his opponent's body. He'd angle his face to address his summon.

Hmmm... Perhaps I overestim-

The instant Ikiru reappears Sho would sense him standing 5 meters behind himself, the Uchiha was very much alive. Shō would inform his summon while performing a lone handseal - the first in this battle. After weaving the handseal, Sho would take a wide step forward to put him 6 meters away from Ikiru and at the same time would spin his body clockwise 180° in order to once agan face the Uchiha. In the same motion as the spin, Shō would form an invisible ball of wind on his left palm and toss it straight at Ikiru's chest or at least that was what would have happened.

(Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls
Type: Offensive
Rank: S F
Range: Short - Long
Chakra cost: 40
Damage: 80 90 + 20
Description: A trap jutsu initially made to hurt or perhaps kill trespassers, the user weaves three handseals and releases his wind chakra into the air around the battlefield. Using the chakra, he compresses the air in several spots into balls the size of a regular tennisballs that lay dormant, the balls are transparent and virtually undetectable by regular eyes. The balls lay dormant until anything of enough mass bumps into them (Such as the opponent, clones, summonings and jutsus). When the balls are disturbed, the compressed air violently explodes in a 5 meters radius dealing damage to anything caught within its range.
Alternatively the user can create the compressed air balls on his palms without need for handseals similarly to the rasengan before tossing it at targets. When this alternate method is used anyone paying attention would be able to see the movement of the tossed balls through the air. The ball explodes on hitting a target and explodes in a 5 meters radius dealing damage to anything caught in it (user included).
Note:
The balls stay for 2 turns before crashing to the ground and exploding on contact.
Note: Maximum of 10 balls can be created at a time regardless of method.
Note: The air balls can't be created within 5 meters range of opponent unless user is also in short range
Note: Usable 5 times per battle with 2 turns cooldown.

Instead, rather than forming or tossing a ball of wind, an harmless breeze would be released from Shō's palm. The red particled breeze would travel a meter from Shō (when it reaches 5 meters mark from Ikiru) before transforming back into a reddish ball of compressed wind aimed at Ikiru's torso. On contact, the ball of wind would violently explode into a massive 5 meter sphere that'd damage everything caught inside it leaving behind a 5 meter deep crater.

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.


Serenton: Ōkui | Selenium Dust: Gluttony
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth

The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.

After releasing the technique, Shō and ORI(Who would also move forward and spin to face Ikiru) would both move 3 meters (ORI still hovering a meter off the ground) backwards to further put distance between themselves and the blast zone. Shō would then take the time to think about what just happened, he had heard rumors of Uchihas transcending death but had never witnessed it before. Ofcourse every powerful technique comes with its own drawbacks.

That was an interesting ability Uchiha. Care to tell me what it cost you?


Health: 160
Chakra: 1410 - 40 - 10 - 20 - 20
Rainman Perk: It is raining.
 

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Did his opponent just die? The shock and surprise would instantly reflect clearly on Shō's face, something that rarely happened. Through his Djinns, Shō would sense the life leave his opponent's body. He'd angle his face to address his summon.

Hmmm... Perhaps I overestim-

The instant Ikiru reappears Sho would sense him standing 5 meters behind himself, the Uchiha was very much alive. Shō would inform his summon while performing a lone handseal - the first in this battle. After weaving the handseal, Sho would take a wide step forward to put him 6 meters away from Ikiru and at the same time would spin his body clockwise 180° in order to once agan face the Uchiha. In the same motion as the spin, Shō would form an invisible ball of wind on his left palm and toss it straight at Ikiru's chest or at least that was what would have happened.

(Fuuton: Kazetōshi no yoi bōru) Wind Release : Airy balls
Type: Offensive
Rank: S F
Range: Short - Long
Chakra cost: 40
Damage: 80 90 + 20
Description: A trap jutsu initially made to hurt or perhaps kill trespassers, the user weaves three handseals and releases his wind chakra into the air around the battlefield. Using the chakra, he compresses the air in several spots into balls the size of a regular tennisballs that lay dormant, the balls are transparent and virtually undetectable by regular eyes. The balls lay dormant until anything of enough mass bumps into them (Such as the opponent, clones, summonings and jutsus). When the balls are disturbed, the compressed air violently explodes in a 5 meters radius dealing damage to anything caught within its range.
Alternatively the user can create the compressed air balls on his palms without need for handseals similarly to the rasengan before tossing it at targets. When this alternate method is used anyone paying attention would be able to see the movement of the tossed balls through the air. The ball explodes on hitting a target and explodes in a 5 meters radius dealing damage to anything caught in it (user included).
Note:
The balls stay for 2 turns before crashing to the ground and exploding on contact.
Note: Maximum of 10 balls can be created at a time regardless of method.
Note: The air balls can't be created within 5 meters range of opponent unless user is also in short range
Note: Usable 5 times per battle with 2 turns cooldown.

Instead, rather than forming or tossing a ball of wind, an harmless breeze would be released from Shō's palm. The red particled breeze would travel a meter from Shō (when it reaches 5 meters mark from Ikiru) before transforming back into a reddish ball of compressed wind aimed at Ikiru's torso. On contact, the ball of wind would violently explode into a massive 5 meter sphere that'd damage everything caught inside it leaving behind a 5 meter deep crater.

(Fuuton: Tōri o kurūzu)- Wind Release : Cruise down the street
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage: N/A
Description: A stealth technique used to catch a foe off balance in battle, before using a Fuuton jutsu, the user performs a single handseal pumping more fuuton chakra into the technique, this chakra allows the user to dissipate the wind technique upon creation into a calm, yet fast non violent breeze that'll travel on a straight or curved path towards the target however this change is temporary, upon traveling a distance of the user's choice in between 5m - 15m, the wind will form back into the original jutsu e.g the user performs an handseal before perform the A rank Wind blade jutsu, upon moving the hands to start the jutsu, rather than a Blade of wind materializing from the user's hand, a calm breeze would start from the user and move towards the opponent after which the breeze would materialize the blade of wind at least five meters from the opponent. Due to the extra fuuton chakra added to the transformed wind jutsu its rank is increased by +1.
~ The breeze can be seen by naked eyes
~ Can only be used on projectile wind jutsu i.e wind jutsus that travel from the user to the opponent
~ Can not be used on Forbidden rank wind jutsu
~ Can only be taught by Lytes
~ Can be used five times per battle.

Serenton: Ōkui | Selenium Dust: Gluttony
Type:
Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description:
A supplementary use of Serenton release. Due to the red sand's unique properties, the dust can be used to augument other elements through several means.

Water
Due to the ability to form Selenium from water sources, the ground and the user's body. The user when creating a water technique can infuse serenton chakra to form selenium dust into said water technique giving it a reddish hue. The infused selenium dust not only makes the water technique denser/heavier. The infusion translates to a +20/+1 rank boost in the water technique's strength. This can be used on other logical water related elements such as rain.

Fire
When creating a fire technique from the ground or from the user's body, the user creates a solid core of selenium to said fire technique. Due to Selenium's high melting point, the solid core wouldn't be melted by the flames. However, the selenium core would continuously release a burst of fine red sand that causes non stop dust explosions which strenghens the flames and by extension the fire technique. The infusion translates to a +20/+1 rank boost in the fire technique's strength. However, being hit by an enhanced fire technique administers no selenium related side effects.

Wind
Similarly to the water usage, the user infuses selenium dust into their wind techniques giving it a reddish hue which not only makes it denser/heavier. The infusion translates to a +20/+1 rank boost in the wind technique's strength. This can be used on other logical wind related elements such as Typhoon etc

Earth

The user either coats his earth technique in selenium dust or creates the selenium in the core of the earth technique, the former method gives the technique a reddish hue. The infusion translates to a +20/+1 rank boost in the earth technique's strength. This can be used on other logical earth related elements such as lava(Selenium dust's high melting point allows it to coexist with lava techniques) etc.

Lightning
The user when using a lightning technique also releases fine selenium particles giving the lightning technique a slight reddish hue. The particles auguments the lightning technique due to Selenium's photovoltaic action (Converts light to electricity) and its photoconductive action (Its electrical resistance decreases with increased illumination). The photovoltaic action means light from the lightning technique gets converted to electricity in the particles which in turn boosts the lightning technique. The photoconductive action means the the particle's electrical resistance decreases from the light produced by the lightning technique, this allows the lightning technique to freely be conducted through the selenium dust particles slightly increasing its size. The infusion translates to a +20/+1 rank boost in the lightning technique's strength. This can only be used on lightning techniques produced from the user's body or the ground. It can also be used on other lightning related elements such as Storm release etc. It however can't be used on Black Lightning since that form of lightning produces little to no light.

Note:
- Each infusion can only be used 5 times per battle with 2 turn cooldowns.
- The S/W of the boosted technique isn't changed.
- It's a passive technique that's performed in the same TF as the boosted technique, but occupies a move slot.

After releasing the technique, Shō and ORI(Who would also move forward and spin to face Ikiru) would both move 3 meters (ORI still hovering a meter off the ground) backwards to further put distance between themselves and the blast zone. Shō would then take the time to think about what just happened, he had heard rumors of Uchihas transcending death but had never witnessed it before. Ofcourse every powerful technique comes with its own drawbacks.

That was an interesting ability Uchiha. Care to tell me what it cost you?


Health: 160
Chakra: 1410 - 40 - 10 - 20 - 20
Rainman Perk: It is raining.
Watching their aim, he would drop his weight as wings sprouted from his back, releasing them upwards as a swift flap added with his chakra leaping into the sky the attack aimed towards him would be evaded as he flew towards the sky, towards the summoning watching him. Unseen by the naked eye but tracked by his opponent, he paid attention the line of sight. He was in-between the both his opponent and their summon. Meaning an attack from his opponent if evaded, would result in their summon being in the way of it too.

Now as he flapped his wings once more, he would quickly make a single handseal releasing a torrent of flames towards the summon, the wide vast range made it impossible to evade/ outrun the course of attack. A seal embedded into the flames released a wide range of ionized ash which would rid of their preempted attacks. This would kill the summon, however it would also rid of the heavens, creating a clear sky of flames encamping the heavens preventing anything from flying. It would fall down as heat waves that dumped radioactive heat fatigue upon all creatures. "
You're persistently annoying, I might make you into my slave."

( Ten no Juin: Ni ) - Heaven's Cursed Seal: Level 2
Type: Supplementary
Rank : S
Range: Short
Chakra: 40 ( 400 chakra pool; -15 to user per turn )
Damage: N/A ( -10 to user per turn )
Description: After opening the first level of the seal, the user forcefully opens the seal completely, unleashing the full extent of Senjutsu Chakra contained in it which floods his body. Because this Senjutsu Chakra is raw and is fueled by the enzymes extracted from Jugo's DNA, the user will experience a physical transformation unique to him. As the seal opens, the previous black markings glow almost like fire and grow covering the user completely. As the transformation ends, his skin gains a grayish tone, his sclera becomes black and his eyes change in shape. The transformation is unique from user to user but always has some animalistic feature to it. While active, the seal actively consumes the users chakra in order to produce and fuel Senjutsu Chakra into his body. This causes all of his Ninjutsu and Taijutsu to use this Senjutsu chakra until the pool is gone. While in this state, the user gains +30 damage to his elemental Ninjutsu and +20 to his Taijutsu. His speed likewise increases, gaining a notable speed increase. Once it deactivates ( regardless of being willed or timing out ), it leaves the user unable to mold chakra above A-Rank or use Taijutsu and related fields above A-Rank for 2 turns. After those 2 turns, the user regains some of his ability to mold chakra, with each turn increasing by one the rank of chakra he can mold.
Note: Lasts until chakra runs out or the user deactivates it, whichever is sooner.
Note: Must be in stage 1 to use.
Note: Can be deactivated at will.
Note: Can only be used twice.
(Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80 (+30 Via CM) (+20 via Death Hands) = 130
Description: Performing the Boar → Tiger hand seals and the user inhales air while molding a great amount of chakra into their lungs and expelling a large stream of flames from their mouth toward the sky. The flames are hot enough to quickly evaporate large quantities of water within a relatively short amount of time, in this instance the clouds within range. These massive streamed intense flames from the user have enormous range and can cover a huge area; forming a soggy-cloud like state of flames that cover the area skies. The main advantage of the technique is that it can inhibit/ seal of the skies as an escape route, for the above sky is sizzling hot. While also heated air directly above, will be creating a sharp shift in air density levels near the ground. As light passes between the different levels, it will bend, creating mirages.
(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys (Same timeframe)
Type: Offensive, Defensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: Through the formation of a single seal; the user will produce a sealing script. This script latches unto a technique the user has performed (within the same time frame of this) forming the word kanji for void. Upon reaching within short range of an enemy technique, depending on which variation of the seal is produced it will provide a following buff/debuff or counter seal. These variations are simply known as “ The Keys”.

Key of Oblivion: This variation of the seal acts as a counter seal; to which once the infused technique is within short range of a foreign technique – it will release a plethora of ionized ash. This will seek out the technique; swiftly causing it to collapse upon itself in the case of elements neutral/weak to Dark Vacuity’s ash while simply interacting with techniques strong against it. The amount of released ash is equivalent to a A rank technique; which in the case of S rank and below techniques weak to it will be reduced into nothing – allowing for the infused technique to continue without hindrance. Technique’s neutral towards it will lose power in accordance to the damage interaction (i.e 80 vs 60; opposing technique loses -20 damage) while techniques strong to it will be the same.

Key of Larceny: This variation of the seal acts as a buff; to which applies the concept of chakra absorption into the ash. Once released after coming into short range of the opposing technique – the ionized ash released will cause the opposing technique to collapse onto itself but rather than simply clashing and leaving nothing behind – it would instead absorb the chakra within it and seal it back into the script. This causes the opposing technique to lose some of it’s chakra but still retaining some its power, while using the seal to transfer the chakra into the infused technique. This increases it’s power by one rank; allowing to become more potent as it clashes afterwards with the opposing jutsu. This however cannot be applied to techniques that cannot be ionized i.e fire or wind. This does not affect the rank of the opposing jutsu

Each variation can be used once per battle, with an overall usage of two times per battle. Once applied, the effects of the seals are passively released without the cost of a move. Cannot use any Dark Vacuity Techniques above A rank while the technique still has the seal on it and requires a cool down of two turns after the seal ends.
(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory (Passive)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilise the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that it's affects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.
 
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Watching their aim, he would drop his weight as wings sprouted from his back, releasing them upwards as a swift flap added with his chakra leaping into the sky the attack aimed towards him would be evaded as he flew towards the sky, towards the summoning watching him. Unseen by the naked eye but tracked by his opponent, he paid attention the line of sight. He was in-between the both his opponent and their summon. Meaning an attack from his opponent if evaded, would result in their summon being in the way of it too.

Now as he flapped his wings once more, he would quickly make a single handseal releasing a torrent of flames towards the summon, the wide vast range made it impossible to evade/ outrun the course of attack. A seal embedded into the flames released a wide range of ionized ash which would rid of their preempted attacks. This would kill the summon, however it would also rid of the heavens, creating a clear sky of flames encamping the heavens preventing anything from flying. It would fall down as heat waves that dumped radioactive heat fatigue upon all creatures. "
You're persistently annoying, I might make you into my slave."

( Ten no Juin: Ni ) - Heaven's Cursed Seal: Level 2


(Katon: Gurēto-en kuraudo no Jutsu) - Fire Release: Great Flame Cloud Technique


(Dakuiton/Fuinjutsu: Kuusou no Sekai Kii ) Dark Vacuity Release/Sealing Technique: Otherworldly Keys
(Same timeframe)


(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory (Passive)
Sho could easily keep track of his opponent's movements for 3 main reasons. Firstly, through his djinns he can sense the man. Secondly, despite being invisible the falling rain would easily mark out the outline of the man's body and thirdly the raindrops clinging to his body/suit would also be a telltale sign. All 3 reasons would make it exceedingly easy for Sho to know his position at all times.

Sho would notice the man going through some form of transformation before flying upwards in order to dodge the wind technique. His eyes would also track the winged Uchiha as he exhales a cloud of flames. Here we go. Without moving a muscle, Sho would instantly reverse summon himself, ORI and Ikiru into the dungeon. The terrain would include 3 side-by-side earthern buildings(3 storey buildings with no visible doors or windows) 3 meters behind Sho and a barren stretch of earthen ground in every other direction. The buildings themselves are structured such that they lean forwards(Towards Sho and by extension Ikiru) in such a way that the topmost floors are still mid-range from Ikiru.

Being a Magi ranked member of the clan, Sho would be more than capable of manifesting 3 djinns. Dantalion, Zepar and Vinea would manifest inside the building standing directly behind Sho (Topmost floor and out of sight since Sharingan can't see through walls). They would however be capable of sensing Ikiru and also communicating with Sho (Djinn clan passives).

Danjon Djinn ✽ Dungeon Of Djinns
Type:
Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

REFERENCE
Jin sōbi
V2 ✽ Djinn Equip V2
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.

✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note:
Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

REFERENCE
Jin sōbi
✽ Djinn Equip
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon:
Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note:
Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

The moment they appear in the dungeon, Dantalion (Fuinjutsu Djinn) would weave the required hanseals and slam his hands on the ground forming a "cuboid" construct of pink chakra around Ikiru that'd push him the short distance(I'm assuming you're 7 meters above the ground) into the ground. The downward force would make it near impossible to break free and he'd also have his chakra drained while limiting what he can mould chakra for.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank S rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank B rank while having his chakra drained. The barrier can only be broken by A-Rank S-Rank techniques or above or by attacking the user.

Simultaneously, Agares the earth djinn would turn the entire landscape into mud, starting from 5 meters in front of Sho and ending long range behind Ikiru. Also long range to both sides. The downward force from the fuinjutsu technique would push Ikiru into the mud and keep him in order to drown the Uchiha.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden S
Range: Short - Long
Chakra: 30 - 50 40
Damage: N/A (80 + 25 per turn)
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

Health: 160
Chakra: 1320 - 40 - 40 - 40
Rainman Perk: 1/2
 
Last edited:

RuckenTM

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Sho could easily keep track of his opponent's movements for 3 main reasons. Firstly, through his djinns he can sense the man. Secondly, despite being invisible the falling rain would easily mark out the outline of the man's body and thirdly the raindrops clinging to his body/suit would also be a telltale sign. All 3 reasons would make it exceedingly easy for Sho to know his position at all times.

Sho would notice the man going through some form of transformation before flying upwards in order to dodge the wind technique. His eyes would also track the winged Uchiha as he exhales a cloud of flames. Here we go. Without moving a muscle, Sho would instantly reverse summon himself, ORI and Ikiru into the dungeon. The terrain would include 3 side-by-side earthern buildings(3 storey buildings with no visible doors or windows) 3 meters behind Sho and a barren stretch of earthen ground in every other direction. The buildings themselves are structured such that they lean forwards(Towards Sho and by extension Ikiru) in such a way that the topmost floors are still mid-range from Ikiru.

Being a Magi ranked member of the clan, Sho would be more than capable of manifesting 3 djinns. Dantalion, Zepar and Vinea would manifest inside the building standing directly behind Sho (Topmost floor and out of sight since Sharingan can't see through walls). They would however be capable of sensing Ikiru and also communicating with Sho (Djinn clan passives).

Danjon Djinn ✽ Dungeon Of Djinns
Type:
Supplementary
Rank: S
Range: Long
Chakra: 40
Damage: n/a
Description: This technique is one of the core "techniques" of the clan, giving other people access to the homes of the "Djinn Beings". The user will simply reverse summon them and/or their opponents into a dungeon that is the home of the users Djinn. The inside of the dungeons take the look of a labyrinth, looking like a small city, with doors, rivers, etc. Once inside the dungeon, you dont have access to the outside world (unless you are a Djinn clansmen, or a s/t user that is able to teleport). Due to this being the home of the Djinn Beings and being made purely of Rukh, It not only allows the Djinn beings to manifest in a physical form (This is excluded if a Djinn Equip technique is in play) , but they are able to manipulate the terrain, from something as creating walls,houses or even cracking the earth below them, all the way to manipulating the earth causing it to bend like rubber, being used for both offensive, defensive and supplementary. The Djinn cannot manipulate areas of the terrain within five meters of the opponent/opposing living beings.

When this technique is used, by reversing the user it allows the djinn beings to be able to fully manifest without needing a vessel. Doing this, they are able to fight alongside their masters. When they fight, they are linked by sharing the chakra and health system as the user, only being able to use their perspective element and Rukh. This means if the user takes 80 damage, the Djinn also takes this and vice versa. Depending on how powerful the Djinn Clansmen depends on how many they are able to fight with

Note: Can only use once per battle
Note: Djinn beings share the strength, speed, chakra nature, and health points of the user
Note: Magi Rank can fight with three Djinn (Must Specify Which Djinn (Djinn Equip Technique Must be made for the Djinn)). Kings Candidate can fight with two, every other can fight with one, and can switch out the Djinn once every three turns at the cost of a move
Note: Each Djinn Being have access to their exclusive technique (Specified Djinn Equip Technique) and follow the same guidelines as such.

REFERENCE
Jin sōbi
V2 ✽ Djinn Equip V2
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.

✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note:
Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

REFERENCE
Jin sōbi
✽ Djinn Equip
Type:
Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. When the user equips they gain the elemental attribute, but due to the rukh, the elements follow the weakness of the clan being infused with rukh

✽Baal: Baal is the lightning Djinn Being. His appearance is similar to that of a dragon, with bat-like wings, scaly skin, and horns. He has dark, shaggy hair and a third eye in his forehead. He wears two necklaces and a belt. In this equip, the user takes on the appearance of a dragon and gets two horns and a jewel on his forehead and an elaborate necklace along with blue scale-like armor over parts of his body which grants a -20 to all incoming damage and a long tail. During this form, the user gains immunity to all lightning techniques up to S rank and can tank one F rank lightning per battle. The user also gains +1 Rank to all lightning jutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive lightning technique called where the user draws lightning from the sky into a sword, polearm, or any weapon. After one turn the user can release it causing an enormous lightning blast able to fill the sky with light (Reaches long range).

✽Vinea: Vinea is the water Djinn Being. Vinea has the appearance of a snake like seahorse. In this equip, the user takes on the appearance of a water dragon, gets gills and fins in her body allowing the user to breathe under water and hair color changes to blue. During this equip the user gains complete immunity to water techniques of S rank and lower and can tank one F rank water technique per battle. The user also gains +1 rank to all water techniques and/or +25 to S rank and above. Once per turn they can use a Djinn exclusive water technique called where the user summons hundreds of water spears in the sky that are capable of spearing an opponent in multiple places at once. (Reaches long range)

✽Amon:
Amon is the fire djinn Being. Amon is a Djinn with the appearance of a bald, bearded old man. He wears a white cloth that covers his back and arms. Amon has long claw-like nails and, like all the Djinn, he has a third eye on his forehead. During this equip the user has black metalic like armor on their arms and legs, flame-like protrusions from his arms and legs that destroys all moisture within short range of themselves causing close range combat to be lethal after one turn, a third eye on his forehead and a naval piercing. During this equip the user gains complete immunity to fire techniques of S rank and lower and can tank one F rank fire technique per battle. The user also gains +1 rank to all fire techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Fire technique called where the user summons and concentrates a large amount of flames around their metal vessel. This turns it into a vortex of flames capable of incinerating everything it touches instantly. (Reaches long range)

✽Focalor: Focalor is the Wind Djinn being. Folcalor appears to be very handsome and attracts many women to his side. He has long hair that sticks out with feathers around his body. He wears lots of jewelry, and has feather markings beneath his eyes. During this equip the user takes on the appearance of a bird, with dark feathers covering various parts of his body which grants the user flight. Hair grows longer and is feather-like at the ends. They adorned with a golden collar and gains a third eye on the forehead. During this equip the user gains complete immunity to wind techniques of S rank and lower and can tank one F rank wind technique per battle. The user also gains +1 rank to all wind techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive wind technique called Magul Al-Hazard which creates a huge tornado with the user in the middle. The tornado starts to spiral and destroys everything in its path (Reaches long range outwards)

✽Agares : Agares is the earth djinn being. Agares resembles a fox, having crocodilian scales as skin and jewelry on their body. During this equip the user hair becomes wild and resembles a lion, like the Djinn the user will appears childlike. The user left or right hand transforms into a demon-like hand, with scales, claws and the Djinn circle on the back that is able to use and control earth techniques without having contact with the ground (Even beneath water sources). While also they grow a tail. During this equip the user gains complete immunity to earth techniques of S rank and lower by being able to break it and can tank/break one F rank earth technique per battle. The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Note:
Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other Elements that I'd not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack is classified as S rank
Note: Each Equip gains a +3 to speed

The moment they appear in the dungeon, Dantalion (Fuinjutsu Djinn) would weave the required hanseals and slam his hands on the ground forming a "cuboid" construct of pink chakra around Ikiru that'd push him the short distance(I'm assuming you're 7 meters above the ground) into the ground. The downward force would make it near impossible to break free and he'd also have his chakra drained while limiting what he can mould chakra for.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank S rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank B rank while having his chakra drained. The barrier can only be broken by A-Rank S-Rank techniques or above or by attacking the user.

Simultaneously, Agares the earth djinn would turn the entire landscape into mud, starting from 5 meters in front of Sho and ending long range behind Ikiru. Also long range to both sides. The downward force from the fuinjutsu technique would push Ikiru into the mud and keep him in order to drown the Uchiha.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden S
Range: Short - Long
Chakra: 30 - 50 40
Damage: N/A (80 + 25 per turn)
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

Health: 160
Chakra: 1320 - 40 - 40 - 40
Rainman Perk: 1/2
(Notice: I noticed you didn't stop me from spewing forth the flames, rather changed the terrain "instantly" while I was spewing it upwards which means it would enter into the new terrain also. Great Flame Cloud Technique was affected by Flames of Purgatory so now a heat-wave is spread into the area casting fatigue (-10 per turn) upon you, and those trio Djinns you have. You should have stated, "after I watched them spew forth the flames" something like that not while in the process.)

"Here we go" the man spoke as he was expelling the flames into the sky, but a sudden shift occurring instantly bring him into the new landscape, or universe? His flames would over the above new heavens, as Ikiru would glide down towards his opponent after releasing his torrent above now. Ikiru had never seen such a feat before, it was God-like. Much like his forbidden Uchiha clan's jutsu, this was on par with it. He would glade with his wings into the skirts of short range to his opponent, while summoning a shadow clone to aid him, which when summoned promptly spoke to him.

"So you're going to use that, huh?" (Clone)

"***hole! I have no choice, I have no idea of knowing how to return home, do you!" (Ikiru) while talking to his clone, a "cuboid" construct of pink chakra around both manifested, but his neither him or his clone were caught in surprise as the Sharingan had already revealed their opponent's attempts. The barrier created was quite similar and understood by the moment of observing it. Ikiru would ignore the barrier as he "instantly" triggered the Uchiha clan's second forbidden Genjutsu. His eye would lose sight, now as he was completely blind. He would comment this to his clone with a single Sharingan eye, it had its right arm on his shoulder as the the barrier instantly weighted them and begun to attempt draining their chakra. "I have done it." (Ikiru)

"
Okay, let me override this barrier." (Clone) occurring in sync to his original as the barrier weighted them down the clone would open his chest as a massive explosion directed towards his opponent would surge forth destroying the barrier that attempt to drain their chakra as it reflected the the potency of his opponent's Fuinjutsu against them. However, the small achievement would be overshadowed by the ground becoming of mud.

"It's the specialty earth mud style swamp, boss. Don't go any lower" (Clone) Blind as a bat, he heavily relived on his clone to rely the world to him. A flap of his wings to avoid landing (Note: I never landed on the ground) he stayed hovering as a bat over the mud pool. "Can you turn into smoke, I think I can take you with me." (Clone)

"I see what you're thinking, okay." (Ikiru)

"See? *chuckle*" (Clone)

*
sigh* (Ikiru)

(Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival [Upon Chest] (Clone)
Type: Defensive
Rank: C-S-class (S-rank)
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu) (80 DMG)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
( Doujutsu: Izanami ) - Eye Technique: Izanami
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short
Chakra Cost: 100
Damage: N/A ( loss of a Sharingan eye )
Description: Izanami is one of the ultimate techniques of the Uchiha clan, said to have been created to deal with Izanagi users that went mad or abused it. It is a genjutsu which affects the target through physical sensations shared between them and the user. Like its counterpart, in exchange for the temporary ability that it grants the user, the Sharingan with which Izanami is cast is sealed away and loses its light forever, leftblind for the rest of the match. According to Itachi, this technique and Izanagi form a pair, but while Izanagi is a technique capable of altering destiny, Izanami is instead one that "decides" it. To begin the technique, after selecting any arbitrary moment, the caster uses their Sharingan to remember the physical sensations and every detail that surrounds him and his opponent as well as the information gathered by all his senses and that of their opponent's during that instant like a photograph. The user must then intentionally replicate the same sensation, feeling and moment and in the same way, memorise it with their Sharingan. Then, upon casting the technique, Izanami overlaps and connects these two identical "moments" as well as the flow of time between them, creating an infinite loop of events that entraps the opponent's consciousness. Whilst under the effects of the technique, the target stands motionlessly as the loop of events continually replays inside their mind. Each time a loop is repeated, any physical damage incurred is reset as it were before the start of the loop. Despite being able to become consciously aware of their situation and act differently, the victim is unable to significantly alter or escape from the inevitable progression of these events. However, because this technique was created to reprimand and save the users of Izanagi, the victim is able to escape the infinite loop if they can acknowledge the real results of their actions and in doing so, accept their fate.

Note: Can only be used by Uchiha bios and the user must have mastered all Sharingan Genjutsu as well as gained access to MS or EMS, even if he doesn't need it to cast the illusion.
Note: Can only be used once per eye, after which the used eye loses its light for the rest of the fight.
Note: Doesn't require eye contact and takes 2 turns to set up and then trigger, during which the user can't use Genjutsu on the enemy.
Note: The user is left noticeably exhausted once the technique is fully triggered, while the target is left locked inside the illusion for up to 3 turns, unable to move or be aware of anything from the real world during that time. During those 3 turns, the user can make use of Genjutsu to interrogate the target freely without him knowing. After the 3 turns pass, the target is released but left in an exausted state, unable to fight or flee.
Note: Once triggered, target can't release himself from the illusion for the full 3 turns.
Chakra: 1490
(Default) Senjutsu Chakra: 425 (-10 via Sharingan) + (-15 via Curse Mark) + (-40 via Great Flame Cloud Technique) + (-40 via Dark Vacuity Release/Sealing Technique: Otherworldly Keys) + (-30 via Flames of Purgatory) + (-30 via Shadow Clone Technique) = 260

Clone
Chakra: 745
(Default) Senjutsu Chakra: 130 (-50 via Exchange For Survival) = 80
------------
Original
Chakra: 745
(Default) Senjutsu Chakra: 130 (-100 via Izanami) = 30
Health: 140
 

Lytes

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(Notice: I noticed you didn't stop me from spewing forth the flames, rather changed the terrain "instantly" while I was spewing it upwards which means it would enter into the new terrain also. Great Flame Cloud Technique was affected by Flames of Purgatory so now a heat-wave is spread into the area casting fatigue (-10 per turn) upon you, and those trio Djinns you have. You should have stated, "after I watched them spew forth the flames" something like that not while in the process.)

"Here we go" the man spoke as he was expelling the flames into the sky, but a sudden shift occurring instantly bring him into the new landscape, or universe? His flames would over the above new heavens, as Ikiru would glide down towards his opponent after releasing his torrent above now. Ikiru had never seen such a feat before, it was God-like. Much like his forbidden Uchiha clan's jutsu, this was on par with it. He would glade with his wings into the skirts of short range to his opponent, while summoning a shadow clone to aid him, which when summoned promptly spoke to him.

"So you're going to use that, huh?" (Clone)

"***hole! I have no choice, I have no idea of knowing how to return home, do you!" (Ikiru) while talking to his clone, a "cuboid" construct of pink chakra around both manifested, but his neither him or his clone were caught in surprise as the Sharingan had already revealed their opponent's attempts. The barrier created was quite similar and understood by the moment of observing it. Ikiru would ignore the barrier as he "instantly" triggered the Uchiha clan's second forbidden Genjutsu. His eye would lose sight, now as he was completely blind. He would comment this to his clone with a single Sharingan eye, it had its right arm on his shoulder as the the barrier instantly weighted them and begun to attempt draining their chakra. "I have done it." (Ikiru)

"
Okay, let me override this barrier." (Clone) occurring in sync to his original as the barrier weighted them down the clone would open his chest as a massive explosion directed towards his opponent would surge forth destroying the barrier that attempt to drain their chakra as it reflected the the potency of his opponent's Fuinjutsu against them. However, the small achievement would be overshadowed by the ground becoming of mud.

"It's the specialty earth mud style swamp, boss. Don't go any lower" (Clone) Blind as a bat, he heavily relived on his clone to rely the world to him. A flap of his wings to avoid landing (Note: I never landed on the ground) he stayed hovering as a bat over the mud pool. "Can you turn into smoke, I think I can take you with me." (Clone)

"I see what you're thinking, okay." (Ikiru)

"See? *chuckle*" (Clone)

*
sigh* (Ikiru)

(Kage Bunshin no Jutsu) - Shadow Clone Technique


(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
[Upon Chest] (Clone)


( Doujutsu: Izanami ) - Eye Technique: Izanami


Chakra
: 1490
(Default) Senjutsu Chakra: 425 (-10 via Sharingan) + (-15 via Curse Mark) + (-40 via Great Flame Cloud Technique) + (-40 via Dark Vacuity Release/Sealing Technique: Otherworldly Keys) + (-30 via Flames of Purgatory) + (-30 via Shadow Clone Technique) = 260

Clone
Chakra: 745
(Default) Senjutsu Chakra: 130 (-50 via Exchange For Survival) = 80
------------
Original
Chakra: 745
(Default) Senjutsu Chakra: 130 (-100 via Izanami) = 30
Health: 140
Okay. I got questions. ^_^'
 

Never

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So I was asked to check this, and beginning with the fire being transported I don't think it would. Timeframe dictates even with instant jutsu that it'd be The Fire Technique >> The Reverse Summon Technique. So after you've spewed the flames you'd be brought to the new dimension with the fire being left behind meaning Lytes summon would be fine. But on the other hand I agree with Rucken proceeding, he gets trapped in the barrier and absorbs it through his seals before he can be pushed into the ground.

Talking usually doesn't interfere with timeframe in a fight at all, he also does mention that his clone performs it in sync with the original as the barrier weighs down upon them. He just has to write one paragraph after the other because that's how writing works; The Conversation is just RP fluff. So Izanami and the seal happen simultaneously and Rucken is left in the sky without the mud affecting him and a blast of chakra coming your way Lytes - the seal doesn't state omnidirectional and only says directed away from the use, directed sounds like directional imo. Also one more thing Rucken, when using Izanami add some detail dude, you don't mention how you use it at all very sad ;-; But anyway, good luck and have fun from here on out. As it stands Lytes might have been placed in Izanami, the blast and the barrier cancel each other out
 
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(Notice: I noticed you didn't stop me from spewing forth the flames, rather changed the terrain "instantly" while I was spewing it upwards which means it would enter into the new terrain also. Great Flame Cloud Technique was affected by Flames of Purgatory so now a heat-wave is spread into the area casting fatigue (-10 per turn) upon you, and those trio Djinns you have. You should have stated, "after I watched them spew forth the flames" something like that not while in the process.)

"Here we go" the man spoke as he was expelling the flames into the sky, but a sudden shift occurring instantly bring him into the new landscape, or universe? His flames would over the above new heavens, as Ikiru would glide down towards his opponent after releasing his torrent above now. Ikiru had never seen such a feat before, it was God-like. Much like his forbidden Uchiha clan's jutsu, this was on par with it. He would glade with his wings into the skirts of short range to his opponent, while summoning a shadow clone to aid him, which when summoned promptly spoke to him.

"So you're going to use that, huh?" (Clone)

"***hole! I have no choice, I have no idea of knowing how to return home, do you!" (Ikiru) while talking to his clone, a "cuboid" construct of pink chakra around both manifested, but his neither him or his clone were caught in surprise as the Sharingan had already revealed their opponent's attempts. The barrier created was quite similar and understood by the moment of observing it. Ikiru would ignore the barrier as he "instantly" triggered the Uchiha clan's second forbidden Genjutsu. His eye would lose sight, now as he was completely blind. He would comment this to his clone with a single Sharingan eye, it had its right arm on his shoulder as the the barrier instantly weighted them and begun to attempt draining their chakra. "I have done it." (Ikiru)

"
Okay, let me override this barrier." (Clone) occurring in sync to his original as the barrier weighted them down the clone would open his chest as a massive explosion directed towards his opponent would surge forth destroying the barrier that attempt to drain their chakra as it reflected the the potency of his opponent's Fuinjutsu against them. However, the small achievement would be overshadowed by the ground becoming of mud.

"It's the specialty earth mud style swamp, boss. Don't go any lower" (Clone) Blind as a bat, he heavily relived on his clone to rely the world to him. A flap of his wings to avoid landing (Note: I never landed on the ground) he stayed hovering as a bat over the mud pool. "Can you turn into smoke, I think I can take you with me." (Clone)

"I see what you're thinking, okay." (Ikiru)

"See? *chuckle*" (Clone)

*
sigh* (Ikiru)

(Kage Bunshin no Jutsu) - Shadow Clone Technique


(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
[Upon Chest] (Clone)


( Doujutsu: Izanami ) - Eye Technique: Izanami


Chakra
: 1490
(Default) Senjutsu Chakra: 425 (-10 via Sharingan) + (-15 via Curse Mark) + (-40 via Great Flame Cloud Technique) + (-40 via Dark Vacuity Release/Sealing Technique: Otherworldly Keys) + (-30 via Flames of Purgatory) + (-30 via Shadow Clone Technique) = 260

Clone
Chakra: 745
(Default) Senjutsu Chakra: 130 (-50 via Exchange For Survival) = 80
------------
Original
Chakra: 745
(Default) Senjutsu Chakra: 130 (-100 via Izanami) = 30
Health: 140
Thanks @Never


Sho would notice the barrier dissipate. At this range, Sho would be able to visually tell the position of the Uchiha ("the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment."). Merely requiring a thought, Sho would communicate with his djinns to synchronize their next moves. All 3 techniques would be performed simultaneously.

Sho himself would form long but thin spikes of selenium dust from the swamp beneath, behind and all around Ikiru (Imagine a forest of red spikes) they however won't grow in front of Ikiru, the spikes would all be angled towards the uchiha and they'd all grow outwards at astonishing speed in order to puncture holes in Ikiru and by extension his clone(since you're next to each other). The spikes would be spaced out so as not to displace the swamp but still tightly packed enough to make it impossible to slip through.

Serenton: Don'yoku | Selenium Dust: Greed
Type:
Offensive/Defensive/Supplementary
Rank: C-S F
Range:
Short-Long
Chakra: 15 - 40 (-10 per turn to sustain) 50
Damage:
30 - 80 90
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.

In the same moment, Dantalion (Fuinjutsu Djinn) would again weave the required hanseals and slam his hands on the ground forming a "cuboid" construct of pink chakra around Ikiru (And by extension his clone) that'd push him the short distance into the growing spikes of selenium. The downward force would also make it near impossible to break free and he'd also have his chakra drained while limiting what he can mould chakra for.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank S rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank B rank while having his chakra drained. The barrier can only be broken by A-Rank S-Rank techniques or above or by attacking the user.

Also the same moment, Agares (Earth djinn) would create an earthern pole arm in his hand and hold it like a bow and arrow. A portal would open 5 meters above Ikiru and his clone. A single solid earthern dragon(80 + 25 DMG) would exit the portal and proceed to slam itself into Ikiru obviously hitting his head first before pushing him into the growing forest of selenium. Should Ikiru dodge, Agares would swiftly change the direction of the dragon to give chase while also making sure not to hit techniques used by Sho and his fellow djinn - All thanks to his ability to sense Ikiru and the mental link.

The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Between the pink barrier and the earthern dragon, Ikiru would be pushed downwards even after being impaled until he reaches the base of the selenium forest and is pushed into the swamp.

Health: 160
Chakra: 1200 - 40 - 40 - 40
Rainman Perk: 2/2 (Starts raining beginning of next turn)
 
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Sho would notice the barrier dissipate. At this range, Sho would be able to visually tell the position of the Uchiha ("the weapon makes whatever it's camouflaging under light appear darker than their surroundings, acting as a dead giveaway to the concealment."). Merely requiring a thought, Sho would communicate with his djinns to synchronize their next moves. All 3 techniques would be performed simultaneously.

Sho himself would form long but thin spikes of selenium dust from the swamp beneath, behind and all around Ikiru (Imagine a forest of red spikes) they however won't grow in front of Ikiru, the spikes would all be angled towards the uchiha and they'd all grow outwards at astonishing speed in order to puncture holes in Ikiru and by extension his clone(since you're next to each other). The spikes would be spaced out so as not to displace the swamp but still tightly packed enough to make it impossible to slip through.

Serenton: Don'yoku | Selenium Dust: Greed
Type:
Offensive/Defensive/Supplementary
Rank: C-S F
Range:
Short-Long
Chakra: 15 - 40 (-10 per turn to sustain) 50
Damage:
30 - 80 90
Description: The most rudimentary technique of the element. By focusing Serenton chakra, the user is able to create tools and constructs made of Selenium dust. Due to the nature of the element, it can be created from the user's body, the ground, and water bodies. These can range from kunais/swords/spears etc for close combat to free flowing waves/constructs. This also includes pillars, walls and other complex constructs only limited by the user's imagination(each rank cannot exceed the size of canon techniques of the same rank.) Using hand gestures, the user can at will change a construct's shape, form, direction; from a sword to a orb or a cube to a serpent etc. (this does not include rank of the jutsu which remains the same no matter what the technique morphs into). The user can make multiple objects but the power is divided between them, for example if the user makes two orbs with the A rank use, each orb will be B rank in power. Once a match, the user can use this on an F rank level (50 chakra, 90 damage) after which the user wouldn't be able to use Serenton in the next 2 turns.
Each creation of Serenton of course would administer side affects upon touching, ingesting it, inhaling it or even when it comes into contact with an opponent's eyes, though the user himself wouldn't be affected seeing as it is directly made from his chakra and body. These effects range from Nausea, Vomiting, Fatigue, Irritability, Headaches, Myocarditis, Blindness and even Death (All mentioned in submission). Due to the photovoltaic nature of the element(mentioned in submission), whenever it's exposed to light (sunlight or other forms of light), A rank and above usage generates electricity which gives it a paralyzing effect on par with Chidori Nagashi.

Note:
- Each creation of Serenton can be passively maintained for a total of 3 turns by sacrificing 10 chakra per turn
- For Sunlight to boost a Serenton technique, the weather must explicitly be stated to be sunny.
- S-rank can be used 4 times per match and requires 3 handseals.
- A-rank requires 2 handseals.
- Changing shape of a weapon or construct requires a move slot.
- After utilizing the S-rank version you cannot use any A-rank or above Serenton techniques the following turn.

In the same moment, Dantalion (Fuinjutsu Djinn) would again weave the required hanseals and slam his hands on the ground forming a "cuboid" construct of pink chakra around Ikiru (And by extension his clone) that'd push him the short distance into the growing spikes of selenium. The downward force would also make it near impossible to break free and he'd also have his chakra drained while limiting what he can mould chakra for.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank S rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank B rank while having his chakra drained. The barrier can only be broken by A-Rank S-Rank techniques or above or by attacking the user.

Also the same moment, Agares (Earth djinn) would create an earthern pole arm in his hand and hold it like a bow and arrow. A portal would open 5 meters above Ikiru and his clone. A single solid earthern dragon(80 + 25 DMG) would exit the portal and proceed to slam itself into Ikiru obviously hitting his head first before pushing him into the growing forest of selenium. Should Ikiru dodge, Agares would swiftly change the direction of the dragon to give chase while also making sure not to hit techniques used by Sho and his fellow djinn - All thanks to his ability to sense Ikiru and the mental link.

The user also gains +1 rank to all earth techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive earth technique called where the user takes out a pole arm (or create one with earth), holding it like a bow and arrow, firing off multiple earth dragons that appear out of portals (similar to earth mud drop) which can take the form of the mud like dragon or hard earth like dragons (Can only create up to five and can be controlled up to long range.

Between the pink barrier and the earthern dragon, Ikiru would be pushed downwards even after being impaled until he reaches the base of the selenium forest and is pushed into the swamp.

Health: 160
Chakra: 1200 - 40 - 40 - 40
Rainman Perk: 2/2 (Starts raining beginning of next turn)
The duo would hover over the mud scene, but the clone kept keen tracking on his opponent. The utmost important job. Aware of his surroundings, he could tell the chakra below and was able to react to it. Meanwhile, the original simply relied on his clone’s commands as his ears were sharp to any calls it would say. “Here it comes!” (Clone)

Hm.” (Ikiru) would listen as the fight had only paused for 3 seconds! His opponent changed their tactics, however it wouldn’t matter as the duo were in sync with each other. An advantage of being a clone, was exactly just that, they knew the original too well. As a portal opened from above, an earth type creation came racing out roaring, as the clone glanced up for a moment. That same moment, a fast “thorny-forest” sprouted from the mud below, it yearned to reach towards them too. To further complicate the situation, a sudden similar formulation of a barrier had already once more made its lines visible enough, it readied itself as it acted in sync with all three attacks!

The clone had barely now understood how this feat was even possible, the sudden threats came without their opponent waving the handseals! In mere moments as a true Uchiha, it was able to know the exact strategy to overcome their opponent’s attacks. It was just one thing that it wasn’t able to understand, which the moment of the heat didn’t allow to ponder about.

Turn to smoke, take me upwards. Now!” Ikiru doing so (to Long-range) he would race upwards without as much of a direction (similar to an elevator) as a black mist that took his clone towards the incoming earth dragon, and away from the “thorny forest” that chased behind them. Sadly, their opponent's barrier was out of reach due to the sheer gap of the chase. The clone didn’t waiver as his focus on the earth dragon inching closer by the second was an urgent matter. While the action of Ikiru turning to smoke happened, in sync with the clone’s action to forming the needed handseals to releasing dark dragon. It all happened so fast, as his clone simply raised his hand toward the incoming threat, a pure star-night darkness of a beast in a shape of a dragon jet-stream sprouted from their palms, “Come forth, darkness dragon!” (Clone)

Notice: S-rank Earth Dragon (105 DMG) vs S-rank Dark Vacuity Dragon (110 however, Dark Vacuity Release is strong against the ‘Earth element’) Resulting in -20 from opposing jutsu, Earth Dragon with 85 vs 110 Dark Vacuity Dragon. Reduction in DMG is equal to 10. S-rank Dark Vacuity Dragon (100 DMG) vs Selenium Dust Red Thorny Forest (90 DMG), both elements are neutral to each other. Reduction in DMG is equal to 30. S-rank Dark Vacuity Dragon (70 DMG) Roaming.
Once the clone had released the massive serpent like beast towards the other dragon, the two now coiling as one shirked out of existence, and the other in mere moments would swing around in a ‘C’ swift carve swirling downwards into the forest in an ’S’ fashion. After destroying the forest, it swirled around them awaiting the next will from its masters as it stayed near them in a sort of protection cover, enough to easily be touched by the two. “
This place allows him to create jutsu at his will, even without waving any handseals,...wait, no it allows him to create two types of jutsu only, without much thought! This place is very dangerous boss. We need to get out of here as soon as possible!” (Clone)

I hear you, I can feel the my chakra fading from my other eye. It’s been pulsing slowly but now it’s completely fading out. Keep a keen eye out on him, whatever the cost. Don’t kill him.” (Ikiru)

(Kemuri no Katachi) - Body of Smoke (Ikiru)
Type: Supplementary
Rank: A/S (S-class via Deep Purple Art)
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: A technique very much similar to the Hozuki Clan's Hydrification Technique, the user is able to transform themselves into a smoke-like state by channeling chakra throughout their body. In this form, the user becomes immune to all Taijutsu, Kenjutsu, and gas-related techniques unless they are elementally based. They can also manipulate the appropriate chakra for smoke, fire, and any of their own gas-related techniques. The user has complete control over the density of their smoke-like state, allowing them to solidify up to two appendages at once in order to wield standard shinobi tools for freeform combat and basic Ninjutsu/Kenjutsu purposes. This also allows them to use their own body as a source for smoke ninjutsu. However, the user is subject to smoke's weaknesses and strengths. A simple B-Rank Wind jutsu can knock them out of this form, forcing them back to their original body for sometime before they are able to transform themselves once again. As such, this technique forces the user to employ careful, yet effective strategies when it is in effect.

Note: User may not use any sort of speed boost in this form and will stay rooted to the ground.
Note: If knocked out of this form, user may not return to it for two turns.
Note: User is also subject to weather effects that may potentially harm their form.
Note: Only useable by bios that've learned Smoke Ninjutsu; S-rank is exclusive to those with the Smoke Screen specialty.
(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode (Passive)
Type: Supplementary/ Defensive
Rank: D
Range: Short - Long
Chakra cost: 10 (-5 per turn)
Damage points: N/A
Description: Streaming chakra into a smoke substance; they can then manipulate that smoke substance to either return into their body or manipulate that smoke substance to move across field to another place within their senses. However initiated, the user always has some sort of physical connection to the smoke substance that they're streaming chakra into it to be manipulated by them. This ability can be used passively, only if the user has '(Kemuri no Katachi) Body of Smoke' presently active.
(Katon'o Kemuri no Jutsu: Murasakin niato) — Fire Release'o Smoke technique: Deep Purple Art (Same Timeframe)
Rank: C-class to S-class (+1 Rank to Smoke Ninjutsu)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 15-40 (+10 to depending when used on another jutsu)
Damage points: N/A
Description: Utilizing the elemental-relative nature of fire release to smoke advanced ninjutsu, with excellent chakra control of fire release. Supplementing it with smoke ninjutsu, which they make a distinct form of ash/fire explosive ninjutsu. That appears and acts on a different scale than the regular smoke ninjutsu. Being that this ninjutsu is based on smoke, the user can exhale immense quantities of suffocating gases to cause them to suffer from the lack of air or inability to breathe.

Starts by using the fire style abilities; gas chakra components through a smoke ninjutsu techniques as they knead that chakra in a form such as blowing into a balloon. This smoke appearing white as a summoning’s smoke, it’s then manipulated into objects through the user’s mouths/ in palms of their hands, which they can infuse gas chakra quantities within to formulate explosive smoke.

This can range from solid to a gas like state of the smoke with it, still exhibiting that mixed chakra formulation. Users can then produce or manipulate an existing amount of smoke, shaping it into various things such as grass, hoses, boat, rabbits, and dolls. They can change the size, color, toxic properties, and gas-scent depending on the amount of the smoke used to make the created objects seem more realistic.

Users can even change it's consistency to the point to making them solid and unbreakable-alike creations that can be brought to life and controlled remotely. With a mental command, they can detonate the katon chakra (gas) ninjutsu within the smoke, by performing the seal of confrontation. The technique varies in strength, depending on how much chakra is put into the creation of this "living" or not smoke objects. Despite all this, it’s still prominently based on smoke based jutsu, which can only be defused by a Suiton Ninjutsu.

This ninjutsu can be used alongside existing smoke ninjutsu, and or gas-related fire style jutsu/ninjutsu. Therefore depending on that jutsu, they’ll stream their chakra into that jutsu formulating that very jutsu to become a “Deep purple” art style ninjutsu release, within the same timeframe.

Note: Can only be used by Smoke bios. Cannot be used Smoke Ninjutsu of S-rank or more.
Note: This smoke ninjutsu is scorching, if trapped within its gas mist as it's capable of scorching the skin off.
Note: User can only create up to three creations from this jutsu, per every other turn. If S-class is used, they can’t use this ninjutsu for 4 turns. This jutsu damage depends on the jutsu Type, and only when Offensive/Defensive style is used, the jutsu will correspond to chakra cost as the regular damage ratio.
(Dakuiton: Naraku no Soko Kunshu ) Dark Vacuity Release: Monarchs of the Abyss (Clone)
Type: Offensive, Defensive, Supplementary
Rank: D - S (S-class)
Range: Short-Long
Chakra Cost: 10 - 40
Damage Points: 20 - 80 (+30 Curse Mark)
Description: Monarchs of the Abyss encompasses the formation of familiars composed of ionized ash. Through the generation of one's chakra into the surrounding terrain or from their body or through physical contact with the object, the user is capable of sculpting the ash. This allows for partially sentient familiars to be created, ranging from humanoids, down to demonic like creatures one would expect out of a nightmare. These creatures are compact in composition, capable of easily slicing through material should they desire it with their body parts, tearing them with talons etc. The creatures are capable of performing the Dark Vacuity Element without the need of hand seals up to its rank. Thus an S rank familiar is capable of using S ranks and below at the cost of a move slot.. Much like it's sister technique "Void of Creation" certain applications apply here.

As outlined in the element however, should the ash come into contact with solid material/water etc, the ionized ash will cause it to collapse upon itself. Should the ash be stronger – it’s capable of ionizing the target before assimilating it within itself and returning back into its compact form, although a bit weaker. The user can control the implosion not to trigger, remaining inert if he or she chooses too. During a process of implosion there’s two types of interactions that occur under certain circumstances; A) when this jutsu physically interacts with a solid object, the ionizing of the targeted object of aim happens in a process of it being ionized (short-range subjects will be pulled into the wind drafts created by this implosion) before it’s broken down into energy becoming ionized ash altogether, B) when this jutsu interactions with a non-solid element, unlike regular interactions this will cause ionized particles fumes which are able to change the area’s illumination to the user’s choice (perceivable to the human eye), upon overcoming the interaction as it assimilated it within itself. If this jutsu was countered/ if that interaction results in this jutsu becoming overwhelmed, segments of ionized ash will succumb and remain mundane in the area of effect and with no inherit chakra.

Note: This technique needs one handseal to form the B rank version, two for the A rank and three for the S ranks. In the case of the S ranks being used, the user is unable to use Dark Vacuity Release techniques A rank and above for the same and next turn, while A rank use causes them from using above S rank for the same amount of time. A rank may be used thrice per battle, while the S ranks twice per battle with each use having a cool down of two turns. Fumes utilized to creating an area illumination are hazards to the opponent, if they so much so in inhale them, it would result in -10 dmg to their health per turn, for each turn they're inhaling them. The user may create multiple constructs, however the power is divided evenly among them based on the rank used. Familiars from D to B needs a sustained cost of -5 per turn, A and S require - 10. Each familiar lasts three turn regardless of rank
Notice: (2/2) Izanami triggers next turn.

Clone
Chakra: 745
(Default) Senjutsu Chakra: 80 (-40 via Monarchs of the Abyss) + (-10 via Sharingan) = 30
Health: 40 (-10 via Curse Mark) = 20 (Last turn DMG compounded into total)
------------
Original
Chakra: 745 (-10 via Smoke Mode) + (-10 via Deep Purple Art) = 725
(Default) Senjutsu Chakra: 30 (-30 via Body of Smoke) = 0 [Mode Suspended]
Health: 140 (-10 via Curse Mark) =130
 
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Lytes

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The duo would hover over the mud scene, but the clone kept keen tracking on his opponent. The utmost important job. Aware of his surroundings, he could tell the chakra below and was able to react to it. Meanwhile, the original simply relied on his clone’s commands as his ears were sharp to any calls it would say. “Here it comes!” (Clone)

Hm.” (Ikiru) would listen as the fight had only paused for 3 seconds! His opponent changed their tactics, however it wouldn’t matter as the duo were in sync with each other. An advantage of being a clone, was exactly just that, they knew the original too well. As a portal opened from above, an earth type creation came racing out roaring, as the clone glanced up for a moment. That same moment, a fast “thorny-forest” sprouted from the mud below, it yearned to reach towards them too. To further complicate the situation, a sudden similar formulation of a barrier had already once more made its lines visible enough, it readied itself as it acted in sync with all three attacks!

The clone had barely now understood how this feat was even possible, the sudden threats came without their opponent waving the handseals! In mere moments as a true Uchiha, it was able to know the exact strategy to overcome their opponent’s attacks. It was just one thing that it wasn’t able to understand, which the moment of the heat didn’t allow to ponder about.

Turn to smoke, take me upwards. Now!” Ikiru doing so (to Long-range) he would race upwards without as much of a direction (similar to an elevator) as a black mist that took his clone towards the incoming earth dragon, and away from the “thorny forest” that chased behind them. Sadly, their opponent's barrier was out of reach due to the sheer gap of the chase. The clone didn’t waiver as his focus on the earth dragon inching closer by the second was an urgent matter. While the action of Ikiru turning to smoke happened, in sync with the clone’s action to forming the needed handseals to releasing dark dragon. It all happened so fast, as his clone simply raised his hand toward the incoming threat, a pure star-night darkness of a beast in a shape of a dragon jet-stream sprouted from their palms, “Come forth, darkness dragon!” (Clone)



Once the clone had released the massive serpent like beast towards the other dragon, the two now coiling as one shirked out of existence, and the other in mere moments would swing around in a ‘C’ swift carve swirling downwards into the forest in an ’S’ fashion. After destroying the forest, it swirled around them awaiting the next will from its masters as it stayed near them in a sort of protection cover, enough to easily be touched by the two. “
This place allows him to create jutsu at his will, even without waving any handseals,...wait, no it allows him to create two types of jutsu only, without much thought! This place is very dangerous boss. We need to get out of here as soon as possible!” (Clone)

I hear you, I can feel the my chakra fading from my other eye. It’s been pulsing slowly but now it’s completely fading out. Keep a keen eye out on him, whatever the cost. Don’t kill him.” (Ikiru)

(Kemuri no Katachi) - Body of Smoke (Ikiru)


(Kemuri: Kanagata no kemuri) — Smoke Art: Smoke Mode (Passive)


(Katon'o Kemuri no Jutsu: Murasakin niato) — Fire Release'o Smoke technique: Deep Purple Art (Same Timeframe)


(Dakuiton: Naraku no Soko Kunshu ) Dark Vacuity Release: Monarchs of the Abyss (Clone)


Notice: (2/2) Izanami triggers next turn.

Clone
Chakra: 745
(Default) Senjutsu Chakra: 80 (-40 via Monarchs of the Abyss) + (-10 via Sharingan) = 30
Health: 40 (-10 via Curse Mark) = 20 (Last turn DMG compounded into total)
------------
Original
Chakra: 745 (-10 via Smoke Mode) + (-10 via Deep Purple Art) = 725
(Default) Senjutsu Chakra: 30 (-30 via Body of Smoke) = 0 [Mode Suspended]
Health: 140 (-10 via Curse Mark) =130
...
 

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Well for one when under the influence of Multiple Infinite Embraces you cannot use Body of Smoke, you saying you do it before it forms is a breach in timeframe as it's one of the first techniques of the move you cannot interrupt it. Lytes' attacks are simultansous. Even if you did get it off you go up straight into the Earth Dragons which Lytes can control up to Long range, it's not linear even if you move he can just intercept you. The Clone also can't perform an S-Rank technique whilst under the influence of the Multiple Infinite Embraces. It was a decent combo attack, really hard to battle against now that he has his setup.

I believe Ikuru would take 195 Damage and the clone would poof out of existence. Lytes wins
 

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Rucken should be able to have enough time to dodge the barrier before it fully forms, which I believe he did. He used his movement to not only get him and the clone out of the barrier. He is also allowed to command his clone to simultaneously defend as Rucken carries him out of there. The barrier formation isn't instant leaving Rucken time to counter, in my opinion.

Continue as is.

@Rucken @Lytes
 
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Lytes

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I believe Izanami triggers at the end of this turn


In another weird stroke or luck, Shō's opponent would barely dodge the attacks but the Magi hearing their conversation would come to the conclusion that Ikiru Uchiha was relying on her clone to supply her information. As Ikiru flies upwards (before he leaves mid range distance), Sho and his entourage would once again act in unison. This time however, the Techniques would be structured to prevent evasion.

Dantalion (Fuinjutsu Djinn) would once again weave the required hanseals and slam his hands on the ground forming a "cuboid" construct of pink chakra around Ikiru, it was afterall the only Fuinjutsu Technique he could pull off at this range without alerting the Uchiha to his presence. The cube is 5 × 5 × 5 meters cubed and would produce a force that'd flatten him to the base of the structure.

(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank S rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank B rank while having his chakra drained. The barrier can only be broken by A-Rank S-Rank techniques or above or by attacking the user.

In the same moment, Agares would weave 3 handseals and form another a cube of rukh around the edges of the barrier essentially forming a cube in a cube at the same instantaneous moment. The Rukh cube would instantly manifest out of thin air not only because of the speed of the Technique but also due to the fight taking place inside a dungeon - a place practically saturated with rukh. The Rukh cube would have spiked walls(all 6) that'd extend inwards in an attempt to skewer Ikiru and his clone - a deadlier version of the iron maiden. The spikes would be aimed at vital points so as to deal double damage.

Dorīmukonbājon ✽ Dream Conversion
Type: Offensive |Defensive
Rank: C-S S
Range: Short - Long
Chakra: 15-40 (- 10 to sustain) (-5 to add elemental chakra for affect) 40
Damage: 30-80 80
Description: Dream Conversion is one of the most used techniques in both offensive and even defensive ways. By utilizing the rukh in the area and/or from their body they will create a technique that can be used against their opponent. The user is able to manipulate and constrict the rukh in such way where it can take on shapes of animals the size of manda, physical constructs as big as mountain smash, or even energy techniques the size of majestic annihilation.. Due to the structure and color of rukh taking the colors of black and light colors, the user is able to fool their opponents into thinking its elements such as regular lightning, black lightning, or even black fire (amateratsu). The unique thing about this technique is that, the user (If they have access to the base elements) can add elemental chakra inside said technique giving it affects of the element. Fire like rukh would have a burning affect, lightning will have an electrocuting affect, water will have a wet affect, and earth would have a blunt/impale affect. The only thing that is not able to be created or mimicked is wind techniques. If the user dont want to add elemental affects, it does simple damage depending on the description of the technique.
Note: A and S rank can be used a max of 5 times collectively with one turn cool down
Note: Cant create below the earth but is able to be created above the ground, and even under water.
Note: A Rank requires two handseals, S rank requires three handseals

Shō would djinn equip Belial the genjutsu djinn and passively she'd resist the Sharingan's genjutsu (Izanami).

Jin sōbi V2 ✽ Djinn Equip V2
Spoiler
Type: Supplementary
Rank: S
Range: Self
Chakra: 40
Damage: N/a
Description: Djinn are lifeforms created from the Rukh. Their power and even themselves can reside inside vessels that the users wear be it, bracelets, earrings, swords, armor etc, but through the vessels is the dungeon, making it essentially a median for them to get their powers to the user without direct access to the dungeons. The Djinn beings serve their masters, but most of them look to Djinn being as partners. After countless training and fighting alongside each other, they are able to go beyond using their powers through the median, but able to essentially "fuse" with their Djinn beings through their median (metal vessel), creating what is called Djinn Equip. This is when the user gains characteristics and aesthetics of that particular djinn, while also gaining the abilities they harbor as well. There are some special Djinn beings that only certain people can harbor. Unlike the brother technique, this technique is not elemental but follow the unique patterns and abilities of them from a basic standpoint such as kenjutsu, taijutsu etc.

✽Leraje : Leraje is the Kenjutsu Djinn Being. Leraje's hair seems to be made of some type of crystal, and some parts of her body are also covered by crystals. She has pointed ears and wears make-up that always seems to be melting .In this form, Kouha's hair grows longer and turns a lighter shade. He has spikes coming out of his back that take the shape of wings. He gains a sideways third eye in the middle of his forehead. His arms and legs are both become clad in spikes. The user sword gains the ability to extend and grow up to long range being able to cut. During this form, the user gains immunity to all Kenjutsu techniques up to S rank and can tank one F rank Kenjutsu per battle. The user also gains +1 Rank to all Kenjutsu and/or +25 to S ranks. Once per battle the user can use a Djinn Exclusive kenjutsu technique called where the user takes to the sky creating a large symbol that reaches long range while converting the sword into a large pink scythe. They will then swing the scythe downards creating a powerful sharp air pressure that even slams down on the opponent, enough to cause craters 10 meters deep with enough sharpness to cut through harden materials of S rank and below(Reaches long range).

✽Zurmudd : Zurmudd is the Taijutsu Djinn Being. Zurmudd has the appearance abnormally muscular human with black scales all on its body. Like all Djinns a third eye. In this equip the user gains black latex cloth around his body with white patterns with two huge arms (Four times the size of regular arms reaching five meters out) protruding out their shoulders which is able to be used for taijutsu in the same rank as other techniques passively. During this equip the user gains complete immunity to Taijutsu techniques of S rank and lower and can tank one F rank Taijutsu technique per battle. The user also gains +1 rank to all Taijutsu techniques and/or +25 to S rank and above (The arms on the users shoulders deal D rank damage freeform). Once per turn they can use a Djinn exclusive taijutsu technique called where the user slams the hands from their shoulder into the ground. Doing this will create multiple large arms that reach up to long range to spawn across the battle field. They will attempt to capture the opponent in their hand with an attempt to simply crush their body. (Reaches long range)

✽Belial : Belial is the Genjutsu djinn Being. Unlike most Djinn, Belial has five eyes: one pair in the usual place, another pair above them, and a single one on his forehead. He also wears elaborate jewelry and has many bones, which appear to be from that of a dragon, that covers his upper arms and some of his hair. . During this equip the user the user hair changes including the color and length. Unlike most djinn equips he has not one but two eyes on the forehead that he is able to use as a median for genjutsu, allowing that if its in reach of the users eye sight then it can be casted. Also he gets black wings with a skeleton armor that covers his backside with a dormant dragon made from rukh around his neck like a scarf . During this equip the user gains complete immunity to Genjutsu techniques of S rank and lower and can dispel one unique style of genjutsu (Sound, Sharingan etc) technique per battle. The user also gains +1 rank to all genjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a Djinn Exclusive Genjutsu technique called Belior Zakera where the dragon that is around the user neck becomes active. It will then grow in size in the sky (Manda size) And release a very powerful roar. This roar will induce a genjutsu where a massive black dome long range that would form around those caught in it, while inside the dome the targets would lose all their senses (Sight, Chakra sensory, Sound, Scent etc) except their sense of touch.


✽Zepar: Zepar is the ninjutsu Djinn being. Zepar has the appearance of an imp, with a potbelly, horns sprouting out of his head and bat wings on his back. . While in this Equip the user has the appearance of a small imp with dragon wings (Which grants flight), hooves, two pairs of horns, a furry tail, and a third eye Due to his small nature they are a master of mastering rukh and chakra, allowing them to use -20 less chakra for all of their techniques. His voice also becomes childlike . During this equip the user gains complete immunity to Ninjutsu techniques of S rank and lower and can tank one F rank Ninjutsu technique per battle. The user also gains +1 rank to all Ninjutsu techniques and/or +25 to S rank and above. Once per battle the user can use a djinn exclusive Ninjutsu technique called which the user creates a shape resembling a kaleidoscope from dark rukh (Black in color) on the ground. This will send a disturbance to everybody caught in it, reducing damage by -10 while also decreasing the rank of each technique by one. (Reaches long range outwards)

✽Dantalion : Dantalion is the Fuinjutsu djinn being. Dantalion resembles a large woman with horns coming out of her head and sharp teeth. Koumei has curly horns on each side of his head, and his hair is loose. He wears some kind of armor and has the eight pointed star symbol on the back of each hand in which he is able to force chakra sealing upon physical contact passivley. During this equip the user gains complete immunity to Fuinjutsu techniques of S rank and lower by being able to disrupt it and dispelling it due to the rukh. While being able to dispel one F rank Fuinjutsu technique per battle. The user also gains +1 rank to all Fuinjutsu techniques and/or +25 to S rank and above. Once per turn the user can use a djinn exclusive Fuinjutsu technique called : Where the user instantly erects a barrier from around them 2 meters out. Anything that comes in contact with this barrier (Excluding the user) Will be completely incinerated making this a very dangerous barrier(living targets take 80 damage). (Technique last for 2 turns)

Note: Can use each equip twice per battle with a 2 turn cool down. After use, the user cannot use S rank or higher Magi techniques for 2 Turns.
Note: User cannot use techniques from other variants of this jutsu that Is not the Djinn in use.
Note: Each form last a max of three turns
Note: Each Special attack/technique is classified as S rank
Note: Each Equip gains a +3 to speed (Excluding Taijutsu which gives x2 and kenjutsu that gets x1.5)

The interwoven cubes would then fall and sink deep into the adhesive mud before being unraveled leaving Ikiru and his clone at the messy of the swamp (80 + 25 per turn)

Health: 160
Chakra: 1080 - 40 - 40 - 40
Rainman Perk: Raining
 
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