Open Fight 2

Serpent

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All out everything allowed, no stealing

Using Goku Black in Sig'

post your bio and i'll begin. If you want to create some backstory in your post feel free. We'll start in plain grass field with a cliff to the ocean long ranged to the the left (your right)
 
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Alyx

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Bayonetta


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It took the Umbra witch quite some time to get a lead on this particular individual. The Sages of Lumen whereas inconsistent as ever, but the huntress had no issues with this. As she strolled into the terrain, she could spot the so called “God” the Saints asked her to kill. “Another angel, god or whatever you refer yourself towards…you’re no longer running away from me” she said, fully loaded with her guns in tow.
 

Serpent

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Bayonetta


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It took the Umbra witch quite some time to get a lead on this particular individual. The Sages of Lumen whereas inconsistent as ever, but the huntress had no issues with this. As she strolled into the terrain, she could spot the so called “God” the Saints asked her to kill. “Another angel, god or whatever you refer yourself towards…you’re no longer running away from me” she said, fully loaded with her guns in tow.
Goku turns as he hears a womans voice speak out to him. Another mortal wishing to test her fate. It was clear she had some knowledge of Goku from her words but didn't truly understand him. The woman grasps her guns, causing Goku to crack a smile, a weak mortal weapon. Goku takes his fighting stance.

"You wish to test your might against a deity? Well then, lets see what you got"

Placing his hand out in front of himself, Goku focuses a sphere of pink electrical energy that is then propelled forward at the woman. This sphere will then expand in an electrical explosion that will engulf Bayonetta if not defended or evaded. It was a simple attack aimed to get a feel of her reflexes and capabilities.

(Raiton: Sanda Appu) – Lightning Release: Thunder Up
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 + 20 = 80
Description: The user concentrates a lot of lightning chakra into their hand, compressing it into a ball of lightning energy. The user can then hurl it at the enemy or trust it forward in a melee attack. Once the ball hits the target, it expands into a massive lightning explosion.
 

Alyx

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So be it, deity…” the umbra witch said, watching intently as the false god unleashed his attack. It was energy based, something the witch was easily capable of dispatching. Without any hesitation, Baynoette would forge a quick set of hand seals while absorbing some of her own chakra into her dark marking, as she finishes with swiping some blood on the palm of her hand. As the ritual is completed, wyvern would be summoned into battle – appearing within the opponent’s lighting technique as the summon essentially absorbs the opposing technique. All that was left was the giant winged beast, but its body would become enveloped in an aura of darkness. “Edgy as always, Caius” she commented to the dark shrouded beast. The creature simply grunted, as though he was summoned here against his will (he was).

Filthy witch! Do you seriously have nothing better to do?
Hmm…perhaps, but I wanted to see my lovely pet lizard <3
I’M NO LIZARD, DO YOU WANT ME TO ALLY WITH YOUR ENEMY INSTEAD?
I dare you

They bickered for a moment, until Caius simply gave up, there was no point talking to this witch. With that being said, the dark wyvern turned to the enemy, he’s eyes narrowed in the shroud of darkness as he took flight moving towards the enemy. Bayonetta on the other hand, would simply stride towards her destination, whimsically humming to a lullaby her mother sang to her as a child. Her guns would also passively load themselves.

Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad
Type: Supplementary/Defensive
Rank: A
Range: Short/Long
Chakra Cost: 30 (+10 Print Activation)
Damage Points: N/A (+60 Damage Disperse Explosion)
Description:
The User when performing the Summoning Technique or when wiping blood on their Summon Tattoo will also wipe a bit of blood on their Dark Mark and THEN slam their hands on the ground. The User uses this in conjunction with a summon, both chakra costs will be used to summon the animal/creature but it will be counted as one whole move out of three. The summon will appear inside a target technique or right before it, usually a Lightning, Fire or Wind one - however when summoning they will be surrounded by a Dark shroud that will absorb the technique they are summoned in and basically replace it. It can be used as a way of counterattacking and surprising considering they would literally seem to appear from the opponent's Jutsu.

The Absorbed Dark will Make a Print Similar to that of the User's Dark Tattoo on the Summon's Back. This allows for a multitude of things that can happen, however only one of the following may be chosen:

- If the user and the summon were to be in close proximity the user could place their hand on said Print and absorb the chakra into their own mark to fuel for later Dark Release Techniques.

- Or the user can activate the Dark Mark which will grow larger and basically seem the consume the Summon, it will look like it is covered in one big purple void. Giving it a Demonic Appearance. However this will allow the user to perform Dark Release Techniques through the Summon, using it's own chakra as the source the user will be able to perform any Dark Techniques they know. However if this is used the user cannot use Dark Release Techniques in the same turn that the Summon does. This lasts for however long the Summon has left on the Field.

- Can absorb against S-Rank Wind, Fire, Lightning. B-Rank water. No effect on Earth.
- Must know Dark Release
- Must by taught by LonelyAssassin
- One of the Three Options above Costs a Turn, and only one can be chosen
- Can only be used four time
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

S Rank Deviant Wyvern summoned, 6 meters tall. Natural Fire Breathing, with Fire Affinity.

2500 - 120 = 2380
300 (Caius)
 
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Serpent

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So be it, deity…” the umbra witch said, watching intently as the false god unleashed his attack. It was energy based, something the witch was easily capable of dispatching. Without any hesitation, Baynoette would forge a quick set of hand seals while absorbing some of her own chakra into her dark marking, as she finishes with swiping some blood on the palm of her hand. As the ritual is completed, wyvern would be summoned into battle – appearing within the opponent’s lighting technique as the summon essentially absorbs the opposing technique. All that was left was the giant winged beast, but its body would become enveloped in an aura of darkness. “Edgy as always, Caius” she commented to the dark shrouded beast. The creature simply grunted, as though he was summoned here against his will (he was).

Filthy witch! Do you seriously have nothing better to do?
Hmm…perhaps, but I wanted to see my lovely pet lizard <3
I’M NO LIZARD, DO YOU WANT ME TO ALLY WITH YOUR ENEMY INSTEAD?
I dare you

They bickered for a moment, until Caius simply gave up, there was no point talking to this witch. With that being said, the dark wyvern turned to the enemy, he’s eyes narrowed in the shroud of darkness as he took flight moving towards the enemy. Bayonetta on the other hand, would simply stride towards her destination, whimsically humming to a lullaby her mother sang to her as a child. Her guns would also passively load themselves.

Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad
Type: Supplementary/Defensive
Rank: A
Range: Short/Long
Chakra Cost: 30 (+10 Print Activation)
Damage Points: N/A (+60 Damage Disperse Explosion)
Description:
The User when performing the Summoning Technique or when wiping blood on their Summon Tattoo will also wipe a bit of blood on their Dark Mark and THEN slam their hands on the ground. The User uses this in conjunction with a summon, both chakra costs will be used to summon the animal/creature but it will be counted as one whole move out of three. The summon will appear inside a target technique or right before it, usually a Lightning, Fire or Wind one - however when summoning they will be surrounded by a Dark shroud that will absorb the technique they are summoned in and basically replace it. It can be used as a way of counterattacking and surprising considering they would literally seem to appear from the opponent's Jutsu.

The Absorbed Dark will Make a Print Similar to that of the User's Dark Tattoo on the Summon's Back. This allows for a multitude of things that can happen, however only one of the following may be chosen:

- If the user and the summon were to be in close proximity the user could place their hand on said Print and absorb the chakra into their own mark to fuel for later Dark Release Techniques.

- Or the user can activate the Dark Mark which will grow larger and basically seem the consume the Summon, it will look like it is covered in one big purple void. Giving it a Demonic Appearance. However this will allow the user to perform Dark Release Techniques through the Summon, using it's own chakra as the source the user will be able to perform any Dark Techniques they know. However if this is used the user cannot use Dark Release Techniques in the same turn that the Summon does. This lasts for however long the Summon has left on the Field.

- Can absorb against S-Rank Wind, Fire, Lightning. B-Rank water. No effect on Earth.
- Must know Dark Release
- Must by taught by LonelyAssassin
- One of the Three Options above Costs a Turn, and only one can be chosen
- Can only be used four time
Rank: B
Type: Supplementary/Summoning
Range: Short
Chakra cost: 20
Damage Points: N/a
Description: The technique allows the user to summon Wyrms. The procedure for the summoning is fairly standard, following the same steps as regular summoning technique. In addition to that, the user has the liberty to use tattoo’s as well as incorporate the summoning ritual with other techniques as individuals have demonstrated throughout the series. Wyrms are mature Wyverns, they are capable fighters of different types, natures, colors/appearances, sizes and ranks. Wyrms range anywhere from 1-15m of length and a maximum wingspan of 25m. Each wyrm possesses a natural ability (no chakra cost) as well as a chakra nature, their strength of their abilities is equivalent to their ranks. The user is only capable of summoning wyrms proportional to their own strength, so wyrms by different users would differ in base strengths despite their ranks. In a single use the user can summon a single S-rank, 2 A-rank or 3 B-rank Wyrms. Their types are as follows:

Continental Wyvern: The most common kind of flying, fire-breathing Wyvern. Their natural talent is Fire breathing. In addition to the ability to fly (at speeds of: Users Base speed Lvl. +1), they also have a strong Jaw (Abnormal bite force, equal to wyrm’s rank). Continental Wyverns possess Fire and Wind natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as fire balls, streams of fire, gusts and twisters of wind.

Piscine Wyvern: Piscine wyvern are less common amphibious Wyverns. They are majestic creatures with scales that break down light to prism, and wings adept for swimming and flying alike. Their natural talent is the ability to create an electric field. Piscine Wyvern do not possess fire breathing abilities, but they have an electric organ instead which they use to discharge electrical attacks. They can operate in water (speed=Users Base speed Lvl. +1) or in air (speed=Users Base speed Lvl. -1), and possess water and lightning natures. They can use their natures and natural abilities up to their own ranks. They do not possess the ability to use shape manipulation, so their attacks, chakra based or natural talents, only come in basic forms such as lightning bolts, electrical fields around the body, waves and whirlpools of water.

Brute Wyvern: Brute wyvern are an even rarer breed of wyvern that underwent evolution slightly differently. They sports a pair of long, highly developed forelimbs instead of wings. Over the years, their wingspan was reduced to hardened fists. Brutes are agile combatants (speed=Users Base speed Lvl. +2), capable of jumping high and over long range distances. They do not have any natural abilities, but they are capable of using taijutsu (within reason) as well as throw punches up to their own ranks. The can only use earth natures, up to the level of specialists and are capable of using shape manipulation.

Deviants: They are a collective class of Wyverns with odd features. This category encompasse all Wyrms with peculiarties such as two heads each capable of breathing fire or multiple pairs of wings. Deviants are capable of using shape manipulation, and can have the natural abilities or qualities of any of the previous 3 types defined in any combination. They can have any of the 5 basic chakra natures. Deviants are one of a kind (so only one can be summoned at a time), their speed is always [Users Base speed Lvl. +1], they are always S ranked and they can use natural fire breathing or electrical organs twice per battle.

Note: Each Wyrm can have One chakra nature, restricted to the natures the type of Wyvern can have.
-An S rank Wyrm has a chakra reserve of 300, and it can use its Natural Ability(s) up to 3 times per conflict. A rank Wyrms have a reserve of 150 each, and can use their natural skills twice per battle. B rank Wyrms have a reserve of 100 each, and can use their natural skills once per battle. Only a single Deviant (S rank) can be summoned at a time, it can have a reserve of no more than 200. Wyrms stay in battlefield until their chakra reserves allow.
-Each ranked ability natural or chakra based, costs one of the user’s 3 moves per turn though they can be performed simultaneously with the user (unranked use is considered free form).
Rank: S
Type: Tool
Range: Short-Long
Chakra: 10-40
Damage: 20-80
Description: The Scarborough Fair is a set of four large caliber handguns that act as the user conduits for chakra. These handguns are based upon the Derringer a gun capable of rapid fire, simple, and rugged. These four guns have been crowned with the names Parsley, Sage, Rosemary, and Thyme. Pushing the user's hand to hand ability to its limits, when combined with the user's chakra, the guns' rate of fire and stopping power are incredible. The user will makes use of these four weapons by holding two in their hands and two connected to the back of the user's feet which are fired through the use of chakra. To stay loaded at all times, the guns passively drain up to 40 chakra (10 each) per turn. Each weapon holds up to 40 chakra magazine at which points the weapon will stop draining/accepting additional chakra. During development, Ninja Scientists recognized that some situations may require more immediate offensive output, so chakra can be actively loaded by the user by sacrificing one of their moves to fuel one or more of the handguns with chakra. This chakra can be spread among the weapons to load multiple at a time, but can only distribute up to 40 chakra between the weapons and can be done within the time frame of another technique. This allows the user to quickly stockpile the bullets damage resulting in a more powerful bullets as the need arises. Naturally, as long as the weapons are loaded with chakra they can fire chakra bullets up to S-rank depending on the amount of chakra used. It should be noted, that the user may also not expend more than 40 chakra from Scarborough Fair per turn which may be spread among the handguns as needed. These chakra bullets may be elemental or raw chakra, but this must be stated prior to the release as only a single element may be used in a turn. In the turn the user fires bullets from one of the weapons, they expend one of their moves per turn but may fire multiple simultaneously. This means the user will not be able to fire more than three of the weapons per turn. The main focus however behind these weapons lies in the fact they are held and mounted in such a way, they can be used to aid the user's melee combat. Users can supplement some taijutsu by firing the weapons in a way they act as propulsion for their movements. The propulsion increases the speed of the technique, which in turn increases the damage by half the amount of normally ranked jutsu at the expense of chakra within the weapon and thus a move allowing for more powerful strikes. For example, if the using an A-rank taijutsu, the user can supplement it by firing 10 chakra from the chosen handgun. This translates to +10 extra damage to the technique alongside additional flurries of chakra bullets which may cause collateral damage for those in close-range of the propulsion blast. This happens within the same time frame of the taijutsu when used this way, and one or more weapons may be fired if the technique permits it, each weapon fired counting as a move. There is a maximum to this however, as the user may not exceed a +40 damage threshold (S-rank) added to the taijutsu.
Note:
Bullets respect the elemental strengths and weaknesses but as mentioned the user may not expend more than 40 chakra from this weapon per turn. This can be done in single fire or semi automatic fashion. When fired semi auto, the resulting damage will be spread among the number of bullets fired as mentioned by the user during their turn.
S-rank applications cause Scarborough Fair to go into a cool down sequence, preventing usage for two turns.

S Rank Deviant Wyvern summoned, 6 meters tall. Natural Fire Breathing, with Fire Affinity.

2500 - 120 = 2380
300 (Caius)
Sorry for the wait and short reply. I'll be more active going forward.

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As his technique is absorbed Goku chuckes ever so slightly, his chakra radiating out from within him as it forms into an array of feathers reminiscent to that of Peacock. This will allow Goku further access into his Star Chakra for later use, and thanks to his Yang Specialty the physical drawback of the technique doesn't cause harm to himself. Once activated, Goku will make a three quick handseals converting the ground in front of him into a massive wave of Pink Molten Tar. This wave will stretch out 10m wide and high, traveling forward smothering all in it's path up to long range. If not avoided, it will consume the summon and Baynoette alike.

"I wonder Mortal, will you relay on your summons and gadgets this whole battle?"

( Kujaku Myōhō ) - Mysterious Peacock Method
Type: Supplementary
Rank: B - A
Range: Short
Chakra Cost: 20 - 30 ( -5 per turn )
Damage: N/A ( -10 per turn )
Description: The user will make the Bird hand seal and spill their Star Chakra behind them. The technique itself manifests in the form of a feather-shaped array behind them and spreads out a peacock's tail feathers, giving it it's name. This array of chakra allows various applications with their chakra through shape manipulation. As long as the technique is active the user can make full use of the star chakra. However, the longer the technique is active, the more detrimental it is to the user's health. The user's body takes increasing damage for keeping the technique active and for using its techniques. Prolonged use of the technique is incredibly difficult, with low ranking users only being able to sustain this technique for 6 turns at a time. The user is capable of deactivating and re-activating the technique at will. However, after two usages of the technique, the user will be unable to use the technique for the rest of the match.
Note: Genin and Chunin ranked members can only use for 6 turns at a time. Jounins can use for up to 8 turns at a time.
Note: Can only be activated if the user has more than 100 health but lasts as long as the user has health.
(Taruton: Shishou no Jutsu) Tar Release: Master Technique
Type: Supplementary/Offensive/Defensive
Rank: C - S (A)
Range: Short-long
Chakra Cost: 15 - 40 (30)
Damage points: 30 - 80 (60 + 20 = 80)
Description: The user will focus their chakra while making three handseals. This will heat and convert a targeted area of earth into Tar while using shape manipulation to form small to medium sized constructs of molten Tar for a multitude of uses. These can range from waves, spikes, spears, walls, domes, half-domes and other forms of attack or defense. If needed the user can manipulate chakra forming it within themselves and release this technique as an unshaped bullet of Tar from their mouth. The power of this technique varies dependent on the amount of chakra fueled into it. If a source of Tar is already on the field, the user can use this technique faster and with a single handseal as the need to convert the ground into tar is void. Like all Tar, It is extremely hot and can catch flammable cloth on fire, however it does not effect gas like substances.
Note:
-Can only use S-ranked technique three times per battle.
-Tar remains liquid and hot three turns before cooling down and becoming inactive.
-No S-Rank or above Tar on the turn following the use of the S-Rank variant
-Requires a one turn cool down.
-Can only be taught by Serpent.
Chakra: 2570 - 60 = 2510
Health: 160
 

Alyx

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Watching as the pinkish liquid start to raise from the ground; swiftly moving towards her positioning – Bayonetta couldn’t help but chuckle a bit. She would snap her fingers, as a signal to her summon. As it repositioned into the air – she would take care of the wave herself. As she does, the ground starting at four meters away from her immediately erupted into a an array of ice spikes, as they forcefully clashed with the tar as it rivaled it in size. With that being said, the remaining spikes would aim to strike through the mere false god. However little did he realize the spikes weren’t as weak as before. The reason being is originally as the spikes where created, she forged a special seal on the ice spikes. This made the seal release an array of ionized ash in order to weaken the opposing technique as it lost power in the clash.

All the while this occurred, Caius would utilize the last known location of Goku as a medium – calculating in tandem with his masters attack. He would forge several “rings” in order to form an atom like structure. The rings rapidly spun, as the attempted to converge onto Goku’s position – which if left untouched would explode. Having the large spikes and fire to handle surely might cause the little goddess over there to crumble.

What I have to use matters little to me, once the job is secured and I slay false prophets such as yourself is all that matters to me my love” Baynoetta replied to the false god’s question. Her guns would once again drain chakra into themselves to load more.

Type: Supplementary/Defensive/Offensive
Rank: C-S (S + 1 Rank = F)
Range: Short-Long
Chakra cost: 15-40
Damage: 30-80 (90)
Description: The most rudimentary technique of the release. By focusing Arctic Earth chakra throughout the body and/or surrounding earth the user is able to create tools and constructs made of permafrost. These can range from simple a kunai to a full length staff in terms of weaponry as well as walls, pillars, and other complex shapes. They can be formed from the earth up to mid ranged of the user and carry a certain malleable property in that, whenever the user comes in physical contact with his creations he can will them change shape and re-purpose (for example a kunai morphing into a tanto) but not rank (meaning the new tanto would remain the rank of the kunai). The size of these creatioms are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Destructive Earth Rising Pillars'. As per the properties of Arctic Earth, whenever these constructs come in contact with exposed skin it leaves it painfully frostbitten as the element is very frigid. With the seal of confrontation the user can manipulate said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 4× per match.
- No S-Rank or above Arctic Earth techniques on the next turn (after the S-Rank version is used)
- Morphing of constructs cost 10 chakra each time done but doesn't take up a move slot.
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.
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Forming a set of 3 handseals, the user will focus their Fire chakra around the target, manifesting it around them in a formation which closely resembles the appearance of an atom. The structure itself is singular in nature, meaning that though the ring-like formations of fire around the target appear to be separate pieces, the entire technique is one whole and behaves as such. The atom itself spawns at short-range around the target, and then closes in at an alarming rate. Throughout the atom, volatile energy constantly pulsates throughout, causing it to pulse with light and heat at a constant rate. Once the atom completely converges on the target, which is done by it approaching within 1 meter of the opponent, heat will gather and concentrate in the center of the technique; which is also the location of the target. The heat will form itself into a ball of fire that rapidly expands to encapsulate the space within the atom. The orb of heat will explode once it completes the expansion and fills the atom, which will result in a localised (short-range) explosion that will easily eviscerate anything caught inside. Should the atom’s structure itself make direct contact with the opponent, they will be dealt major burns.

⇒ Usable 3x per battle
⇒ No S rank and above Fire in the same turn
2380 - 120 = 2260
300 (Caius) - 60 = 240
 

Serpent

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Spikes of permafrost will pierce though Goku's Tar with ease, and continue upon his location. Furthermore Fire will form also threatening to cause harm to Goku. With a simple smile and chakra manipulation the feather array of Star Chakra around Goku will twist and fold around him into a protective barricade. Enhanced by his powerful Star chakra, this S-rank shield will be able to resist high levels of damage. (100 damage) The fire will have no effect against the might of it's attack while the permafrost will nearly match it, causing it to weaken. (-30) Nevertheless the feathers will hold strong.

( Kujaku Myōhō - Mamoru ) - Mysterious Peacock Method - Protect
Type: Defensive
Rank: C - S
Range: Short
Chakra Cost: 15 - 40
Damage: N/A
Description: While the Mysterious Peacock method is active, the user will have the array of feathers form around them and cover their body like a protective body shield which is strong enough to deflect anything from basic weapons to Ninjutsu and basic Taijutsu techniques.
Note: S rank usage can only be done once every turn.
The feathers will then stretch out and with a single flap send Goku rising into the sky. The wings giving an almost angelic god like appearance.

"What a futile attempt, I see your faith is broken but you should still understand that your place is beneath me.. mortal."

( Kujaku Myōhō: Yoku ) - Mysterious Peacock Method: Wings
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 ( -5 per turn )
Damage: N/A
Description: With their Mysterious Peacock Method activated, the user will transform the array of feathers into a pair of large wings making them capable of flight. The chakra can support the user enough to allow them to move at their speed while in the air. Should they be carrying another body or object of similar weight, their flight speed will decrease by 1/4.
Chakra: 2510 - 60 = 2450
Health: 160
 

Alyx

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Such a heretic” Bayonette commented as she noticed the man rise from the ground and into the air. She wasn’t impressed, with the amount of “godly” beings she’s slain; he was nothing more than additional number she intended to add to her kill count. Never the less, she would respond in kind. It’s a shame really, she didn’t really use her cla abilities as often as she should. However this was a special time, as she utilized the natural energy from the world around her but also in her body in order to induce a powerful transformation. “Now this is why you don’t **** with a witch” she said as she completely morphed into her alternate ego “Madama Butterfly” as she increased her size to be three meters tall.

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As she finalized her form, she simply watched the “god like” being as she used her hand markings in order to take aim at the opponent. “Vanish with the darkness of your insolence” she said. A ball of fire would be released from her palms as it sailed through the skies at the intended target. Utilizing her wings, she took towards the skies and swiftly chased after the Goku. “Hehehehehe” she laughed very eerily as she swiftly approached him. She utilized her own chakra to fuel her technique once more.

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short
Chakra: 40 (-15 per turn)
Damage: N/A
Description: Sage Transformation (Senninka) is an ability wielded by Jūgo's clan, which increases their physical abilities and allows their bodies to perform various shape-shifting feats due to their innate ability to passively absorb natural energy. It is a multifaceted ability that permits them to achieve feats ranging from creating various weapon-like appendages to altering their body structure, as well as a general increase in their physical capabilities. The user can fully infuse his body with the gathered natural energy and transform it completely. When he fully transforms, the user gains a massive power boost but loses his mind to his murderous side, signified by a change in his voice. When transforming, the user's body changes color and his sclera turns black. Each member's full transformation appears differently, ranging from different types of horns to stripes across the face. In this full form, the user is incredibly resilient, being able to take Taijutsu attacks up to B-Rank with little damage and being able to function even when severely injured. He can further manipulate his body into suitable weapons and manifest chakra cannons from it to attack with powerful chakra blasts. He can manifest chakra boosters from his extremeties to power his taijutsu moves or to "dash" in speed or even to soften a fall. His physical strength becomes greatly increased, adding +25 to his Taijutsu techniques and his chakra becomes stronger, adding +20 to his elemental chakra as well an infusion with Natural Energy on a weaker level comparable to ISM. He becomes faster, increasing his speed by x3 and can regenerate minor wounds easily. His resilience is such that he can take C-Rank Ninjutsu and not suffer hindering damage. Because of his rage and his anger, he becomes unable to use techniques that would otherwise require precise chakra control such as Genjutsu, Fuuinjutsu or similar complex fields/techniques. After its deactivated or deactivates as it times out, the user is left drained of his stamina and unable to use Taijutsu techniques for 2 turns.

Note: Lasts 6 turns and can only be used twice.
Type: Supplementary
Rank: C
Range: Self
Chakra Cost: 10
Damage: N/A
Description: A Sage Transformation clansmen simply modifies their muscle, nerve and bone structure allowing them to be as tall, or as short as muscular or as fat as they want to be gaining or losing height, weight, muscle mass as well as the other bodily structures required. This is similar in regards to how Juugo changed his height, weight and bodily structure by absorbing new cells or releasing his own cells and works on fundamentally the same principle. This technique is passive in it's usage and unlike most Sage Transformation techniques once completed it doesn't require chakra or energy to sustain and maintain and becomes permanent until the technique is used again. It can be used to changed the Sage Transformation clansmens appearance at a rudimentary level by changing their bone, muscle and skin structure allowing them to take on the appearance of others. While undergoing the transformation their body glows a mix between red and black as shown when Jugo uses Sage Transformation to change his cell structure but turns the color of natural flesh after completion, instead of the usual Sage Transformation gray. By changing their height the Sage Transformation user may be able to avoid certain techniques with a line of effect such as fireballs, thrown kunai etc. They can be as short as a new born baby (roughly 20 inches) with the bodily structure of an adult, or as tall as three meters with the weight to match these forms.

Note: Can only be used three times per battle or war conflict
Type: Offensive
Rank: A
Range: Mid - Long
Chakra: 30
Damage: 60 + 20 = 80
Description: A release type technique which requires the user to have Dark chakra stored within their mark. The user focuses their Dark chakra, makes two handseals, & releases it as a large sphere of light blue flames, the size & appearance being similar to "Fire Release: Great Fireball Technique". The technique follows a direct path & can, on impact, explode into a maelstrom of blue flames that covers a Short range from the point of impact, anything caught within radius is left severely burnt, while direct impact results in a high chance of death. Alternatively the user is able to form a single handseal which not only forces the sphere to explode prematurely/on demand, but also releases smaller spheres from the explosion which target the opponent & dash toward them. The rank of the spheres is determined by the number created, beginning from B rank for a single orb. This requires an extra 10 chakra to perform.
- Can be used 3 times
- Taught by Method
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.

- Can only be taught by Klad
2260 - 100 = 2160
 

Serpent

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Watching his opponent undergo a transformation brings a smile to Goku's face as he powers down, allowing the peacock method to subside. His opponent then releases a blast of strange flames is heading his direction. With a sudden burst a massive amount of Star Chakra will erupt from Goku using his Yang mastery Goku will embue life into it as it takes the form of a massive dragon that surrounds him like a giant protective spectral armor. The blue flames would dissipate against it causing the dragon no harm as it's might is too powerful.

"You filthy mortal, even now you see the truth of your disgusting form. A befitting insect awaiting to be crushed."


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( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 + 20 = 160 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
(Yoton: Jigoku ni henkō) - Yang Release: Change into Hell
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: N/A (+50, -10 per turn)
Damage points: N/A
Description: The user is able to use his Yang nature to embue life into an elemental technique, creating a Yang/Element sentient entity that will stay on the field to aid him. The only limit is the size of the technique originally used as an elemental source as the resulting entity will always be half the size. This entity can be interacted with, can act on its own and is made of the element sourced, with all its properties intact. Its strength is based on the original elemental technique used as a source. This doesn't consume time since its actually a skill applied to a technique used at the same time.
Note: Usable 3 times per battle and up to 6 times per event to create one entity with up to 300 chakra points that is able to use jutsu from the source it was created from.
Note: Yang Release masters can apply this technique to advanced fields and CE and advanced elements.
Then, as Bayonette was traveling not far behind, The dragon will twist it's long body, whipping it's tail to smash into her and send her skipping across the ground like a ragdoll. Meanwhile, as the dragon attacks Bayonette, Goku no longer being bound to it, will bite his finger drawling a bit of blood, then marking an M across his forehead sealing a massive amount of chakra within for possible later use.

( Fuinjutsu: Kujaku Myōhō - Hoshi Fukkatsu ) - Sealing Art: Mysterious Peacock Method - Star Resurrection
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra Cost: N/A ( input equal to how much chakra sealed ) (800)
Damage: N/A ( -10 to user )
Description: This technique is the most advanced skill in all of the Mysterious Peacock Method. Using their blood, the user will make a unique sealing. With this seal, the user will seal a large portion of their star chakra into it and it disappear, laying dormant until the user's health reaches 0. Upon this condition, the seal will reappear causing the chakra within it to rise and form a transparent apparition of the user with a violet hue to appear. The apparition is a pure construct of the user's chakra with the will of the user still within. This technique essentially seals the user's Star Chakra and a piece of their spirit which allows them keep fighting for a short while longer even after rendered unconscious. This ghostly apparition only has the ability to use the Mysterious Peacock Method techniques and basic Taijutsu. The apparition has mass enough to make physical contact with objects and people but does not feel pain. Though the spirit can be bound and as if it were a physical being, the apparition can stay on the field it's chakra runs out unless they use the Predation technique to extend their chakra. In order for the user to make the blood seal, they must have enough Xhakra and physical strength to put their chakra into a seal meaning they can only do if they have more than 25% of their chakra left. When sealing chakra inside, the user can seal up to half of their base chakra.
Note: Should the medium where the seal was placed be destroyed before the user is knocked out, the technique will disperse and can no longer be used.
Nite: This technique can only be used once and only by shinobi who have the appropriate rank in Fuinjutsu.
Note: The user does not need to have their Mysterious Peacock Method active to form the seal.

Chakra: 2450 - 920 = 1530
Health: 160

Dragon Chakra: 300
 

Alyx

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Aww the false god wanted a pet lizard too? All you had to do was ask…” Madama said, flying a high speeds towards the enemies. As the dragon attempt to strike the witch, she would grow a second pair of wings, these now resembling bat wings. She created boosters as well, allowing her to swiftly avoid the strike of the dragon’s tail as she flew out of its path, but also at the same would rush towards Goku, as she intended to use the super boost in speed to strike him down.
Type: Supplementary
Rank: A
Range: Short-Mid (when used to attack)
Chakra: 30 (+10 to sustain per turn)
Damage: 60 (when used to attack) + 25 = 85
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The user can create boosters on their back once per battle that last for three turns. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way just like the Jet Booster Jump technique. This can only be done thrice per battle and counts as a move each time but can be done in the same timeframe as another technique. The user flies at their current running speed.
Note: Can only be used thrice.
Note: The boosters can only be maintained for three turns and created once, the wings can be sustained indefinitely.
Note: Courtesy of Howard
 

Serpent

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Aww the false god wanted a pet lizard too? All you had to do was ask…” Madama said, flying a high speeds towards the enemies. As the dragon attempt to strike the witch, she would grow a second pair of wings, these now resembling bat wings. She created boosters as well, allowing her to swiftly avoid the strike of the dragon’s tail as she flew out of its path, but also at the same would rush towards Goku, as she intended to use the super boost in speed to strike him down.
Type: Supplementary
Rank: A
Range: Short-Mid (when used to attack)
Chakra: 30 (+10 to sustain per turn)
Damage: 60 (when used to attack) + 25 = 85
Description: A member of Jugo's clan uses their Sage Transformation ability to form two fleshy bat-like wings on his back. These wings can sustain flight and can be sustained for an entire battle as long as he remains conscious. The wings can be used to attack the opponent directly using sharp hook like growths from their tips, these hooks are claw-like in nature. Like most of the Jugo clan's jutsu these can be sustained as long as he has enough chakra to do so. The user can create boosters on their back once per battle that last for three turns. The boosters can be used to avoid incoming techniques by quickly changing the user's trajectory and moving them out of the way just like the Jet Booster Jump technique. This can only be done thrice per battle and counts as a move each time but can be done in the same timeframe as another technique. The user flies at their current running speed.
Note: Can only be used thrice.
Note: The boosters can only be maintained for three turns and created once, the wings can be sustained indefinitely.
Note: Courtesy of Howard
Goku being within the dragon will remain unharmed as it protects him from Bayonette's attack, only serving to anger the beast. With a single handseal Goku activates an S-ranked Genjutsu within Bayonette that is enhanced with Yin energy that can penetrate through any subversive method against genjutsu that Bayonette may have. Once activated, this illusion will be infused with Wind Chakra, making Bayonette feel as though she is being crushed and sliced with high pressures of wind from all dirrections. In the real world this will prevent her from movement. Simultaneously as the Genjutsu is induced, the Star Dragon will whip it's tail around once again shifting mid-air and whip Bayonette with massive power sending her crashing to the ground.

(Genjutsu: Fukai Shin'en) Illusion Technique: Drowning Abyss
Rank: A + 1 = S
Type: Supplementary
Range: Short-Mid
Chakra cost: 30
Damage points: N/A
Description: The user will make a single handseal and focus their chakra to disrupt the opponent's chakra flow, this in turn causes the opponent to be caught in this Genjutsu that will make the opponent think that they are deep underwater with high pressure allowing this Genjutsu to bind the opponent making them unable to move.
Notes:
-Paralyzing lasts 2 turns
-Can only be used twice per battle
-Requires a 4 turn cool down
-Cannot use Genjutsu Next turn
-Can only be taught by Serpent
(Inton: Gogyou Gen) - Yin Release: 5 Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE
( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon (Reference)
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 + 20 = 160 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
 
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