[Open Fight] Tsura vs ???

Alyx

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Ahh the cosmos of the mind…such a beautiful creation…it’s a tragedy honestly…” she thought in that moment; admiring the cosmos themselves. She wouldn’t mind losing herself into this world around her, just an empty void where she can constantly just drift within space. However, she was familiar with this technique; considering her own teachings within Surrealism; taking heed to it as she immediately charged her body with chakra. Tsura would dash backwards, as she leaned back, her body arched as though she was performing a back flip, but for a moment it seems as though she paused within mid – air. However, from one body, another came. Her lower body still arced, but her feet no longer touched the ground. This one paused, as well almost like a freeze frame, her body was now almost completely over as she continued into her flip, yet another reincarnation, with her body almost completely into the arc. Once she cleared the first one, she performed more and more flips, each one leaving a reincarnation of her previous self. From her original looking self, to appearing to be a burning bright read coloration, to her wearing the traditional saia, calsas, a sombrero and waistcoat with the lasvish smell of white roses of the Antorio Festival Troupes. Each reincarnation became more eccentric.

Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.

*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*

Real Tsura imitated these movements, charging her body to move away from the predicated blast of chakra; stopping six meters away, just outside the range of the wind blast. Once she was within a safe distance; she would start to breath heavy, the demonic entity start to become irritated, the monster jerking her shoulders, twitching with some rather sporadic movement. From her body, chakra leaked – as the spirit of a dead woman appeared behind her, chains wrapped around Tsura’s neck, Ririana was nothing more than a caged bird within her own palace, the Dreamscape, where she can only be free when her stupid twin wanted her to be free. Tsura herself was soon planning to suppress her power, given the circumstances and nature of her ability. “NO YOU WONT LET ME HAVE NO MORE FUN?!” she gripped at her head, the spiritual entity swayed in its movement trying to “chain” Tsura down.
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.
 

Lili-Chwan

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Ahh the cosmos of the mind…such a beautiful creation…it’s a tragedy honestly…” she thought in that moment; admiring the cosmos themselves. She wouldn’t mind losing herself into this world around her, just an empty void where she can constantly just drift within space. However, she was familiar with this technique; considering her own teachings within Surrealism; taking heed to it as she immediately charged her body with chakra. Tsura would dash backwards, as she leaned back, her body arched as though she was performing a back flip, but for a moment it seems as though she paused within mid – air. However, from one body, another came. Her lower body still arced, but her feet no longer touched the ground. This one paused, as well almost like a freeze frame, her body was now almost completely over as she continued into her flip, yet another reincarnation, with her body almost completely into the arc. Once she cleared the first one, she performed more and more flips, each one leaving a reincarnation of her previous self. From her original looking self, to appearing to be a burning bright read coloration, to her wearing the traditional saia, calsas, a sombrero and waistcoat with the lasvish smell of white roses of the Antorio Festival Troupes. Each reincarnation became more eccentric.
Rank: C
Type: Supplementary/Defensive
Range: Short-Mid
Chakra Cost: 15
Damage Points: N/A
Description: Allows the divergence of chaos through the continuous rebirth of the self. Charging chakra through the body, the practitioner is able to empower his/her motions, moving up to mid-range from the point of casting, by running, jumping or rolling. Within the illusion, the user will appear to continuously rebirth, separated from each reincarnation, which appear more and more eccentric in appearance and size. The first avatar will look exactly like the practitioner before the start of the technique, carrying every damage and restraints, while the following reincarnations may appear much different, and free. The practitioner as enough freedom to give each reincarnation as much detail as wished, creating copies of himself or others, or merely creating deformed humanoids or various colors. With the exception of the transitions between each rebirth, every avatar follows the exact same movement and position of the practitioner, neither can move independently.
*The practitioner can connect this basic evasion technique with a different one, but casting any form of genjutsu will disrupt this one*
*Can only be used once every three turns*
Real Tsura imitated these movements, charging her body to move away from the predicated blast of chakra; stopping six meters away, just outside the range of the wind blast. Once she was within a safe distance; she would start to breath heavy, the demonic entity start to become irritated, the monster jerking her shoulders, twitching with some rather sporadic movement. From her body, chakra leaked – as the spirit of a dead woman appeared behind her, chains wrapped around Tsura’s neck, Ririana was nothing more than a caged bird within her own palace, the Dreamscape, where she can only be free when her stupid twin wanted her to be free. Tsura herself was soon planning to suppress her power, given the circumstances and nature of her ability. “NO YOU WONT LET ME HAVE NO MORE FUN?!” she gripped at her head, the spiritual entity swayed in its movement trying to “chain” Tsura down.
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Kamunagara is not itself an ability that is consciously activated or utilised like one would a jutsu. Rather, it is a product of one’s intent, or emotions, influencing their chakra in such a way that it visibly manifests as a pattern or object that hovers behind or around the user. One such example of this is extreme bloodlust or rage, which has been seen before by Naruto and Zabuza, under the influence of the Kyūbi and sheer force of will respectively. The object, pattern or symbol produced is unique to every ninja, and thus it can be considered as a physical manifestation of their will and being. The color produced is dependent on the type of emotion, e.g. anger will produce red, sadness will produce blue, happiness will produce yellow, etc. While the behaviour of chakra in this technique is able to give off specific auras and incite particular sensations in other people, it cannot paralyse or frighten others on the level of something such as Killing Intent. It also cannot physically interact with or cause any kind of injury to an opponent. This ability, functionally, is passive in nature, as it doesn’t require activation or any form of active input from the user, and is entirely cosmetic.
Guess you'll amount to nothing, leaving like this!

This was getting too long, too bothersome. The nzumbe grabbed the Fugu from Isabella's pouch and ran towards the pesky woman, the fugu as big as a staff. Close to her, she points the staff towards Tsuru's right foot, grabbing it like a flag pole, top pierce through it.

( Fugu ) Blowfish
Type: Weapon
Rank: S
Range: Short-Long
Chakra Cost: N/A
Damage Points: N/A
Description: Fugu is a hollowed wooden stick, made with Chakra Tree wood. It is a personalized weapon, allowing only the user to wield or manipulate it (Even if the opponent has Wood chakra or similar). By charging chakra into the Fugu and blowing through it, the user is able to shoot out Chakra-materialized thread needles, which gain substance with any elemental chakra or other properties. These thread needles are the same size as vaccine needles, thus, to the naked eye, they become hard (yet not impossible) to see when in motion. Upon hitting a target, they serve to infuse their element into the target's body, albeit in a very small area. If the opponent steals the Fugu from it's owner, it will grow spikes, which will attach themselves to the thief.

#1: Needle Shooting - The Fugu stick allows the user to insert any small thread needle into it and shoot it out, by blowing through the other end, It is shot at a speed significantly greater than a normal needle thrower, but not as fast as any of the materialized needle shooting abilities the Fugu has, which will cost chakra. This attack is not, by itself fatal but can, when used by Dojutsu users or weapon masters, be used to strike fatal/nearly fatal points that will cause great damage. Shooting normal needles do not count as a jutsu towards the jutsu count. Shooting materialized needles only counts as a jutsu if used in a turn different than the turn of materialization. Regardless of the amount of needles shot, it only counts as 1 move.

#2: Paper Needle Shooting - The user is able to load the Fugu with any paper bomb, and then shoot them. The paper will automatically curl into thread needles. This is considered an E rank technique, costing 5 chakra and dealing 10 damage points of explosive power (in case of a default paper bomb) or otherwise dealing the stated effects of the tag. The user is able to shoot up to 10 paper needles, all costing 5 chakra, in a single usage. Can only be used once every three turns. This is usable with explosive tags, not other paper-inscribed Fuuin techniques..

#3: Needle Cannon Shooting - It is considered an alternative method of shooting any stored needles. The Fugu dilates slightly, shooting simultaneously, or fusing together, all the needles materialized in a single technique, and shoot them out with the full damage points dealt in a single bullet. The cannon needle shoots out with a loud pop, and creates air circles surrounding the needle path, which push anything deviated from it's path and punch the actual target with great power. The substance/element used to create the needles augments the air circles and the punching force. In essence, it's a big cylinder of an element, created by merging all the needles created with that element, stored inside the Fugu. The rank and damage of the default cannon bullet is set at B rank, 5 normal needles (costs 20 chakra, gives 40 damage points), or simply the full rank, chakra cost and damage points of the materialization techniques, specifically #6, A rank 60 damage points, #7 A rank 60 damage points and #8 S rank 80 damage points. It requires all the needles materialized, if any is missing, the cannon can't be shot. With #2, it can only shoot 4 needles at once equivalent to 40 chakra, 80 damage. Can only be used once every 3 turns. Clarification, this is merely an alternative way of shooting stored needles, which are loaded or materialized through the means specified in the description of Fugu. As such, it doesn't allow mix usages, with different elements or needles, and serves simply as a way to deploy the full power of the materialization technique into a single "needle", instead of dividing the power evenly through all the needles separately.

#4: Remote Sharp-Shooting - With one handseal, at any range, the user is able to make the Fugu shoot any stored needles inside it. It will quickly adjust itself and shoot the needles up to short range from the stick against the closest chakra-being (in case the user has no other target's location in mind). It requires a chakra cost of 15, equivalent to a C rank and counts as a move. The same can be done non-chakra costly and without handseals by simply being in direct contact with the Fugu. The needles will be shot in a straight line. Counts as a move, except in the turn of materialization.

#5: Chain-Needle Shooting - Shuriken Shadow Clone Technique can be used on the Fugu to make it act like a machine gun, multiplying one or all of the charged thread needles inside. This can be used with any of the Needle Techniques, with the exception of #3 and #9. This utilizes an alternate handseal, which can be done with a single hand or while holding the stick. It always counts as a single move towards the jutsu count, even if combined with another Shooting or a Materialization technique. It costs 30 chakra. However, multiplying and increasing the number of needles follows the same principle as any multiple projectile elemental technique and not like the original Shuriken Shadow Clone Technique: the original full power of the needles is spread and divided equally across the total number of needles.

#6: Basic Needle Materialization - The user will pour chakra into the Fugu, creating 6 thread needles, of any of the Basic Elements or Simply raw Chakra, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every two turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 5 per Needle). Depending on the substance, the needles will be faster, stronger or sharper, as well as having any special properties that the element entails (Short-Paralysis for Lightning, Burning Wounds for Fire, Mineralization of the Tissues for Earth, Shredding Wounds for Wind and Swelling of the small Canals for Water). Counts as a jutsu towards the jutsu count

#7: Thieving Needle Materialization - The user will pour a sample of any given substance into the Fugu, creating 3 thread needles, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can only be used once every 3 turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an A rank jutsu (30 chakra cost, 10 per Needle). Any substance can be fed to the Fugu, requiring direct contact with it. After the Fugu memorizes the substance (Opponent's Elements, Natural Occurring Substances, Etc), it will create needles with any special property that substance entails (Quartz from the ground, Venom from an animal, Keratin from an insect, etc). The act of sampling a jutsu it's not equivalent to blocking or hindering the jutsu in any way, thus, it needs to be blocked by any other means. Not only that but the memorization is not permanent and serves only during the battle it's set, or the or the current RP event. Counts as a jutsu towards the jutsu count

#8: Advanced Needle Materialization - The user will pour chakra into the Fugu, creating 4 thread needles, of any of the Advanced Elements the user has or a different substance the user is capable of creating, which can then be blown out at great accuracy and speed. After creating the needles, the user can shoot them right away or keep them within the Fugu for later uses. This can be used once every three turns, in which case, if there are still needles stored, they will be erased and replaced by the new set. It is the equivalent to an S rank jutsu (40 chakra cost, 10 per Needle). Regarding Advanced/Custom Elements, the needles will take form using the most basic/main form of the element (Lava will be Molten Rock, not Rubber, etc), and gain any special properties the element entails. For different substances, the user must have created it in the field before hand although it does not require contact with source, like the thieving method. The creation of this method can be done remotely, up to mid range, with one handseal. Counts as a jutsu towards the jutsu count

#9: Alternative Summoning Technique - The user is able to run blood through the fugu stick, and then blow through it. This will create a chakra needle similar in strength and speed to a normal senbon shot through the Fugu, that can be shoot up to long-range. When it contacts with a surface, it will summon an animal of the user's contract on the location. This is an alternative summoning technique, with no chakra cost or damage increase, as such, it requires the user to still post the actual summoning technique, even if it's deployment is different, and that one will still abide to the normal summoning rules. The blood smearing step is obligatory, so, any secondary ability of the Fugu will have to encompass it, such as #4, prior to the loss of physical contact with the Fugu.

#10: Density and Height Manipulation - The user is able to change the density and height of the Fugu stick at will, allowing the user to wield the Fugu like a staff, or for greater accuracy. Smaller changes such as a few cm to 2 meters, or any humanely bearable weight will not require the usage of noticeable chakra through the course of a match. Anything higher/longer (never more than the equivalent of Short-Mid range) or 5 tons will be the equivalent of an A rank, 30 chakra points, counting towards the jutsu count.

#11: Spikes Manifestation - The user is able to consciously induce the Fugu's inherited defense mechanism, creating spikes across the Fugu stick, for added damage. It costs 15 chakra, equivalent to a C rank. This can be done through direct contact or remotely with 1 handseal, up to mid-range and counts as a technique from the technique count. Likewise, it can soothe, passively, the inherit defense mechanism, allowing the user to touch or hit a target with the Fugu without manifesting spikes, for a cleaner and more fluid strike.

#12: Damage Deflection - The fugu stick is an S rank Weapon, with no inherited elemental weaknesses or strengths. It does not conduce lightning, is not affected by corrosion, and retains a normal temperature, thus cannot be affected by S rank attacks. The user is able to spin the stick, creating a shield with the same characteristics, which incorporates a chakra layer that protects the hands of the user. Afterwards, the centrifugal forces of the shield disperse the attack harmlessly, or shift the weight and momentum of the attack to deflect it. It can only protect against 1 A rank per turn, in which case it requires 2 turn cool down to be used again, otherwise simply 1 turn suffices. Counts as a jutsu. This is just in regard of a total shield, in which the user needs to protect the hand weilding the Fugu, otherwise it is done passively, mostly against blunt or sharp attacks, and taijutsu, like a normal, resilient staff, and is restricted by the user's own mastery and strength. An S ranked technique can be blocked once, deflecting half the damage, but neutralizing the Fugu for the remainder of the battle and RP event. When using the shield, the user must be aware of weight and size of the attack, and move accordingly, sometimes, even an A rank attack must be deflected instead of blocked, only to miss the wielder's body slightly

#13: Form Transformation - Transformation Technique can be used on the Fugu to change the physical appearance of the Fugu. This can be purely decorative, changing colors or similar outwards changes, or actually change the stick to other weapons, thus preventing the usage of any Needle based techniques ( #1-9 ), but retaining it's inherent properties and remaining abilities. Any sort of sharp or blunt weapon will only be as strong as a generic version of said weapon, a sword will never be as sharp and balanced as a custom made sword, but will allow the user to perform weapon based techniques with the Fugu, such as Kenjutsu or CFS the user has access to ( Like Whip Arts and the Nine Verses of Shakujo ). This utilizes an alternate handseal, which can be done with a single hand or while holding the stick and counts as 1 move towards the jutsu count. It costs 5 chakra

Note: Once shot, be it 1 or a multitude of needles, it will always count as one move, with the exception of #1, or in the initial turn of materialization, as in, the very first turn where the user spends chakra to summon the needles, shooting them right away spend only 1 jutsu, rather than 2. The fugu can only have one type of needles inside it at each time. He can only memorize one substance/advanced element at any given point and will "forget them" once the battle or the current RP event ends.
 

Alyx

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Tsura watched in disgust; mind tempted to retain battle in her favor. Needless to say; she needed to get things done as much as she could; alas she would remain merged with Ririana for a little more time, despite the timer of her control running thin fast. As such she violently suppressed the demonic persona back into her little mental castle, special chains violently erupting within the dreamscape and unmerging the persona’s. Ririana screamed; her shrieks of pain as the chains binded her back in place. “DON’T LEAVE ME!” she begged and pleaded with Tsura but her original host simply realized how much danger she was about to get into. Once this occurred, she would see the opponent with a staff in hand now a she approached swiftly trying to gain the upper hand. Seems the genjutsu duel was over, but alas. She realized her umbrella was not within her reach, thus she swiftly released a burst of chakra from her body composed of fire. This allowed Isabella to strike the fire clone instead, leading into a violent explosion directed away from Tsura as she used her enhanced movement to flip backwards in order to grab the umbrella. Once she does, she unsheathed the blade hidden within it as she took a stance, prepared to duel her opponent.

Channeling chakra into the blade; she would perform a downward diagonal slash – unleashing a powerful crescent wave of energy towards Isabella. She ran behind it, but stayed behind it so she wouldn’t run into her own technique. “Don’t die now…” she said with a smirk, Ririana’s influence still on her mind it seems.

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: +20 all genjutsu
Description: The Demonic Id is the spiritual manifestation of one's basest instincts (Id) within the Kurama clan. Because of their clan's high spiritual affinity, their mental subconscious is vastly more powerful than ordinary shinobi. This results in a monstrous spiritual entity forming within their subconscious. While this spiritual entity grants the user a greater power with their genjutsu, it also struggles with the user for dominance, trying to bring the user to succumb to their darkest desires. With training, Kurama members possess the ability to render this entity of theirs docile while still using making use of the power it grants them to a degree. However, should the user ever wish to access the full strength of their genjutsu, they may willingly let their demonic Id roam unrestricted at the risk of losing all semblance of their former self and letting the Id take over completely. Inside the user, the Id has its own imaginary makeup, consisting of a personality and a visual representation (similar to how Jinchuuriki see their Bijuu) constructed by the user's subconscious. The user and Id are capable of communicating with each other and share in each other's sensations. By default, the demonic Id is passively active granting the user stronger genjutsu (+20 damage) while remaining completely docile under the user's own will power. Should the user let the Id be unrestricted, they may do so without any chakra cost, but at the cost of a move slot. Letting the Id go unrestricted means the user and Id has the potential to take over the user's body as the dominant (and only) personality. With the demonic Id in this active state, the user also activates the Demonic Illusion: Hell on Earth that allows their genjutsu to cause physical damage to their opponents. At any time, the user may abate their Id at the cost of a turn, preventing them from losing control of themselves. However, the user's ability to subdue their subconscious monster hinges on their overall health and how long the Id has been allowed to influence the user.
Note: When passive, the user's offensive/damaging genjutsu gain +20. When active they gain access to the clan's other kekkei genkai techniques.
Note: The user may let the Id go unrestricted for a total of 10 turns, after which point, the user will lose themselves completely to the Id. Having become the Id itself, the user will be completely incapable of using anything other than genjutsu for the duration of their fight or event unless sealed (Evil Sealing Method). They also lose the ability to use 50% of their remaining chakra due to the Id's only using the spiritual half of the user's chakra.
Note: The user may subdue their Id and reset the number of turns they've used it at the cost of a move. However, to re-set the user must go without using genjutsu at all for the number of turns they had the Id active. For example, if the user had the Id active for 5 turns, they must go without using genjutsu for 5 turns. Each turn without genjutsu gives a turn back for the user to use their Id.
Note: Re-setting may only occur once, however, the user may subdue and activate their Id as many times as they are capable.
Note: Should the user's health drop below half, they become incapable of subduing their Id until healed. They may still activate it if it is not, but they will not be able to subdue it after the fact.
Note: If the Id is sealed away (through Evil Sealing Method), the user loses their passive boost to genjutsu as well and unable to use their Id until it is unsealed.
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user does a simple cresent-shaped slash at the opponent, expelling a red chakra wave.
 

Lili-Chwan

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Tsura watched in disgust; mind tempted to retain battle in her favor. Needless to say; she needed to get things done as much as she could; alas she would remain merged with Ririana for a little more time, despite the timer of her control running thin fast. As such she violently suppressed the demonic persona back into her little mental castle, special chains violently erupting within the dreamscape and unmerging the persona’s. Ririana screamed; her shrieks of pain as the chains binded her back in place. “DON’T LEAVE ME!” she begged and pleaded with Tsura but her original host simply realized how much danger she was about to get into. Once this occurred, she would see the opponent with a staff in hand now a she approached swiftly trying to gain the upper hand. Seems the genjutsu duel was over, but alas. She realized her umbrella was not within her reach, thus she swiftly released a burst of chakra from her body composed of fire. This allowed Isabella to strike the fire clone instead, leading into a violent explosion directed away from Tsura as she used her enhanced movement to flip backwards in order to grab the umbrella. Once she does, she unsheathed the blade hidden within it as she took a stance, prepared to duel her opponent.

Channeling chakra into the blade; she would perform a downward diagonal slash – unleashing a powerful crescent wave of energy towards Isabella. She ran behind it, but stayed behind it so she wouldn’t run into her own technique. “Don’t die now…” she said with a smirk, Ririana’s influence still on her mind it seems.

Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: +20 all genjutsu
Description: The Demonic Id is the spiritual manifestation of one's basest instincts (Id) within the Kurama clan. Because of their clan's high spiritual affinity, their mental subconscious is vastly more powerful than ordinary shinobi. This results in a monstrous spiritual entity forming within their subconscious. While this spiritual entity grants the user a greater power with their genjutsu, it also struggles with the user for dominance, trying to bring the user to succumb to their darkest desires. With training, Kurama members possess the ability to render this entity of theirs docile while still using making use of the power it grants them to a degree. However, should the user ever wish to access the full strength of their genjutsu, they may willingly let their demonic Id roam unrestricted at the risk of losing all semblance of their former self and letting the Id take over completely. Inside the user, the Id has its own imaginary makeup, consisting of a personality and a visual representation (similar to how Jinchuuriki see their Bijuu) constructed by the user's subconscious. The user and Id are capable of communicating with each other and share in each other's sensations. By default, the demonic Id is passively active granting the user stronger genjutsu (+20 damage) while remaining completely docile under the user's own will power. Should the user let the Id be unrestricted, they may do so without any chakra cost, but at the cost of a move slot. Letting the Id go unrestricted means the user and Id has the potential to take over the user's body as the dominant (and only) personality. With the demonic Id in this active state, the user also activates the Demonic Illusion: Hell on Earth that allows their genjutsu to cause physical damage to their opponents. At any time, the user may abate their Id at the cost of a turn, preventing them from losing control of themselves. However, the user's ability to subdue their subconscious monster hinges on their overall health and how long the Id has been allowed to influence the user.
Note: When passive, the user's offensive/damaging genjutsu gain +20. When active they gain access to the clan's other kekkei genkai techniques.
Note: The user may let the Id go unrestricted for a total of 10 turns, after which point, the user will lose themselves completely to the Id. Having become the Id itself, the user will be completely incapable of using anything other than genjutsu for the duration of their fight or event unless sealed (Evil Sealing Method). They also lose the ability to use 50% of their remaining chakra due to the Id's only using the spiritual half of the user's chakra.
Note: The user may subdue their Id and reset the number of turns they've used it at the cost of a move. However, to re-set the user must go without using genjutsu at all for the number of turns they had the Id active. For example, if the user had the Id active for 5 turns, they must go without using genjutsu for 5 turns. Each turn without genjutsu gives a turn back for the user to use their Id.
Note: Re-setting may only occur once, however, the user may subdue and activate their Id as many times as they are capable.
Note: Should the user's health drop below half, they become incapable of subduing their Id until healed. They may still activate it if it is not, but they will not be able to subdue it after the fact.
Note: If the Id is sealed away (through Evil Sealing Method), the user loses their passive boost to genjutsu as well and unable to use their Id until it is unsealed.
Type : Offensive / Defensive / Supplementary
Rank : A
Range : Short
Chakra Cost : 30
Damage Points : 60
Description :
The User releases a burst of chakra from around there body and moves in a certain direction, whether it be forward, upwards, backwards or to the side the chakra will remain where they once stood manifesting into an element to carry different effects. The Shroud of Chakra basically stays there and takes the hit whilst the user moves out the way, though the effects could be different and be advantageous especially in close range.
Raw Shadow
A Supplementary / Defensive use, the user will release a burst of chakra and move away from it. The Chakra will notmanifest into the elemental affinity and will retain the shape of the user's body producing a sort of copy like the shadow clone but it has a tiny amount of chakra to carry some sort of form. The Body can be used to take a hit or as a temporary platform as it can also be formed whilst airborne
Burning Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Fire whilst retaining the shape of the user's body, though it would explode at the user's will causing the opponent (and the user if not careful) to be blown away. The explosion as a 2 meter radius and isn't fatal, it will cause minor cuts and burns over the victim if they are caught by it.
Petrified Shadow
Good to use when the opponent is attacking you in close combat, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Earth whilst retaining the shape of the user's body a stone statue will be left behind as a defence. However it can also be used when the opponent tries to attack with a weapon or with their limbs, the earth manifesting around said weapon or limb to trap them as you make your next attack.
Liquid Shadow
Good to use when the opponent is moving towards you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of water whilst retaining the shape of the user's body, the water can either be sticky or not leaving behind a small water source or trapping a target if they manage to walk into the liquid.
Shocking Shadow
Good to use when the opponent is near you, the user will release a burst of chakra and move away from it. The Chakra will manifest into the elemental affinity of Lightning whilst retaining the shape of the user's body, the lightning will branch off from the left behind body to any target within short range and will shock them with lightning damage.

Restrictions
- Can't be use another ability in the same turn as a different one
- Usable 4 times a battle
- Requires a turn cool down after each use.
Type: Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user does a simple cresent-shaped slash at the opponent, expelling a red chakra wave.
As Tsuru burst out into a fire clone, the Nzumbe slams the fugu on the lichen ground, tiny spikes severing through Isabella's hand and spilling her blood. She is seemingly consumed by the explode before it burst out water, a mist that covers the whole terrain around them. The mist starts filling up with black roosters that cackle like hyenas, dead spirits of strange indigenous cannibals and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice

Dead... you're dead... ahahah You can't even hold on to your own mind... foool

( Ou Koukurage Kuchiyose no Jutsu: Ouhi & Ouja ) Boss Box Jellyfish Summoning Jutsu: The Baron and the Baronessa
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Point: N/A
Description: The Boss Summonings of the Box Jellyfish Contract are Maman Brigitte, the Baroness, and Samedi of the Crossroards, the Baron. They rule as Queen and King of the Archipelago. They are great box jellyfishes the size of a human, but their greatest strenght is the thick mist that comes forth with them, covering a great portion of the battlefield and throwing off chakra sensing techniques. It is their realm, and carries a strong genjutsu, A rank in strength, as it is filled with their chakra. Mama's Realm, which is filled with Maman's chakra, makes the opponent hear obscenities coming from a female voice, without being able to detect it's origin. Anyone trapped within her mist is flooded with images of black roosters, dead spirits and a burning taste and smell of rum and red peppers, all rounded and perverted by Maman's voice as if mocking them and the ones they lost. Samedi's Realm, which is filled with Samedi's chakra, makes the opponent hear continuous swearing and filthy jokes coming from a nasaly male voice, without being able to detect it's origin. Anyone trapped within the mist is flooded with images of skulls and top hats, dead spirits, a burning taste and smell of rum and tobacco, all rounded and perverted by Samedi's voice as if mocking them and the ones they lost. Light enough to swim through the mist, they take advantage of the confusion of their opponent to strike from behind. This takes the concept of a living Genjutsu, of a mist, a summon and, genjutsu mixing together. The genjutsu constantly shifts it's chakra signal, making it so that it adapts to any shifts in the opponent's chakra flow, making this a constant genjutsu even if the opponent is able to constantly shift his chakra or body, as long as the opponent is in the mist, mid range from it's creator.

*The thick mist can't be broken or pushed away by anything lower than one rank bellow it's rank, the mist being A Rank. This is because of the consistency of the mist, battling against the power of the wind/scattering agent*
*The mist Mid-range from Maman or Samedi throws off Natural Chakra gathering, preventing Sage Mode Users from gathering enough to break the Genjutsu. This has to do with the organic properties of the mist being so tightly woven with the animal's own sustenance and habitat, which throws off and severs the connection of the targets with the battlefield.*
*The genjutsu strikes mid-range from Maman Brigitte or Samedi of the Crossroads, despite the mist covering up to 30 meters radius. It works by physical contact with the water particles carrying their chakra*
*Any means of countering an A rank Genjutsu are fair game once the opponent is out of range from Maman or Samedi. Otherwise, the user must counter the mist or it's creator in order to be able to release from the genjutsu (the later being a method or releasing the genjutsu itself)
*No paralysis type effects are achieved, its a technique that creates false surroundings*
*Both are unable to preform any Elemental Jutsu*
*Can only be used once per battle, summoning either one or the other. Both bosses can't be summoned at the same time or both in the same battle.*
*Lasts 4 turns*

As the Nzumbe spreads across the plateau, hidden by the mist, Maman excretes a large cubozoa made of venom, that she controls to wrap around you, its tentacles impaling through your legs and arms in succession.

(Kouton: Pishari ) Box Arts: Fa'ataupati
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user secretes a large amount of venom, which assumes the shape of a big jellyfish. Then the user is able to control the jellyfish with a conjunction of various slap-like motions, gestures, making the jellyfish move (Up, Down, Sides, back, Front) and even change in shape (Become taller, blunter, sharper, bending, etc), in a large area around the user, up to Mid-Range around the user. The jellyfish can move as fast as the user can move. The jelly can be separated into up to 5 smaller jellyfishes.
*While controlling the venom, the user can't preform other jutsus except Taijutsu*
*The venom can be controlled for 2 turns, after which it falls motionless*
*The jutsu can only be used twice*
*Human summoners have higher resistance to the poison, but are not immune*
*Can only be used by Boxes*
 

Alyx

Supreme
Joined
Aug 17, 2011
Messages
22,756
Kin
805💸
Kumi
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Trait Points
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Tsura watched in complete silence, having approached the umbrella in time as the woman summoned something. What she can only make out as…mist? However, her mind seems to be being toyed with as she sensed the chaos rummaging throughout her mind once again. They never learn huh, as the thoughts that ran through her mind. Whatever the case; she simply surged her body with the use of her solar wind chakra – as she brought both hands together. The initial surge would momentarily free her from the confines of the illusion; but afterwards as she spreads both arms apart, she unleashed a violent burst of green energy. This spread across the terrain as swiftly as it came, drying up the moisture of the mist and leaving it nothing more behind. However, Tsura was careful in what she wanted to do considering who the opponent was. Thus, with her initial hand seal, she utilized another one – as a spiritual parasite it deceptively attached to the solar wind. Due to the chakra of the Baroness being attached to the mist, it would immediately latch onto her.

This parasite would render all of her innate abilities or active ones to come to be rendered one rank lower than normal. As such should the illusion be reset via the mist, it would simply be rendered unable to work due to Tsura’s innate immunity to lower ranked illusions. As such; if the venom familiar is created still – the venom would evaporate, burning it alive. However; Tsura will bite her thumb; immediately summoning forth another parrot, namely the Queen of Altorio. “Ahh mi amor, how are you!” she said cuddling onto the summoner of hers.

Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.
Rank: S
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Iris Gloriosa is a beautiful rainbow colored macaw with Fire, the queen of Altorio. She is half the size of a normal Summon Boss, although having a rivaling sized wingspan. Twice per battle, she is able to run her fire chakra through her feathers, creating a burning light of multicolors, flashing her opponents and stealing their sight, not through chakra but through the light alone (Not a genjutsu). Her fire jutsus display a strong rainbow glow, burning brighter than normal fire, although at a much weaker effect than her blinding flash, without any added strength. She speaks with a very soft and joyful brazilian accent, like a royal lady, yet very playful and youthful.
*Can only be summoned once*
*Lasts 4 turns*
 
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