Open Fight

Goetia

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Open, official, mid-range, LoK's R&R. I'll be using Ozymandias. Only a couple of the Fuuin techniques are outdated, and as current head of the clan, I'm able to use all currently approved CCJ. Post your bio and you can have the first move. We'll be fighting in the bottom of a ravine, the cliff faces to our sides being 15 meters apart.
 
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BusinessManTeno

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I hope this will be fun.

____

The ravine was beautiful indeed. Fuego decided to take upon the invitation of somebody who was looking for a fight. Similar to his elder sister he too loved a nice spar from time to time. Meeting up at the bottom, he spot his opponent. Dashing fellow he was, but not better than himself. With his Mechanical Arm wrapped in bandages. He dont waste any time.. but before he starts he ask.. "Whats your name, Warrior?"

Fuego starts off by taking out his sword from behind him, as he channels chakra into the blade. Converting the chakra into sound, causing the sword to be infused with sword he would launch the sword in the direction of his opponent. As the sword reaches a five meter peremeter of the opponent, it would give off a very loud screech that would throw the balance of his opponent off. This would make them dizzy, and unfocused. Following behind the sword is a destructive force, causing blunt damage even if dodge or blocked unless dodged out of five meters or countered as a whole.

(Sandangamae Kyouhaku: Kōtō San-Ban) Triple Threat Blade Style: Soaring Thirds
Type: Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: This technique is a very powerful technique, and very difficult to dodge but doable. The user will channel Sound Chakra into their blade. Once done they will launch their sword at their opponent with great force and haste. As this is done, it lets off a powerful screech, enough to throw the opponents equilibrium and sense of balance off within a 5m radius of the sword, causing the opponent to lose balance, making it difficult to perform intricate evasive maneuvers, or string together handseals within this area of effect. Just like all Triple threat blade styles, as the sword is launched off, a powerful sound shockwave follows in its wake of the sword, destroying anything within short range wide behind the sword.

Note: Cant use any Sound Jutsu above S-Rank in the same turn.
Note: No other CFS Jutsu in the same turn as this.
Note: Can use a max of 4 times.
 

Goetia

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Active/updated techniques, for reference:

Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.




The one before the pharaoh was certainly eye-catching, his long mane of hair and forehead tattoo being the most distinguishing characteristics. He asked for the pharaoh's name, and so he would have it. "Ozymandias." he replied, in a tone oozing with gravitas. Watching as the opponent drew their weapon, throwing it towards him with great strength, the pharaoh reacted nonchalantly, raising an arm and swinging it upward, as if tossing something into the air. In doing so, he generated a solid construct of Dendera Light, shaped into a trident, that would fly towards the sword. Empowered by Ozymandias' armour, Sekhmet, as well as a separate infusion which boosted its speed considerably, both applied within the same timeframe as its creation, the construct would smash the sword aside long before it would reach the pharaoh, and continue towards the opponent. If left undefended, he would be skewered through the stomach by the trident of Dendera Light, and sent staggering backwards a few meters if not knocked to the ground.

Type: Offensive / Defensive / Supplementary
Rank: D - S (A + 1 = S)
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.

Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively (same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.
 

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Fuegoleon noticed that something was being made, that took the shape of a trident, and without further noticed it launched directly at him, powering through and destroying his sword in its path. This was a great time to actually set up for something greater down the line. Biting his hand drawing blood he slam his hand on the ground causing a casket to rise up from the ground (Similar to edo). Doing this would protect Fuego himself from the trident causing it to attack the casket instead. Once done, A woman like entity (Maria) will come out and immediately begin to sing. This will induce a powerful sound genjutsu that cause unbearable pain that will cause muscle paralysis due to the pain.

(Kuchiyose/Ototon Genjutsu: Carte Garte) Summoning/Sound Illusionary Art: Carte Garte
Type: Supplementary | Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-40 per turn)
Damage: 80
Description: This technique dwells in releasing high sound frequencies into the opponents brain via their ear canal, being the brother technique to Magdala Curtian, by casting them into a painful genjutsu. The user will draw blood (by biting their thumb or whatever means) and smearing it on their palm, following right after the user will clap his hands initiating a summon causing a large box/casket emerge from the ground around the user in an upright position, being the "Grave of Maria" The casket is very sturdy and durable being able to sustain damage up to S rank unscathed. Once the casket fully emerges, a singing lady will emerge out of the box/casket producing an hymn from her mouth that is directed into the ear canal of the opponent inducing the genjutsu. As the opponent hears the singing/hymn from maria, it will release sound waves that produce a very high sound frequency in their ear that will cause a excruciating mental strain in the opponents head causing unbearable pain. This will not only serve as decoy but will result in muscle paralysis as the hymn is being sung, still causing pain towards the brain region, sounding like a very loud screech in their brain they cant get rid of. If grave of maria is summoned before hand for the other technique, the user is able to switch hymns without needing to summon her over again. Due to grave of maria being real and not a genjutsu, if she is attacked or destroyed the genjutsu is released/stopped

Note: Can use twice with a 4 turn cool down
Note: Last 2 turns before it ends
Note: If the opponent dont escape this jutsu by the end of the second turn, they will pass out due to a huge mental strain
Note: No other genjutsu in the next two turns
Note: No sound jutsu above A rank after the turn this is used
Note: No sound jutsu as this technique is being used
Note: While active this constantly takes up one of the three jutsu per turns.
Note: Switching hymns between the brother technique (Magdala Curtain) counts as a move but dont have to worry about summoning.


As this goes on, Fuego do a set string of handseals, causing clouds to form above the sky. This would cause it to rain infused with Fuego chakra inside. This would allow him to have a secondary form of sensing outside of the normal. It was weird cause the Rukh around this person was yellow.. but his attitude gave off different vibes.. Either way that didnt matter much. With blood already drawn he slams his hands back on the ground, causing four harpoons to protrude from the ground in a square formation around you, reaching six feet high. Once reached, Fuego would direct each harpoon to strike the opponent. One in the head, one in the chest, one in the torso and one in the left leg. (Random place. lol) with an attempt to kill him. If this guy was as good as he made it out to be, this would be light work.. but what was to come would be even more dangerous.


(Suiton: Ukojizai no Jutsu) - Water Style: Rain Tiger at Will Technique
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15
Damage: N/A
Description: A perception ninjutsu, allowing one to freely manipulate rain infused with the user's own chakra after waving the Bird → Rat → Ox → Monkey → Rat → Snake handseals. The rain falls from rain clouds, formed with the users own chakra. During this technique, the falling raindrops are closely linked to the users senses. When the rain is obstructed by a chakra belonging to someone the existence of the target can be detected. The rain will keep on falling until the user uses the seal to cancel it.


(Ensui Katatsumuri: Shita Koudoutai) Cone Snail Art: Tongue Of Zodiacs
Type: Offensive | Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: This is one of the common techniques of the cone snail family, with shell of solitude being the defensive cone snail art, this would be the offensive one. The user first draws some blood from a finger, then either makes a single handseal or slams the bloodied hand on the ground. The resulting phenomenon calls forth the tongues (Harpoons) of the cone snail family from their body or the ground. If it is used from their own bodies (via a handseal), they cause the harpoon to launch from anywhere from their torso, the palm of their hands, their legs, mouth (just nowhere that wouldnt make sense like the eyeballs, or the neck, etc) towards the opponent, or can be used for supplementary purposes. Or the user can slam their hands on the ground summoning fourth harpoons from a summoning seal below the target impaling them. The unique thing about this technique is they are coated with toxins that even if it grazes the opponent, the effects kick in. This would be one of the mild toxins of the cone snail family of course. The toxin once enters the stream would cause the opponents body to be really fatigue, restricting them from using jutsus that require focus (mental jutsus, S rank and above) Though it is not lethal. The harpoons must be summoned outside of a three-meter radius around the opponent.

Note: Can only be used thrice per battle
Note: The harpoons are roughly the size of a kunai and strong enough to neutralize earth of equal rank
Note: Has a two-turn cooldown.
Note: The user can create up to 4 harpoons at one time, splitting the rank of the jutsu.

 

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As the trident flew towards its target, Ozymandias noticed the opponent biting his finger and slamming his palms to the ground, summoning a casket of some kind to deflect the Dendera Light. He remarked internally on its sturdiness, observing his Dendera Light smash into it and leaving naught but a scorch mark on its exterior. As the casket opened, revealing its contents, Ozymandias watched keenly as a woman slowly leaned out from within, and unleashed a horrific screech that would surely shake any unsuspecting person. However, it appeared to do nothing more than screech, and it was the lack of any immediate effect which led Ozymandias to believe that the technique was designed to cast an illusion on him. As a Surgebinder, the Prana within his body automatically nullified Genjutsu before they could take effect, rendering the summon as nothing more than a nuisance. His brows furrowed slightly, unamused by the fact that the one before him elected to fight using deceit and sleight of hand.

Forming a single seal, Ozymandias channeled his chakra throughout the ground upon which both combatants stood, converting it into a courtyard of ash, lined with lances and other sharp implements at its perimeter to prevent escape. In the same timeframe as the courtyard's creation, Ozymandias bolstered its power through an infusion of chakra, making both it and its skeletal familiars more dangerous. Two skeletons would emerge on each side of the casket, placing their hands on the casket as they rose from the ground and violently exploding, whilst two others would appear on each side of the opponent in a similar fashion, mere centimeters outside of short-range. They would rush towards him in a manic frenzy, igniting and exploding once within a meter distance of him. With the man's summon neutralised, and he himself lying prone on the scorching courtyard of Gladsheimr, Ozymandias flushes the gourd secured on his hip with chakra, releasing a moderate amount of Osmium. In doing so, he creates a lance of black minerals, two meters in length, that hovers beside his head. Upon mental command, the lance flies straight towards the face-down opponent, piercing his skull.

Type: Offensive
Rank: S
Range: Short - Mid
Chakra: 40 (-10 per turn)
Damage: 80 + 20 = 100
Description: Forming a sequence of 3 seals, the user will draw on a large amount of chakra and disseminate it throughout the ground. The surface of the ground will be converted to ash, generating a large demonic courtyard. The structure itself is 15 meters tall and covers 15 meters in every direction across the ground, filled with lances, spikes and other sharp objects of varying sizes which line up along the perimeter of the jutsu, half a meter from the edge of the ash-based floor. On one side of the technique, there is a large gate overshadowed by a larger skeleton, which is the only part of the technique which is 15 meters tall. The ash structures which compose the jutsu are solid, and whilst the structure itself cannot combust through any means, the ash that composes it is heated, meaning that whilst it is active on the field, it will cause burn damage should one make contact with their bare skin (15 damage in moment of contact). However, this is not the only feature of the technique. Each turn, a wave of smaller skeletons, each the size of a fully-grown adult and made of ash, will passively spawn from the structure itself. They possess a limited extent of autonomy, which allows them to act by user instruction or independently. They can pursue a target(s) at running speed equivalent to the user’s base speed, and upon reaching them, they will self-destruct, each individual skeleton causing a short-range explosion. Unlike the original structure, these skeletons are capable of combustion and exploding. Individually, they are easy to deal with, but are highly dangerous as a collective, especially if their numbers build overtime uninterrupted. The strength of each individual skeleton is divided amongst the total number of skeletons that spawn per wave, with their combined strength being equivalent to the current strength of the courtyard e.g. the S-Rank courtyard can generate four B-Rank skeletons per turn. Each skeleton will last for four turns after the turn in which they are created. Once the jutsu expires, whether naturally or being neutralised by another technique, the courtyard and spawned skeletons will lose their form and crumble harmlessly, creating a large deposit of inert ash, and the user must wait a single turn before using this technique again. This technique lasts for four turns and can be used twice per battle. No Fire above A-rank for one turn after this ends.

Type: Offensive/Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: +20
Description: This technique allows the user to produce a quick burst or stream of particles of ignitable earth, not at all dissimilar to that of the 'Molten Earth Wild Eruption Technique', from either their body or the ground. The produced rocks and particles are designed to funnel into a flame and, on account of their inherent structural and molecular instability, forcefully explode. This will essentially empower the fire technique in two ways; firstly the surge of flammable earth into flames will add to the bulk of the fire attack, creating a combo of fire, molten earth and flaming rock. Secondly, is that the explosive force of the rocks will directly influence the host fire technique - resulting in a powerful chain explosion. Essentially, this technique will turn basic fireballs into expanding maelstroms of rock and flame, pillars into erupting geysers of molten earth and fire, and so on, greatly enhancing the lethality and danger factor of the offending technique. As this technique has no independent usages of its own, it can be used within the same timeframe as another jutsu.

Note:
- This technique cannot be used on consecutive turns, and when used, the user will be barred from other Earth jutsu A rank and above for the rest of the turn.
- This technique can only be used 3x.
- Is effective on inflamed substances, and fire KG/CE too (within reason and logic).
-Can only be used with S rank and below techniques.

Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. In order to perform Osmium techniques using this premade reserve of the element, the user only needs to flush the container with the necessary amount of chakra, and they can control the element as they see fit. This is considered an alternative method of using Osmium techniques, and thus they are not considered as passive unless stated in the original technique, and usages of Osmium techniques through Unfinal Shapes count towards usage limits. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power and any other properties described in the technique, simply requiring that the user expend the stated amount of chakra. Osmium techniques made from the reserves carried on the user that are neutralised in a clash with other techniques, or by other methods, will be resealed into the gourd, unable to be used for the remainder of the turn of neutralisation, as well as the subsequent turn. Use of Unfinal Shapes requires that it be posted in the user’s bio, or at the start of battle.

Type: Offensive / Defensive
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the creation and manipulation of Osmium in the form of constructs, made by condensing the individual grains of the element. The element can be created from the terrain itself, manifested within the air, or drawn from existing structures of Osmium on the field. The element cannot be made within short-range of an opponent, unless the user is within short-range, then it may be created anywhere outside of a meter from the opponent. As opposed to the Blood of Oryx, the constructs deal damage by way of smashing through a target, using great weight combined with the sharpness of Osmium grains. Maintaining any usage of the element beyond the turn of initial creation requires 10 chakra points per turn, with A-Rank applications lasting up to 4 turns(3 for S-rank). The element can be manipulated through mental control or physical gestures. The S-Rank usage may be performed up to 4 times per battle, rendering the user incapable of activating Osmium techniques in the next turn. B-rank version requires one handseal, increasing by one handseal per rank.
 

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Fuego decided it was best that he didnt interupt the guys movement... Meaning, He would continue with his rain making... But this would come at a cost... It would trigger the explosion next to him. Doing this would throw him back a few. After doing so, greatly harmed, on the ground, he noticed a shadow on the ground.. Something was above him.. Before he could make a decision, he began his technique while Oathkeeper activate, activating the medical portion.. curing him by +15. Right as the thing pierced his skull, the technique was already set up. One would think he died but that wasnt the case.. Without a moments noticed Fuegos body began to open.. revealing another Fuego coming from his mouth. Covered in mucus, Fuego had set up to rebirth himself.. Completely unharmed but not full on HP. But that was okay.

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

(Seiyaku-sha) Oathkeeper - Passive
Type: Weapon
Rank: N/a
Range: N/a
Chakra: N/a
Damage: N/a
Description: Oathkeeper is a an mechanical arm that was molded and created for Hakuryuu who lost his arm in a ninja war. Oathkeeper is molded to replicate Hakuryuu arms and does all the functions of a regular arm, as its connected to his nerves. This arm is made from some of the hardest materials thus makes it incredibly sturdy, with enough strength to punch through a wall. Oathkeeper is wrapped in wood bandages, giving it a wood look. Some may even think its made of wood but its not. Oathkeeper is a rare weapon cause it acts as an extender for jutsus. The arm has three seals on it, which layers on top of each other but still have different functions. The seals are labeled, Mind, Body, and Spirit and have different triggers. Mind is a seal that is triggered when any form of mental based technique is casted onto the user. The seal will release, flooding and surging the user with chakra, breaking the mental attack. Body is a seal that is triggered once the user takes 80 or damage. The seal will release activating a psuedo medical mode only healing by +15 per turn, while also giving an increase in speed by +3 and taijutsu/kenjutsu by +15. Lastly is Spirit, which is a seal that is triggered once the user use 25% of their current chakra cost. Doing this, will spike the users chakra into their direct chakra nature giving them an increase to their ninjutsu. This is only specific to certain fields, for an example, If they were a Uchiha it would increase their Dojutsu techniques, if the user is a KG user it will increase their KG, or if they are a custom clansmen it will increase their custom clansmen style ninjutsu. Though it only increases techniques by one rank or if its S rank or above, by +20. This can only be applied to one field for the duration of the seal activation. Once the seals are used (if they are ever used) the arm will simply be used as a replacement of a regular normal arm. Just strong and sturdy


Note: Once the three seals are gone, the arm just acts as a regular replacement arm
Note: Seals Are passive when active and must be activated if conditions are met.
Note: Mind Seal last for one usage, Body and Spirit last for a max of 4 turns before dispersing.

As this happens, Fuego claps his hands together, causing a pink cone snail to appear on his head. Due to her nature she would stick to his head. "Lady Libra.. Sorry I called you on the battle field so Abruptly.. But I need your help" Fuego said to the cone snail. "Of course. I will always help my master in the time of need." She responded. This eased her mind. Now He was going to get serious. Fuego thought of a reason why the genjutsu didnt work, but realized that the person was likely immune.. This was problematic but he had way more than Genjutsu under his belt.. He didnt even use a portion of it. Pointing his finger infront of his opponent, be snap his finger. Doing this a sound bubble would appear behind his opponent unnotice. As the bubble form it would violently pop. Even if his opponent was to dodge it, the vibrations would be harsh enough to call violent internal vibration dealing damage. At the same time, Fuego would launch at the opponent at an arc.

(Ensui Katatsumuri Kuchiyose: Tenbin-za) - Cone Snail Summoning: Libra
Type: Summon
Rank: B
Range: Short
Chakra Cost: 20
Damage Points: N/A
Description: Libra is one of the most unique cone snail, with the most unique ability with an a belief and mindset to balance the scales of power. She stands roughly stands 20cm high, and 10 cm long (The shell is included in the size). Once the user claps their hand initiating the summon, she will appear on the users head or shoulder, depending on the users choice. Her regular body is pink though you can never see her full body as its attached to the shell, you can tell by her eyes as they stick out from the shell along with her mouth. Her shell is a dark green color with white symmetrical lines all down her shell with the libra symbol (♎) on the side of her shell. She has an extremely high pitch and powerful voice speak which she speaks fluent english. The shell takes the shape of a cone and is very sturdy but unlike most cone snails, her size give her an disadvantage in both defensive and offensive powers, giving her immunity to C rank and below elemental techniques and up to B rank Taijutsu (Excluding EIG Techniques) when she withdraws into her shell, this being her defense (This is excluding all techniques that come from below as she is vulnerable to all attacks from below due to her shell not covering her bottom half unless she fully withdraw into her shell). Just like every cone snail she has a harpoon for a tongue hers being twice the size of a senbon but due to her size it does not have great offensive capabilities, only being B-rank in strength (Still able to pierce the human bones with ease) But she fully makes up with, with speed. Allowing her to launch her harpoon (Tongue) towards an opponent with great speed (Sage-rank). The toxin from her harpoon is a rather slow acting one, and does not serve to kill or immobilize the target but deliver gruesome amounts of pain. As such, each the slightest of touch with the harpoon by an opponent can be dangerous as it completely swells up the area that is targeted, preventing the target from adequately moving that particular limb or region. Besides there general passive abilities, Libras unique powers lies within its aid to the user. Being the only other cone snail with access to an elemental affinity. Thus she is able to harden her shell increasing her damage immunity by one rank (but decreasing the damage immunity by one rank to Lightning). The special thing about Libra is her ability to use the added weight and light weight jutsu. The cone snail, as she lays on the user, will insert her earth chakra into them. Increasing the user's weight will halve their speed, but boost their Taijutsu damage by one rank. On the other hand, decreasing the users weight will double the user's speed, but decrease their taijutsu by one rank. Using the weight decrease can be used to dodge attacks while also the cone snail is able to freely use this ability as well as bring the users weight back to normal.

Note: Can stay on the field for up to 4 turns.
Note: Libra can only fuel chakra into the user once per turn.
Note: The earth techniques count as one of the user's 3 turn.

(Ototon: Shu Ranmyaku) Sound Style: Lord Of Chaos
Type: Offensive | Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Lord Of Chaos or sometimes spelled "Kaos" Is one of the signature styles of the sound style that the user uses utilizing only the snap of their fingers to initiate the technique. Overall the user by snapping his hands release sound chakra in the shape of a bubble that violently explodes. By pointing their finger in the direction they want the bubble to be made at, the user will snap their hand causing sound to take a translucent and transparent (Looking like a distortion in the air) circle shape next to the opponent, which will quickly explode dealing a very high pitch screech enough to damage said person ear drums distorting said person vision while causing the screech to vibrate on said opponent body causing a violent reaction to their bones dealing damage that way as well Another way the user can use this is The user will snap their fingers in the direction of a technique causing tiny sound bubbles to form inside (If its water or anything that can be penetrated) or on the layer (such as earth etc) which will then quickly explode, destroying said technique. The great thing about this technique is that once the sound orbs explode they let out a very devastating screech, bursting the ear drums of anybody within 3 meters of the explosion causing them to go deaf for 3 turns and -30 due to the eardrums bursting..
Note: Cant use this technique back to back
Note: No sound jutsu above A rank in the same turn
Note: Can only be used 1 meter and beyond from the opponent
The Damage come from both the screech and the vibrations from the sound to the opponents body.
 

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The sight of Fuego's prone body, with a large lance of Osmium lodged in its head, initially led Ozymandias to believe the fight was over. But as its mouth opened up, and a body began to claw its way out onto the field, the Surgebinder's expression creased in mild disgust. Unlike the original body, the one that had emerged from it appeared to bear on injuries whatsoever. An impressive healing ability, it seemed. As Fuego had fully slithered out from his old body, more ashen skeletons had been created from Gladsheimr, all four surrounding him in a square formation, short-range from him. They would immediately rush towards him, and would violently explode once within a meter of him, as the other two had previously. As the skeletal familiars had begun to encroach on Fuego, Ozymandias formed a single seal, tapping into the ash that formed the courtyard. In doing so, he would manipulate its shape, creating shackles out of the ash that would attach themselves to Fuego's wrists and ankles, holding them in place so as to prevent him from forming seals or even moving. Unable to continue with his planned course of action, the skeletons would continue running towards Fuego, exploding once within range. As an added measure, Ozymandias would raise an arm, creating a large construct of Dendera Light in the shape of an ankh, with points as sharp as steel on both its stem and arms. Lowering it, he commands the construct to descend, causing it to fly downwards upon the opponent and smash the area where their body would be. Empowered passively by Oymandias' armour, it would serve as a powerful follow up to ensure that that deed was done, in the chance that the devastating explosion from the skeletons was insufficient.

Type: Offensive / Defensive / Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A (same as targeted technique)
Description: This technique is not one that is intended to directly produce or empower fire, but rather, to exert total control over and manipulate pre-existing fire on the battlefield. By tapping into the chakra within a fire technique of the user’s creation and making three handseals, they can harness it and thus directly control it through hand gestures and movements, identical in principle to how the individual fireballs of the Phoenix Sage Fire technique are controlled through their individual chakra masses, and more. For example, the technique could be used to change the trajectory of a fire technique they released that would ordinarily miss due to the opponent evading it, or manipulating a fire technique to branch out and attack. Alternatively, the user could take control of one of their techniques and manipulate it to clash with an opponent’s jutsu. This accounts for the most rudimentary and basic application of the technique. The ability to control jutsu on the field is not merely limited to manipulation of trajectory, but the ability to reform the very structure and composition of the technique itself. Harnessing the chakra within a fire technique, the user is able to apply shape manipulation to it, allowing them to alter the composition and form of the technique. For example, breaking the Great Fireball technique into two fireballs instead of one, and performing shape manipulation to give them the form of weapons. It is also possible to merge components of a technique, even entire techniques themselves, into others using this jutsu. Instead of the chakra mass being broken apart into separate pieces, the individual pieces of chakra are compounded into each other to form a single one. The technique(s) being acted upon will behave according to its new rank (e.g. A-Rank + A-Rank = S-Rank, B-Rank/2 = C-Rank). Whilst this technique is in use, the user can only perform fire release jutsu and elements that have fire as a component.

⇒ Usable 4x per battle
⇒ Usable once per turn
⇒ Control of a technique/usage of this jutsu lasts for the duration of the turn that it is used in.
⇒ Can only be used on one technique per usage

Type: Offensive / Defensive / Supplementary
Rank: D - S (A + 1 = S)
Range: Short - Long
Chakra: 10 - 40 (-10 per turn)
Damage: 20 - 80
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.

Type: Weapon
Rank: S
Range: N/A
Chakra: N/A (-10 per turn)
Damage: N/A
Description: Sekhmet is the name of a goddess of war in Egyptian mythology, and in her name, a unique set of ornamental armor was created. It is not so much designed to protect, being more decorative than practical in this regard, but rather, its true purpose is to enhance the user’s offensive capabilities. The pieces of armor on the upper body include a circular band which fits around the shoulders and over the chest, arm bands which fit over the triceps, gauntlets which protect the user’s entire forearm, as well as the top of their hand, and bands which wrap around the back and partially over the user’s abdomen. An intricate set of bands, plates and rods sit securely on the user’s waist, with smaller bands on the user’s ankles and near the toes. The armor will easily protect the user from freeform attacks, such as that of basic tools, but is ill-suited to defend against proper techniques. In the process of the armor’s creation, Dendera Light was infused into the pieces through Fūinjutsu. In battle, the energy within the armor pieces is passively unsealed and imbued within the user’s Dendera Light techniques, which results in their empowerment. Functionally, this translates to an increase in power by an additional rank, effective on techniques up to S-Rank, with jutsu above this gaining an additional 10 points of damage, as well as the technique being granted an additional 10 points of chakra. The chakra drawn into the armor from the user fuels not only its augmentative capacity, but an entirely separate ability as well, one that is more defensively-oriented. That is, a translucent barrier that is invisible to the naked eye (though detectable through sensory, Dōjutsu etc), that upon detection of any object that enters or appears within its perimeter (the barrier has a 5 meter radial area), it will unseal the energy within the gauntlets and manifest it upon that object in order to destroy it. The strength of the elemental energy drawn on by the barrier will be proportionate to the object it attempts to neutralise, reaching a maximum of a base S-Rank technique. In the case of enemies themselves, it will instead manifest as a spherical bubble of S-Rank energy only slightly bigger than the invader, intended to restrict their movement. The bubble will not move from where it spawns, making it necessary for an opponent trapped within to destroy it before they can resume movement. The barrier's detection is passive and active at all times, though the energy bubble/technique-destroying surge that the barrier creates costs a move, being instantaneous in nature, and can only be done four times per battle in total. The user is able to perform other techniques and actions simultaneously to the barrier's energy projection. Naturally, the user will be notified of anything foreign the barrier detects as well.
 

BusinessManTeno

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As Fuego slither out of himself, he noticed the Ash that was on the ground before start to form once again. Doing this he noticed The ones made into skull start to rush at him. Doing this, He decided to simply stand there. As they came towards him before exploding, a Borg Instantly erected from around him. This is the Rukh that protects him from any evil or damage. (Since you made 4 of them and had two attack, then it would be B rank damage each). Doing this, he saw what seemed to be constructs being made on the ground too. Using the borg to levitate into the sky, out of reach from the opponent. He decided to go on the pure offensive.

Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.


As this happens, he activate his Djinn Equip, Causing his clothing, and everything to change. Taking the clothing of pink armor with two horns around him. With a six figured star on each side of his hand. The Rain continued to pour down on himself. Now ready for true battle. Extending his hand, he caused a large bird with a very sharp peak to emerge from his hand made from Tungsten. This bird would attempt to ram into the opponent with intention of impaling them with ease. Skewering their body. (For Image purposes.. IT look likes peins Bird )


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

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

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

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


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

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

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


(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type: Offensive | Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, while A and S rank dimensions are tripled, meaning they can reach 30 meters high and 15 meters wide thus not being limited to what the user can create by imagination but must be reasonable.

Note:
Note: S rank can be used twice, A rank can be used three times
Note: A-rank version requires two handseals, while S-rank version requires three
Note: Must wait 1 turn to use tungsten again if using A-S rank version of this
 

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As Fuego slither out of himself, he noticed the Ash that was on the ground before start to form once again. Doing this he noticed The ones made into skull start to rush at him. Doing this, He decided to simply stand there. As they came towards him before exploding, a Borg Instantly erected from around him. This is the Rukh that protects him from any evil or damage. (Since you made 4 of them and had two attack, then it would be B rank damage each). Doing this, he saw what seemed to be constructs being made on the ground too. Using the borg to levitate into the sky, out of reach from the opponent. He decided to go on the pure offensive.

Kariru ✽ Borg
Type: Defensive | Supplementary
Rank: A
Range: Short
Chakra: N/a (-30 for initial use, -10 for each usage afterwards)
Damage: N/a
Description: Borg is the only technique that acts on its own, as it responds to the rukh around the user if they are in any danger. Once an attack is launched towards the user, in order to protect the user, the rukh will respond and form/erect a borg, or what others may perceive a barrier yellow in color. The borg only reacts to non rukh techniques, meaning it wont activate if fighting against somebody of the Djinn clan. The borg expands several feet outwards in all directions, protecting the user from oncoming threats. This allows for attacks of equal rank or below to be easily defeated. This technique can be used without the automatic activation, being used as a means of transpiration, allowing it to float and/or soar through the air by controlling it.
Note: Follows the Strength and Weakness Of The Djinn Clan
Note: When active, it always use one of the users turn and lasts up to 4 turns. This can be used up to 5 times a battle.


As this happens, he activate his Djinn Equip, Causing his clothing, and everything to change. Taking the clothing of pink armor with two horns around him. With a six figured star on each side of his hand. The Rain continued to pour down on himself. Now ready for true battle. Extending his hand, he caused a large bird with a very sharp peak to emerge from his hand made from Tungsten. This bird would attempt to ram into the opponent with intention of impaling them with ease. Skewering their body. (For Image purposes.. IT look likes peins Bird )


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

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

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

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


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

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

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


(Tungusuten: Tentei Souzoubutsu) Tungsten Release: Deity Of Creations
Type: Offensive | Defensive
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: This is a very simple technique where the user releases his tungsten chakra from his body or the ground, creating weapons or techniques to their liking's. The weapons and technique can range from walls, spikes, pillars, swords, etc. The techniques used can not exceed the diameter of 10 meters high, and 5 meters wide, being somewhat limited, while A and S rank dimensions are tripled, meaning they can reach 30 meters high and 15 meters wide thus not being limited to what the user can create by imagination but must be reasonable.

Note:
Note: S rank can be used twice, A rank can be used three times
Note: A-rank version requires two handseals, while S-rank version requires three
Note: Must wait 1 turn to use tungsten again if using A-S rank version of this
As agreed, your bio was hit by the explosions of the skeletons and its HP has hit zero. I'm continuing as if your bio's body is still intact.



The explosions rocked Fuego's body violently, having ripped straight through the lime yellow shield he erected to defend himself. Once again, he lay crumpled on the ground, motionless. But given the events that had occurred prior in the battle, Ozymandias didn't drop his guard, aware of the possibility that the man would have some way of surviving the great blow. Without any method of predicting or ascertaining the nature of such an ability, the safest bet for the pharaoh was simply to apply more force. More skeletons materialised on the border of short-range around the prone Fuego, rushing towards him immediately. At the same time, Ozymandias raised his arm, generating a large shimmering bolt of Dendera Light, empowered by both Sekhmet and a separate infusion. The pharaoh lowered his arm, causing the electrical energy to descend upon the prone Fuego. Once within a meter of their prey, the skeletons would explode on his body, whilst the Dendera Light would crash down on Fuego, the combined force of the attacks completely obliterating his body, leaving little behind.

Type: Offensive / Defensive / Supplementary
Rank: D - S (F)
Range: Short - Long
Chakra: 10 - 40 (50) (-10 per turn)
Damage: 20 - 80 (90 + 30 = 120)
Description: Primordial Abyss encompasses the most basic applications of Dendera Light Release in its wispy, intangible state of matter closer to that of flames. Through it, the user is capable of forming basic attacks of varying shapes and sizes, including constructs and even cloaks on the body. What the user creates through this technique, for whatever purpose, is limited only by imagination. This energy can be released directly from the user, or through the ground, or in the air. There is no restriction to where this energy is created, except that it cannot be manifested within short-range of the opponent, unless the user is also within short-range. The crackling sound of the energy where Dendera Light is being created serves as a warning to anyone who is within that same area. The energy can be compressed at will to the point of being able to punch through solid matter. At its weakest, it will cause minor electrical burns, and at its strongest, can cause lethal electrocution and scorching of the body. B-Rank and higher usages will require handseals (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. The S-Rank usage can be performed 4 times per battle and cannot be used in consecutive turns.

Type: Supplementary
Rank: A – S
Range: N/A (Short – Long)
Chakra: N/A (+10 – 20)
Damage: N/A
Description: Pillar of the Two Horizons focuses on the nature of Dendera Light as a superconductor of energy. This technique is an infusion with two usages that revolve around this quality, imbuing any energy-based technique of choice with unique effects upon the incorporation of extra chakra into said technique. Performing either of these applications can be done so in the same timeframe as the creation of the chosen target, or anytime it is on the field, and each infusion’s duration is equivalent to that of the chosen target.

East Horizon: The lesser A-Rank application, Earth Horizon infuses the targeted technique with additional chakra (+10), and applies two effects. The first, and more basic effect, is a simple increase in power, equivalent to +1 Rank, with techniques above S-Rank being granted +20 damage instead. The second is the effective transformation of the targeted jutsu into a superconductor, allowing for the total absorption of techniques it clashes with. Though Dendera Light already has the natural capacity to absorb energy, this technique enhances that quality. Absorption follows the S&W scheme of the host technique (equal rank for neutral elements, one rank higher for elements weak to it, one rank lower for elements strong to it). Techniques based in Lightning Release (having Lightning as a component or being Lightning Release) and respecting the S&W of the jutsu targeted by East Horizon will be passively absorbed without weakening it, but techniques which are of sufficient strength or aren't based in Lightning Release will clash normally instead. The East Horizon requires a single turn cooldown between uses, and can be used four times per battle.

West Horizon: The West Horizon is the greater S-Rank application, and greatly enhances the effects exhibited by the East Horizon. The first being the amount of power granted by the infusion. By infusing a greater quantity of chakra (20 chakra cost, but the technique only gains +10 points), the technique will gain an additional 30 damage points. The absorption capability is identical to the effects outlined in East Horizon, though the range at which the targeted jutsu can absorb other techniques is greatly increased (jutsu up to mid-range away can be absorbed, respecting the aforementioned conditions). The West Horizon can be used twice per battle, and requires a two turn cooldown between usages. For the remainder of the turn in which West Horizon is activated, the user cannot perform other Dendera Light techniques above B-Rank, and for the duration of the subsequent turn, the user's Dendera Light is limited to A-Rank and below.
 
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BusinessManTeno

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I concede. I will be honestly. I personally dont like how you went and searched my whole custom thread for a technique that I could use to revive..You also went and searched every custom i submitted That alone caused for OOC and IMO metagaming. Your bio has no reason to be like "Hey im gonna kill him more... even though hes dead"

Also this doesnt matter much since i was fighting just for fun. But since your technique increased by +20 that damage would be split by that amount.. Meaning your skeletons at best would add a +5 to each damage output.. Though that matters none.. We gonna just say my body was obliterated. GG
 
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