[Open] Kumi grinding and dinning

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
Official
Plain grassy open field. Mid-day
Starting distance of 12meters apart

Using Naraku which is basically the same as Karna except appearance and specialty.

Reply with yo info and I'll make first move.
 

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
Upon seeing the duo stop mid-range distance away, Naraku would passively activate his chakra sensing with two Paths to begin. Upon the Asura Path being activated, Naraku's Demon body would alter slightly. Two eyes would sprout behind his head and two additional arms. One under each of his original. One of the artificial arms would open up to fire off 4 missiles that immediately lock on to Madara. The other arm would take out two kunais from Naraku's ninja pouch as The Demon took off in a dash to the right. Approaching the duo in a arc fashion.

Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles that can fill a short range radius will explosions. These missiles must all land within up to mid range from one another.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.

Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

Shuradō ) - Asura Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
 

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Upon seeing the duo stop mid-range distance away, Naraku would passively activate his chakra sensing with two Paths to begin. Upon the Asura Path being activated, Naraku's Demon body would alter slightly. Two eyes would sprout behind his head and two additional arms. One under each of his original. One of the artificial arms would open up to fire off 4 missiles that immediately lock on to Madara. The other arm would take out two kunais from Naraku's ninja pouch as The Demon took off in a dash to the right. Approaching the duo in a arc fashion.

Kaiwan Misairu no Jutsu ) - Flaming Arrow Missiles Technique
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Using the Asura Path's abilities, the user is able to create missiles from his body that can be launched at the opponent. The selected body part will open up and revealing "missile bays", from which the missiles will shoot up. These missiles home in to the targets chakra signature and can track multiple targets. The user is able to produce up to 4 missiles that can fill a short range radius will explosions. These missiles must all land within up to mid range from one another.
Note: Can only be used by Rinnegan bios.
Note: Requires the user to have the (Shuradō) - Asura Path active.

Chakra Henkanshi no Jutsu) - Chakra Sensing Technique (Passive)
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

Shuradō ) - Asura Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
Madara bio linked here.

Madara stood beside Akujin the Tengu and sighed, his arms folded across his chest as the Creation wielded High Heaven on his shoulder. The Uchiha’s 3T Sharingan swirled into his EMS pattern as he watched the man in front of him. Akujin’s eyebrow raised as he tilted his head, waiting for the word from his master. Though they appeared to be bored or dissatisfied with the battle before it began, the two swiftly moved to action when they noticed the man’s body changing. Flashing a short string of seals, Madara summoned Akuryo to the battlefield while Akujin pushed off towards his right, moving 4 meters to his right as he waved High Heaven with his right arm towards the man, releasing a powerful wave of Divine Wind at the target.

( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye ( passive )
Type: Supplementary
Rank: C - A ( A )
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T ) ( -30 )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye ( passive )
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.

( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
Type: Offensive, Defensive, Supplementary
Rank: D – S ( A )
Range: Short (Short-Long on throw)
Chakra: 10 – 40 ( -10 per turn )
Damage: 20 – 80 ( 100 )
Description: By producing Divine Wind chakra, the user becomes capable of releasing it from either their body or by manipulating the air itself nearby him up to short range. This technique requires a handseal and is in essence the most basic application of Divine Wind, allowing the user to create various constructs formed from Divine Wind. These constructs and forms can consist of a wide variety ranging from simple breezes, tornadoes, and updrafts to spheres, weapons, shields, blasts, pillars, walls, and discs through advanced shape manipulation. Due to the extreme heat of these creations, they cause the air around them to become severely heated, evaporating water jutsu according to strength/weakness within short range of the construct. To maintain these formations over multiple turns, the user simply need spend an additional 10 chakra per turn. The user is able to essentially create whatever his mind can imagine of static simple constructs. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in as an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming colossal sized constructs/blasts in moments. Can only be used 5 times per battle, S-Rank only once every 2 turns and a max of 3 times.

( Kuchiyose: Akuryō ) Summoning: Akuryō
Type: Summon
Rank: S Rank
Range: N/A
Chakra: 40
Damage: 80
Description: The user forms a short string of hand seals and summons Akuryō the Tengu to the field. Akuryō is noted to be quicker than his counterparts, moving at speeds equal to that of the average Sage. Akuryō is also an accomplished and skilled swordsmen, being able to use any of the user's none elemental Kenjutsu unless he has mimicked the canon skill for it. In addition to this basic ability, Akuryō has access to two unique skills special to himself. The first of the two is related to his ability to bond with his summoner, allowing him to have an accelerated progress. However, because this bond allows them to access and share Spiritual techniques quicker, this as a result causes any Yang and Physical Energy related skills to take longer to be mimicked or replicated. This translates into the ability to utilize spiritual based skills such as Ronin Kenjutsu, Yin Release, Genjutsu and associated Kekkei Genkei after 2 turns while Samurai Techniques, Yang Release, Taijutsu and associated Hidden Abilities/Kekkei Genkei require 4 turns to access. Abilities unrelated to these will take the same amount of time as normal to utilize. His second unique skill applies towards his usage of Tengubi. Inverting the two properties granted, Akuryō's usage allows his Tengubi to deal doubling damage per turn in exchange for a static chakra reduction rate of 5 per turn. This means the damage dealt per turn will not remain 5 and will instead double each turn. However, because of this effect and it's more solid state, his Tengubi does not have the ability to alter it's intangibility and damage dealt can be healed via Yang or Yin.
Note: Can only be summoned once by Tengu Contract signers.
Note: Cannot be summoned when other Tengu Contract summonings are present.

Should his opponent continue with his attempt to use the missiles or not, Madara would draw his gunbai and begin moving forward and towards his left, moving at such an angle he maintains a 10 meter distance away from the man while aiming to reach his left side. While moving, Madara continues to watch the man while Akuryo releases a 5 meter wide burst of flames shaped like a massive Tengu head directly at the man in front of him.

( Tengubi ) - Tengu Fire
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short - Long
Chakra: N/A
Damage: 80 - 120
Description: Tengubi is a special and magical form of natural flames that Tengu are capable of utilizing. These flames, because of their state and nature, are devoid of chakra and because of this, cannot be absorbed or sealed via chakra absorption/sealing methods. Tengu are known to use this fire exclusively, considered a special byproduct of theirs. These flames vary in appearance by the Tengu, though these properties are shared. In addition to this, these flames can take the form and shape of anything within the user's imagination, meaning they can become solid as bricks or maintain a plasma energy state though the user cannot freely change this. One special property as noted in the Contract is the ability to burn away the spiritual root of techniques and targets. What this refers to is the general clash between Tengubi and other obstacles, burning away the spiritual energy within at rapid rates to effectively "erase" or destroy a technique. This effect operates just like when normal techniques are combated or bested, giving the flames their own burning aspect unique to them. However, when clashing with opponents, Tengubi drastically burns away spiritual energy, creating an imbalance of energy that makes it harder to utilize chakra as they take 10 spiritual damage per turn alongside a doubling reduction of accessible chakra, starting at 5 ( this means they lose access to 5 chakra then 10 chakra, then 20, then 40, and so on ) until they either defeated or healed via Yin or other appropriate means to restore the spiritual damage done.
Note: Can only be used by Tengu or Signers who have Naturalist Specialty. To change the tangibility of the Tengubi after released, the user must spend a move per turn.
Note: S ranked usage can only occur once every 4 turns and up to 4 times.
Note: After using S ranks, the user cannot make use of Tengubi for 2 turns.


Madara Health: 230
Chakra: 3000 - 145 = 2855
Speed: 15
Tracking: 135
Sanity: 100

Akujin Health: 150
Chakra: 2000 - 40 = 1960
Speed: 11
Tracking: 15
Sanity: 100

Akuryo Health: 80
Chakra: N/A - 0
Speed: 11
Tracking: 15
Sanity: 100

Weapons:
.
(Kuniumi) – Birth of an Empire Strength of the Ten-Tails Tier, Primordial Salt Sea and Ancient Wisdom Tier II/Chaos Tier I
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Forged in the flames of primordial creation, Kuniumi is a staff crafted from a combination of the bones of Tiamat, segments of the God Tree, and splinters of a meteorite that fell to the earth centuries ago. The staff is twisted at the top, curling around itself and branching out into three segments, with each segment hollowed out to openly display swirling black and white energies within. Throughout the staff shards of the Fallen Star can be seen. The staff is bound to the Zero Seal, and can be summoned to the user or sealed away passively at their discretion; as a weapon of the Zero Seal, it signifies the user’s position as the Master of the Akatsuki, granting them authority over the organization. The union of the Juubi and Tiamat represent two pillars of creation; a union of Chakra and Primordial Life. Among the ten relic weapons, Kuniumi stands among them as the strongest.

Inherent Ability: Primordial Presence
The wielder of Kuniumi commands the strongest connection to the Primordial Salt Sea and the God of Chakra, and thus a connection to the Void itself. When in the physical presence of artificial life, more specifically that of an unsealed Bijū, the Fallen Star within Kuniumi suppresses their abilities at progressively greater rates. Every turn the target will lose 50 chakra, doubling each turn thereafter. Their damage output will be reduced by 5 points, doubling every turn thereafter indefinitely. As a byproduct of the staff’s origins, the wielder also possesses an innate connection with all Weapon Core holders, as well as the Relic Weapon wielders, enabling them to sense their physical location even across dimensions.

Intrinsic Traits:

Ancient Wisdom (I-III): Affords the user access to ancient wisdom stored within the bones of the staff. Allows the user to 1/2/3 times per battle understand the nature and inner workings of any technique and improve their counter to it by an effective 10/20/30 damage. This does not count toward one of the user’s two boosts or debuffs.
Primordial Salt Sea (I-III): The user’s innate connection to the Void empowers them. They gain an innate 20% Insanity Resistance, and enjoy an increased 20/30/40 health points.
Strength of the Ten-Tails (I-III): The physical body of the Juubi present in the staff synchronizes with the user’s body, enhancing their ability to wield Kuniumi as if it was an extension of themselves. Bukijutsu performed with the staff have their damage increased by 10/20/30. When strikes are made by the staff it inflicts 60/80/100 damage at the cost of a move. When striking an enemy directly, either a clone, Creation, or opponent, the user’s staff drains a small amount of chakra in momentary contact, draining 20/40/60 per instance.

Chaos (I-II): Crafted in the depths of the Sunlit Forge, Kuniumi is the strongest of the ten Relic Weapons. It has an innate connection to the Juubi and Tiamat, granting its wielder access to a resource called Chaos, which comes from the Void itself. Chaos is a passive skill that fuels many of Kuniumi’s abilities in its branches. At Tier I the user’s Chaos can be accumulated up to ten points. One point of Chaos is awarded passively per turn, as well as when the user uses the staff to destroy or counter opposing techniques, or when the user strikes another living target with the staff and saps their chakra. When the user unlocks Tier II of Chaos, their passive accumulation of Chaos doubles and they can hold up to fifteen points. Techniques fueled by Chaos are typically void of chakra, unless specifically stated otherwise.

The user is able to expend their Chaos on various abilities throughout the three branches of Birth of an Empire or they can summon Mushussu. Mushussu was Marduk's dragon, dragged into the Void during the Great War and now bound to the Birth of an Empire. Summoning Mushussu can be done with a minimum of 3 Chaos, though he grows stronger for each point invested thereafter; Mushussu's base stats, with 3 Chaos, is 60 Health Points, 800 Chakra, and 12 base movement speed. Each point of Chaos invested thereafter increases his Health Points by an additional 10, Chakra by an additional 100, and movement speed by an additional .5. Mushussu is capable of using Fire Release, neutral to all elements and used with the user's own custom techniques, without hand seals and, if summoned with fifteen Chaos, reduces all physical and spiritual damage done to him by 50 points. While on the field Mushussu empowers the user's Stolen Blessing, Chaotic Infusion, or Void Intensity depending on the branch of Birth of an Empire they pursue. [/FONT]

Stolen Blessing: While empowered Stolen Blessing will grant the user a 30% chance on a successful activation to double the Void Infusion they gain.

Chaotic Infusion: When Chaotic Infusion activates while empowered the user will either heal for 50 Health Points, gain 300 Chakra (will not go over the user's cap, or increase their base speed by 5 levels for 2 turns; rolled as a 33% chance in the Official Rolls.

Void Intensity: When Void Intensity activates the user's next freeform dodge is treated as having an additional effective 3 base movement speed, though not actually increasing the user's base movement speed.

Golden Empire
The first era of prosperity. An age of order in a universe freshly forged from Chaos. Golden Empire causes the Fallen Star fragments to glow white and gold.

Stolen Blessing (B-Rank, active):
Activated in the same timeframe as another technique used, and costs four Chaos; gives the user a 60% chance to receive a single Void Infusion. Can be activated once every two turns.
Radiant Light (A-Rank, passive): Whenever the user successfully spends a Void Infusion, they cause a burst of light to radiate from their body. The burst of light heals the user for 10 damage.
Glory to the Gods (S-Rank, active): Activated at the cost of a move, though done within the same timeframe of another technique, and a single Void Infusion, Glory to the Gods causes the user’s next four specialized techniques to require no hand seals, used only through hand motions. Usable three times per battle.
Pinnacle of Civilization (S-Rank, active): Activated at the cost of a move and two Void Infusions, grants another usage of a technique that the user owns. Does not circumvent cooldowns set on techniques, and cannot be used with Kekkei Genkai skills. Can be used twice per battle.
Light of the Gods (F-Rank, passive): Light of the Gods is a passive skill used in conjunction with Radiant Light. Whenever Radiant Light activates Light of the Gods will further empower it, depending on the type of Void Infused Artifact used.

  • Radiant Burst: If a Supplementary Void Infused Artifact is activated, then Radiant Light’s heal is quintupled.
  • Flash of Light: If an Offensive Void Infused Artifact is activated, then Radiant Light will blind all enemies within long-range of the user through its flash of light. The blinding effects linger for two turns.
  • Light’s Bulwark: If a Defensive Void Infused Artifact is activated, then Radiant Light will cause the user to reduce the damage of incoming attacks by the amount of healing done by Radiant Light. Stacks with itself.
Inheritance of the Void
A gift from two gods. A time long forgotten. Inheritance causes the bones of Tiamat in the staff to glow a gentle, light purple.

Chaotic Infusion (B-Rank, passive):
The user has a 3% chance every turn to gain a single Void Infusion. This effect is increased to 6% when the user is at 10 Chaos.
Infinitude (A-Rank, passive): Increases the total number of Void Infusions the user can carry by 1. Stacks with all other sources of Void Infused Artifacts that would increase capacity.
Connection to the Void (S-Rank, active/passive): For each Void Infusion the user has accumulated their Insanity Resistance granted from Primordial Salt Sea increased by an additional 10%. This decreases when these Infusions are spent. Actively, when the user spends a Void Infusion the effects of the Void Infused Artifact it is used on are increased by 10% for each Infusion spent.
Terminus (S-Rank, active): Activated within the same timeframe as the user spending a Void Infusion, causes the user’s next offensive technique to have a 30% chance to grant them another Void Infusion. Can be used once every four turns.
Darkness of the First God (F-Rank, active/passive): Passively, Darkness of the First God doubles the chance that Chaotic Infusion activates. Whenever Chaotic Infusion does activate the user gains one Chaos. Actively, this technique can be used to employ Void energy following the Void rules. Inflicts 10 damage for each accumulated point of Chaos and Void Infusions. The shape, size, and scale are all determined by the user.

Convergence
The past. The future. All returning to this point. Convergence causes Kuniumi to glow purple, and anyone who stares at it directly will hear whispers from the Void.

Void Intensity (B-Rank, passive):
Causes all attacks and defenses that cost the user a move mounted through the Strength of the Ten-Tails to give the user a 10% chance to gain a single Void Infusion.
Striking Darkness (A-Rank, active): At the cost of an additional move the user is able to activate Striking Darkness in the same timeframe with any Bukijutsu that the user is going to use. The user can consume Void Infusions through this technique, creating a shield around their body that protects them from any physical damage while using this Bukijutsu technique. The shield’s health value is determined by the number of Void Infusions consumed, 40 health points for each and 2 per point of Chaos. Can be used once every four turns.
Cosmic Energy (S-Rank, passive): Whenever Void Intensity activates the user has a 50% chance to double the number of Void Infusions gained from it. Passively increases the number of Void Infusions the user is able to hold by 1.
Cosmology (S-Rank, passive): Any target, living or technique, neutralized or overpowered with the Strength of the Ten-Tails causes a short-range explosion that does not harm the user. The explosion’s damage is determined by the number of Void Infusions the user currently holds; damage is increased by 30 per Void Infusion, and by 5 per point of Chaos. The explosion is elementally neutral, appears as a purple torrent of light, and effectively contains 60 chakra.
Abzu’s Insight (F-Rank, active/passive): Enables the user to active Ancient Wisdom in the same timeframe as Strength of the Ten-Tails, and allows the user to target Ancient Wisdom at opponents rather than just techniques. For each Void Infusion and point of Chaos the user has, the damage or the counter-attack boost of Ancient Wisdom is increased by 2 points. Can be used twice per battle. [/INDENT]
( Ame-no-Ohabari ) ♆ High Heaven
Rank: S
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A weapon of divine right, Ame-no-Ohabari, or Ame no Ohabari, is a legendary Totsuka-no-Tsurugi blade. Based on the fabled blade used by Izanagi to cut Kagutsuchi, what makes this sword so unique is the method of it's creation as well as it's abilities and not just the latter like with most weapons. Formed by the user first drawing Corundum chakra. Corundum itself has a crystalline structure, allowing the user to make blades that are incredibly and unusually sharp, making a blade that is often described as capable of cutting through anything, although that is just stories that has grown from it's use. In actuality, the Corundum blade is as thin as a millimeter. However, this isn't the entirety of the process; when mixing the Corundum chakra to create the blade, the user also applies Divine Wind chakra to the sword as he creates it, causing the incredibly sharp black blade to have Divine Wind properties as well, predominantly showed as an emanating heat wave like manifestation of Divine Wind around the blade, effectively coating it with the properties of the element. Due to this unique composition of the two elements, it effectively negates the weaknesses of the elements, making it neutral to all elemental attacks. This is the most basic ability of the sword itself, called Body of Kagutsuchi, it allows the user to utilize Corundum jutsu (created from the sword) with neutrality to their original weaknesses. In addition to this neutralizing effect, the user is also capable of using the blade to channel energy through it, namely elements and advanced elements such as Fire, Lightning and energy based KG/CE that is formed from any of the energy elements that create Corundum and Divine Wind ( Wind, Lightning, Fire ).

The Ame-no-Ohabari has a second set of active abilities called the Blood of Kagutsuchi. These abilities are that the user is capable of using it as a source for either Corundum or Divine Wind jutsu. However, he is only able to do this once every four turns. Using the sword as a source allows the user to release said elemental attacks with increased damage, boosting it +20 damage as well as utilizing them without handseals if used in conjunction with the sword. The user is also capable of releasing streams of Divine Wind from the sword with power up to A rank, creating what can be likened to Chidori Spear, only made by Divine Wind.

Note: The neutralizing ability of Ame-no-Ohabari, named Body of Kagutsuchi, is it's natural, passive ability; present at all times due to it's composition, it requires no additional chakra to utilize.
Note: Blood of Kagutsuchi requires the user to spend 10 chakra each usage of the elements from the blade. The ability to release streams of Divine Wind also requires 30 chakra to utilize.
Note: A rank streams of Divine Wind can be utilized once every 2 turns.
Note: Counts as a CEJ for both Divine Wind and Corundum CEs as well as the official CW slot.
( Gunbai Uchiwa) - Army Arrangement Fan
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The legendary war fan of Uchiha Madara, the Gunbai Uchiwa is a wide fan weapon with a tomoe pattern on it, a long handle with bandages wrapped around the base and a long chain attached to it. The gunbai is very resilient, being virtually indestructible. Its edges are somewhat shart and its large size makes it ideal for defensive purposes. Additionally, the user can channel chakra into it while swinging it. By doing so, massive blasts of unfocused wind can be released with varying power from C-Rank to A-Rank, depending on the users chakra input. The range of the blast increases with its power (C-Rank Short Range; B-Rank Mid-Range; A-Rank Long Range). Additionally, it can be used to perform some unique and powerful techniques such as (Uchihagaeshi) Uchiha's Return.
Note: The wind ability counts as a move.
Note: Can only be used by Uchiha Madara or Uchiha Obito bios.
 
Last edited:
  • Like
Reactions: Shady Doctor

Venom

Active member
Legendary
Joined
Jun 16, 2012
Messages
17,037
Kin
2,911💸
Kumi
3,679💴
Trait Points
0⚔️
Awards
"Sharingan..." Naraku said mentally as he changed the plans of firing off the missiles. He'd do two things simultaneously by summoning a steel ball from the seal on his wrist while stooping down unstrap the leg weights on his legs using the artificial arms. The steel ball would be sent directly in the path of the divine wind at an angle that it would not only absorb it, but quickly reach between Madara and the creation to unleash it back at them plus more damage. Releasing a maelstrom of damage Short range around them. Immediately after throwing the ball Naraku would dash to his right, circling around the enemies in a arc formation as he activates an Earth ability of his. Awaiting their next move.

Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen

Doton: Arumajiro no yoroi)- Earth Release: Armour of the Armadillo
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: N/A(+10 to chakra cost to techniques)
Damage: N/A(+20 to Earth techniques)
Description: This is the brother technique to Earth Release: Rubble Creation. Unlike its counterpart, this technique is more passive in nature. This user activates an ability which allows them to infuse additional Earth chakra into their own Earth-based techniques(includes Earth-based KG/CEs). As a result, any subsequent Earth technique performed by the user would emerge with an additional layer of rubble around it. The earthen particles coating the technique would be jagged and abrasive in nature. Hence, this grants the original Earth technique an extra dimension, in terms of its offensive potential, as it allows the original Earth technique to deal additional damage. In other words, all Earth techniques used while this is active grant a sort of ‘shredding’ property, which in turn, allows it to deal more damage than it originally would. For example, for techniques such as Destructive Rock Rising Pillars, the pillars that rise would be coated with the aforementioned particles, thus becoming somewhat abrasive(coupled along with its original blunt destructive power). The added mass also aids in its destructive potential. For techniques such as the Hardening technique, the rocks would be coated with more rubble, which would make it more ‘abrasive’ to the touch, and allow it to deal more damage(when used offensively). It would also serve as an additional defensive mechanism, and would grant the technique the ability to defend against techniques with 20 more damage points than usual. The rubble used for this technique must either originate from the terrain itself, or extruded from the user’s body itself. This means that for the most part, this technique only works on projectile-type techniques, and terrain manipulation techniques. This technique may not be used to enhance mud techniques. Activating this ability does not require any time whatsoever and is instant. This is because it does not do anything when used independently, and its effects are only realized when another earth-based technique is used.

Notes:

-Can only be used 4x per battle
-Lasts for 3 turns
-Technique may be deactivated at any time

Health: 200
Chakra: 2750 - 75 (2 Paths and CS turn 1) - -30 - 5 - 5 = 2,635
Base Speed: 13 (26 running)
Base Tracking: 102
 
Top