[Open] Path of Heaven

Shady Doctor

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Irene Belserion Bio [Despair in Sig]
Official
Terrain: Outside that temple Naruto and Bee trained at

All my passives n stuff are in my bio. Wind sword horizontally on Irene's back. Post a bio and I'll start us off.
 

Houdinii

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Kouen would study his opponent as she stood across from him, they had agreed that she would begin their bout but she seemed lost in thought. His personal snake summon Alastair looking quite bored atop Kouens shoulders.

Well if you aren't going to start us off I will.

Kouen begins by activating an ability of his gauntlets, allowing them to begin producing sand grains that will float in the air around him, eventually reaching a quantity resembling a localised sandstorm. With this being an instant ability however Kouen continues onto his offense with no delay, releasing a large fireball directly at his opponent in what was a simple opener.

Alastair was rather annoyed at the woman however, having made them wait fruitlessly. The snake would release a blast of sound towards her a split second before Kouen released his fire. Leaving the woman facing down a duo of energy attacks.

Ookami & Joufu - Teikoku | Romulus & Remus - Empire -Weapon for reference
Type: Weapon
Rank: S
Range: Short
Chakra: (-5 per turn once activated)
Damage: N/A
Description:
Romulus & Remus are a pair of full length arm gauntlets that Ren Kouen created after exploring the Ninja World and mastering Sand Release. They encompass the users entire hands and arms that end as small pauldrons on the users shoulders, the shoulder guards are decorated as wolves with the right’s teeth bared in a snarl and the left’s jaws open and in the midst of a terrible bite. Both Remus & Romulus are composed of sand while cosmetically deep black colour appearing as steel, Kouen created them as both protection with the gauntlets able to block attacks equal to their rank and as a source of sand. The guards are closely bonded to the user through the jutsu that created them, closely bonding them to the user as they are essentially a second layer of skin allowing techniques to be released from their hands unhindered. This close bond allows the guards to be manipulated in shape and keeps them attached to the user, they are scale armor in design allowing a great deal of both protection and flexibility. Due to the chakra that is constantly coursing through the sand gauntlets as they replenish themselves, it provides a constant source for Kouen’s jutsu.

Romulus & Remus are unique in their ability, allowing the user to augment their Sand techniques as they see fit. As the user channels chakra into the guards they will begin to produce sand grains that are unique in both their creation and nature as it is done through chakra, similar to how earth is able to be created directly from the user.The sand is produced at a small rate with the grains spread out thinly as it floats through the air surrounding the user, they will continue to do so as more sand is created reaching up to mid range. Initially the small volume of sand leaves the user unable to utilize it for sand techniques as it takes one full turn before there is a large enough quantity. Beginning the creation of this sand costs a move but is instant as it simply provides a medium for the users techniques. As the sand is created from the users chakra directly they are aware of its position and movements at all times as they are linked through chakra.

Finally the user is able to take advantage of the sands close bond with their chakra, as it has an almost symbiotic relationship with it and the techniques it is used to produce. When one of their own techniques is produced the user may allow the gauntlets to leech upon the chakra used to form the technique, this increases the chakra cost of the initial jutsu slightly(+5 chakra points) but gives the gauntlets a useful ability. For they may take this leeched upon chakra and store it within themselves, essentially storing a trait from the initial jutsu as part of the gauntlets for usage and also augmentation of future Sand release techniques. However the gauntlets may only store chakra from one technique at a time, this action cannot be performed in consecutive turns.

Note:
~The gauntlets take one full turn to produce enough sand for techniques
~Leeching upon a jutsu can only be done 3 times
~Can only be taught by xHoudinii

(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair - Snake for Reference
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. Alastair also has some limited skill in ninjutsu as he is able to channel his chakra into the hissing noises he emits and use destructive Sound techniques that the user has learned. Despite his overall high apitiude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden and sharp pain in an area that the snake chooses, this illusion is designed to hinder and distract the opponent due to the abrupt pain. The genjutsu would make it seem as if the bite was real with the opponent feeling the fangs sink into their skin, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Using destructive sound techniques and the illusion count as moves.
~Alastair can create destructive Sound waves only, therefore he is unable to use either of the two other sound types.
~Must have signed the Snake contract
~Can only be taught by xHoudinii

(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.

(Ototon: Ōkī Hibiki Rendan no Jutsu) - Sound Release: Greater Echo Assault Skill
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: This is a much greater and focused version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive forward shockwave of low frequency, high amplitude sound that levels anything in its path. Unlike its weaker technique, the massive power it carries makes it slightly slower, equal to an average equally ranked Raiton technique. Unlike the unfocused nature of its weaker version, its focused almost like a beam, affecting an area of 50º in front of the user. If used within a water source it receives +20 damage.
 

Shady Doctor

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Aslo September is pre stored with 160 Senjutsu chakra (Tool in bio)

Ah the man looked like he could be a good match up. Someone who Irene could test her new toys on without him breaking too easily. All of a sudden the man decided to start things off. A hasty one obviously. He did have a nice serpent though. With the sound wave and flames coming at Irene, She used natural energy to sprout massive dragon-like wings. Each wing would have enough span to reach mid range away and would give her the ability to fly also. While she did the hand seals for her wings, she added an extra seal in order to supplement her wings with a Sigil; Sword of Michael. This simply added a rank to the translucent wings and made them more dangerous for the opposition.

You must be registered for see images

With the huge wings created, she had them use their combined efforts to block the incoming attacks by fortifying her in a dome-like fashion all around her close range radius. This would tank the sound wave without weakening at all, followed by tanking the flames the same way. All the while Irene just stared through the translucent wings to see the attacks fail first hand.

"Who are you?"

Tengoku no Hosuto | Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 [40]
Damage: N/A(Depends on application) [80 +1 rank] 90
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.

Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

After tanking the miniscule attempt at her life, Irene allowed the wings to open back up as she used her left hand to grab Shine-Tsu-Hiko. Using her sword, she'd manifest a huge 15m long arm/sword replicated by wind itself. The arm was created above the field and would swing down in attempts to crush down on the duo that attacked Irene.

"Oof. I hope he was one of those resilient insects... Roaches? Yeah..."

(Fuuton: Kobushi Kazetenshu) - Wind Style: Fist of the Windgod -
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts to focus fuuton-based chakra into Shine-Tsu-Hiko. As a result the sword starts to release wind, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a wind-replica of Shine-Tsu-Hiko. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the wind fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The wind arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the God of the Wind
 

Houdinii

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Aslo September is pre stored with 160 Senjutsu chakra (Tool in bio)

Ah the man looked like he could be a good match up. Someone who Irene could test her new toys on without him breaking too easily. All of a sudden the man decided to start things off. A hasty one obviously. He did have a nice serpent though. With the sound wave and flames coming at Irene, She used natural energy to sprout massive dragon-like wings. Each wing would have enough span to reach mid range away and would give her the ability to fly also. While she did the hand seals for her wings, she added an extra seal in order to supplement her wings with a Sigil; Sword of Michael. This simply added a rank to the translucent wings and made them more dangerous for the opposition.

You must be registered for see images

With the huge wings created, she had them use their combined efforts to block the incoming attacks by fortifying her in a dome-like fashion all around her close range radius. This would tank the sound wave without weakening at all, followed by tanking the flames the same way. All the while Irene just stared through the translucent wings to see the attacks fail first hand.

"Who are you?"

Tengoku no Hosuto | Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 [40]
Damage: N/A(Depends on application) [80 +1 rank] 90
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.

Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

Ten no Kaisō | Hierarchy of the Heavens
Type:Supplementary/Offensive
Rank: A
Range:Short
Chakra: 30
Damage:N/A
Description: Hierarchy of the Heavens are among the most useful Sigils of the Enochian clan, consisting of Runes that run along the user's arms. The Sigils grant that which is branded with them the property of empowerment, and depending on the Sigil used, the user can empower their own bodies or objects for destructive and offensive usages.

-Energy-Focusing Sigil: The user upon touching an object will burn into it a powerful Sigil that also manifests itself on the user's forearm. The Sigil takes the appearance of a triangular Rune pointing downwards, crossing at the tip with another triangular Rune facing upwards with an X-shaped Rune intersecting through the middle of it, with additional Runes throughout that translate to “Blast” in the Enochian language. The Sigil grants the object it is scryed on explosive properties, accomplishing this by flowing tremendous amounts of Divine Val throughout the object. The large amount of energy causes a very unstable build-up, causing it to glow slightly. Upon collision with another object or technique, the unstable Divine Val laced throughout the object will violently expand outwards as it becomes disturbed. The Divine Val will reaches five meters around the object it was imbued to in an omni-directional manner once it is set off, overloading anything that may be caught in its field to the point of bursting within strengths and weaknesses. The damage dealt from the exploding Val is equivalent to A-rank, being usuable a max of four times per battle and requiring a cooldown of two before being used again.

-Primordial Vessel: This Sigil was created to enhance the physical capalities of the user, granting their bodies the property of empowerment. This Sigil appears as several Runes that translate to “Strength” in the Enochian language, and increases the flow of Nature Energy through the user’s body. The Sigil focuses this increased flow to enhance the physical energy of the user, creating an increase in strength comparable to that of Tsunade or Sakura and a boost in speed equivalent to that of a Second Gate user. This Sigil requires the user to spend chakra equivalent to A-rank to activate, and lasts for four turns with a two-turn cooldown between usages and only capable of being used 3 times overall. Within the turn of activation, the user will be unable to utilize Val techniques above S-rank.

-The Sword of Michael- This Sigil is located along the back of the user's forearm, written in the Enochian language for "Supplement." This supplementary, A-ranked Sigil can be activated upon adding an additional handseal while forming a technique, causing the Sigil to glow as it inscribes onto the user the property of empowerment. Upon activation, the Sigil directs the flow of Nature Energy that is channeled through the body of the Enochian into the technique being used, boosting its power through the infusion of Nature Energy into its form. This increases the usage of Val techniques up to S-rank by one rank and +15 to techniques of other techniques directly released from the body. This Sigil can be activated within the same timeframe as the attack being supplemented, but will inevitably cost a move each time. The Sigil can only be activated four times per battle with a two-turn cooldown in between each usage by Enochians of the Archangel rank and above.

After tanking the miniscule attempt at her life, Irene allowed the wings to open back up as she used her left hand to grab Shine-Tsu-Hiko. Using her sword, she'd manifest a huge 15m long arm/sword replicated by wind itself. The arm was created above the field and would swing down in attempts to crush down on the duo that attacked Irene.

"Oof. I hope he was one of those resilient insects... Roaches? Yeah..."

(Fuuton: Kobushi Kazetenshu) - Wind Style: Fist of the Windgod -
Rank: S
Type: Offensive
Range: Medium/Long
Chakra Cost: 40
Damage Points: 80
Description: The user starts to focus fuuton-based chakra into Shine-Tsu-Hiko. As a result the sword starts to release wind, which goes into the air and forms an enormous fist (and a part of the lower arm) in the air that wields a wind-replica of Shine-Tsu-Hiko. By moving your own arm, the replica will do exactly the same. For example when slamming your fist into the ground, the wind fist will do exactly the same on the opponent. The force that is released is so big that it even cracks the earth open on the place where the fist landed. The wind arm can be materialized in more useful or constructive ways, grabbing a target or even lifting the user.

☛ Can only be used thrice per battle
☛ Does not get the default damage boost from the God of the Wind
Kouen watches on as his opponent seems to manifest wings upon her body, blocking the techniques from reaching her. In response Kouen claps his hands, releasing a pulse of wind that expands outwards from him. Upon reaching his opponent it will send her spinning and twisting into the air.

As he releases the justu Kouen expends extra chakra, storing the trait of bypassing obstructions within his gauntlets. Just after Kouen releases his jutsu, with Alastair in Irenes field of view the snake activates its specialty genjutsu. Causing the woman to feel a sharp stabbing pain in her thigh, serving as a hinderance and distraction.

(Futon: Jixyoushou)-Wind Release: Updraft
Type: Offensive/Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description:The user will clap their hands together sending out a powerful transparent pulse of wind with the user as the epicenter, the wind will continue to expand while staying close to the ground. Winds natural intangibility allows this technique to travel over and around obstructions and still stay on course. As it reaches the target(s) it creates a powerful updraft that goes straight up, blowing the target ten meters up into the air while battering them from the force of the wind.

Note:
~Can only be used 2 times
~ The nature of the updraft sends the target spinning and twisting into the air, making it very difficult to get ones bearings once the technqiue has hit.
~Can only be taught by xHoudinii

(Hebi Kuchiyose: Kuakki)- Snake Summoning: Alastair -Reference
Rank: A
Type: Offensive
Range: Short
Chakra Cost: 30
Damage Points: N/A (30 from gen)
Description:
To begin the user will draw blood from their hand and wipe it across their summoning tattoo as their slam their hand downwards, summoning Alastair a 8m long anaconda with white eyes and a unique pattern across its scales. The snake can use its strength and sharp teeth to physically attack the opponent, crushing or biting them. Alastair also has some limited skill in ninjutsu as he is able to channel his chakra into the hissing noises he emits and use destructive Sound techniques that the user has learned. Despite his overall high apitiude Alastair’s stand out trait lies within genjutsu.

While in the opponent's field of view the serpent uses its unique scale pattern as a medium to effect the opponent with a weak C rank illusion, the genjutsu is simple in nature giving the opponent the sensation of a snake bite. The opponent would experience sudden and sharp pain in an area that the snake chooses, this illusion is designed to hinder and distract the opponent due to the abrupt pain. The genjutsu would make it seem as if the bite was real with the opponent feeling the fangs sink into their skin, producing an illusionary wound and bleeding at the site. The snake can use this genjutsu once per turn while it remains on the field.

Note:
~Can only be summoned once
~Alastair lasts on the field for 4 turns
~Using destructive sound techniques and the illusion count as moves.
~Alastair can create destructive Sound waves only, therefore he is unable to use either of the two other sound types.
~Must have signed the Snake contract
~Can only be taught by xHoudinii
 

Shady Doctor

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Seeing the pulse of wind being released, Irene readied herself to counteract but felt a sharp pain in her leg.

"Shit, when did i get hit? Bitten?"

This was a hard thing for Irene to believe. The only snake around to bite her is that sound wave using one, plus she didn't feel a snake touch her to bite her nor could she spot one around at this very moment. Something was odd, but she had to fight through the pain and take her targets out before she could properly assess herself. She was under attack. Using the wings to cover herself in a close range "dome" again, she'd be able to completely tank the force of the incoming wind when it reaches her; Using the wings to push the wind away and overcome it altogether. While this is happening, she makes 4 clones that surround her in all directions [4m away each]. These are nigh perfect clones besides the obvious difference of them not having the wings nor the special sword she wielded.

Kage Bunshin no Jutsu) - Shadow Clone Technique
Rank: B
Type: Supplementary
Range: Short
Chakra Cost: 20 (total chakra is divided by the final number of clones plus the user)
Damage Points: N/A
Description: The Kage Bunshin distributes the ninja's chakra evenly among the clones and himself and creates a real copy with form and substance. The clones, a max number of 4, are capable of performing techniques on their own and can even bleed, but will usually disperse after hit by a strong enough force, returning 10% of its individual chakra to the user. Shadow clones can't be distinguished from the original with Sharingan, Byakugan, Rinnegan or normal Chakra Sensing. The clone itself can also utilize any jutsu the original ninja knows. When the clone finally disperses, any new knowledge it has gained is passed back to the original ninja and any additional clones.

Upon coming into creation, the clone to Irene's 10 o'clock [C1] would use a powerful technique to deal with the serpent whom has proven its annoyances. The natural energy and Val around the snake 5m away on all sides start to rush into the snake at a fast pace! It would flood the snake with the combined energies and cause the snake to explode on the spot.

Tengoku no Hosuto | Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 [40]
Damage: N/A(Depends on application) [80]
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.


Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

The clone to Irene's 8 o'clock [C2] would perform a clan based technique also. Having experienced the pain of the "bite" illusion upon being created, C2 would use divine Val 6m above the man in the form of a spinning sword to come crashing down on him. The sword was 3m in length but pretty thin, still holding a great amount of power and killing potential. Not only would the sword cause cutting damage as it rotates into the man, but on contact it would overload him with val and cause and internal explosion; Burning and damaging him severely.

Seresutiaruintento | Celestial Intent
Type: Offensive/Defensive
Rank:C-S (A)
Range:Short-Long
Chakra:15-40 (30)
Damage:15-80 (60)
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used)
Note: S-rank and above requires the usage of two handseals

The clone to Irene's 2 o'clock [C3] also acted simultaneously to the other two, but instead of using Val she opted to test out a style of fighting she had up her sleeve. Lifting her right arm, from a hand on her wrist she'd summon a Steel Ball Run: Aimed and blasted directly at the chest of the man. It would be able to seal certain techniques coming at it in attempts to stop it from hitting the man, though it's main ability would come into play when it reached close range of him; Causing a great amount of damage from the unique spin!

(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
 

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Kouen would watch his opponent with mild interest as she once again covers herself in her wings, blocking his techniques from reaching her. The angel like being was becoming quite troublesome, as she pushes away the wind with a beat of her wings Kouen notices her form a unique hand seal. Thus as 4 clones poofed into existence all 5 of Kouens foes would suddenly find themselves thrown off balance, throwing off their concentration as the very earth beneath them splits open. Swallowing them down into its depths as sand streamed from Kouens unique sandstorm rushes upwards and from all cardinal directions, engulfing them even as they fall.

As Kouen activates his technique he crouches to place one hand on the ground while he snaps his fingers on the other, keeping his eyes on his opponents incase of trickery. This snap of his fingers would form a barrier of sound around the sand that further increases its damage potential, while by also placing his hand on the ground the 5 women would find themselves in danger of not only the pure impact of the sand but from the pressure as it pulls them downwards and crushes them. As the fissure had just begun to open Alastair would release yet another 90 degree blast of powerful sound at the women, intending to damage them while they are distracted from below.

Kouen would remain in this position, crouched with both hands on his knees as he surveyed the scene, motionless and collecting natural energy unbeknownst to his opponents.

( Messa Bakusō ) - Ruining Sand Waterfall Burial
Type: Offensive
Rank: S
Range: Short – Mid
Chakra cost: 40
Damage points: 80 + 20
Description: Gaara creates a zigzag fissure of sand under the opponent. The zigzag fissure then erupts into the face of Shukaku which devours and seals the opponent away in 200 metres of sand. Gaara will then place his hand on the ground and have the sand compacts itself with such a force that only a a giant crater, 200 metres deep is left crushing the enemy into nothingness.
Note: Can only be used once per battle.

(Ototon: Fuka Shindou) Sound Release: Bad Vibrations
Type: Offensive
Rank: B
Range: Short - Mid range
Chakra: 20
Damage: (+20 damage)
Description:
This is a useful jutsu with effects that can only be noticed when used in conjunction with another technique, simply by snapping ones fingers. The user may add this snap onto the performance of another jutsu so that this may activate within the same timeframe or it may be used standalone on an exisiting justu. By snapping their fingers the user will release a pulse of sound that effects the natural noise surrounding their target technique.

For example the 'roaring' and 'crackling' of fire or the 'rushing' of water. Any technique that produces a natural sound in this way may be targeted by this sound. The sound will amplify the natural noise around the target jutsu and forcibly turn them into destructive sound waves. This forms a cloak or barrier of sorts of sound around the technique as long as it is in play, empowering the inital technique slightly. The inital snap of ones fingers produces a sharp cracking noise that can be heard across the battlefield

Note:
~Can only be used 3 times
~Can only be taught by Houdinii

(Ototon: Ōkibo na Hibiki Rendan no Jutsu) - Sound Release: Massive Echo Assault Skill
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: This is a much greater and skilled version of the (Ototon: Hibiki Rendan no Jutsu) - Sound Release: Echo Assault Skill technique in which the user gathers his sound chakra into his throat as he inhales afterwards exhaling as he screams, yells or roars. The resulting effect is a massive shockwave of low frequency, high amplitude destructive sound that levels anything in its path. The biggest different is that the user can control the area of affect of the technique, depending on the range he targets and the angle of the sound waves his sound waves take. 180º to 90º, the technique is Short Ranged. 90º to 45º, the technique is Mid-Range and from 5º to 45º the technique is Long Ranged. If used within a water source it receives +20 damage.
Note: Usable once every 3 turns
 
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Shady Doctor

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Once the clones were made, Irene felt the man go on the offensive again. This time it was in the form of some earthen based attack from below? The ground began to break open into a fissure so Irene quickly reacted. She'd manifest 3 orbs of wind that held a unique ability. Using two orbs aimed downwards at the fissure of sand, Irene would sacrifice them both in order to completely neutralize the technique on the spot; Thus leaving her and her clones safe and sound. Speaking of sound. Around the time of negating the sand technique, Irene noticed the snake sending another shockwave, prompting her to use the third n last orb to burst forward to intercept and negate the sound technique also (Last orb can stop A-ranks according to S/W).

"Bring me his head....."

(Fuuton: Kaze Jaggurumatsuri) - Wind Style: Wind Juggling Festival -
Rank: S
Type: Defensive
Range: Short
Chakra Cost: 40 (+5 each turn)
Damage Points: N/A
Description: The user focuses fuuton-based chakra into Shine-Tsu-Hiko and it releases wind that form three orbs around the user. These three orbs then keep hovering around the user. When the opponent attacks the user with a jutsu, one of the orbs can be sacrificied at the command of the user to stop the incoming attack. The orb then goes straight for the attack and neutralizes it completely without any visible damage.

☛ Can only be used once per battle
☛ One orb can stop up to A-rank jutsu's, two orbs can stop up to S-rank jutsu's and sacrificing all three orbs at the same time can stop one forbidden ranked jutsu. Normal elemental weaknesses are applied. Each orb can only be used once if that wasn't clear yet.
☛ This jutsu works as long as the user wants but he needs to pay +5 chakra each turn and when the three orbs have been sacrificied, the jutsu ends
☛ As long as this jutsu is active the user can't use any fuuton-based jutsu's

The clone to Irene's 10 o'clock [C1] would continue with her use of the "Holy Ammunition" to deal with the serpent whom has proven its annoyances. The natural energy and Val around the snake 5m away on all sides start to rush into the snake at a fast pace! It would flood the snake with the combined energies and cause the snake to explode on the spot.

Tengoku no Hosuto | Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 [40]
Damage: N/A(Depends on application) [80]
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.

The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.


Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.

The clone to Irene's 8 o'clock [C2] would continue with her actions also. C2 would use divine Val 6m above the man in the form of a spinning sword to come crashing down on him. The sword was 3m in length but pretty thin, still holding a great amount of power and killing potential. Not only would the sword cause cutting damage as it rotates into the man, but on contact it would overload him with val and cause and internal explosion; Burning and damaging him severely.

Seresutiaruintento | Celestial Intent
Type: Offensive/Defensive
Rank:C-S (A)
Range:Short-Long
Chakra:15-40 (30)
Damage:15-80 (60)
Description:This technique functions as the basic creation and release jutsu of Divine Val for the Enochian clan. By harnessing Nature Energy from their bodies/surroundings, the user can infuse it into their chakra and manifest their Divine Val into constructs of various degrees of shapes and sizes, such as raw blasts of Divine Light, spears, blocks, etc. The user can release the energy from their bodies as streams or projectiles or alternatively spawn masses of Divine Val in the air around them. In the case of the latter usage, constructs must be formed from at least five meters from human targets. Upon contact with the target, the Val will cause it to become overloaded with energy and burst apart in what appears to be an explosion of Divine Val, allowing to be used to defend and attack alike. Skilled Enochians are capable of isolating this effect to particular parts/segments of the target as opposed to overloading the entire target, such as destroying an arm or leg as opposed to overloading the entire body of a human target.
Note: S-rank version can only be used by Archangels and above
Note: S-rank version requires a cooldown of one turn between usages and can only be used four times per battle
Note: No other S-rank Val techniques may be used in the same turn(If S-rank version is used)
Note: S-rank and above requires the usage of two handseals

The clone to Irene's 2 o'clock [C3] did 3 swift hand seals that allowed her to manifest a magnificent creature of pure Stygian Water! The "water" was in the form of an 8m long pit viper that rushed at Altair (your snake) in attempts to crash into it and burn through his body whole. This snake wouldn't have to be controlled once created, using the clones chakra source to sustain itself as it sought out to finish the snake at once.

( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo
Rank: D-S (S)
Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks ) (40)
Damage Points: 20-80 (80)
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.

Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly.

The last clone, to Irene's 4 o'clock [C4] would do hand seals also, transforming the ground 5m under the enemies into the dangerous element of dream sand. The white crystalline sand would break apart the earth as it burts up in the form of a huge pillar of spinning destruction. This pillar aimed to stab and cut up both of the targsets legs as it is lifting them up a few meters in the air.

Yumeton: Futsūno katsu | Dream Sand: Ordinary Life
Type: Attack / Defense / Supplementary
Rank: C - S (A)
Range: Short - Long
Chakra: 15 - 40 (30)
Damage: 30 - 80 (60)
Description: Using Yumeton chakra, the user will be able to create objects, tools and other creations composed of the Crystalline Sand with two handseals. These can be created directly from the user's body, from already existing Yumeton or created from a source of earth. The creations can be created in the form similar to sand, being used as free flowing waves and such, or more compacted to become a solid to create swords, spears, shields or anything else, limited to the creator's imagination; While also being able to be shifted between the two states at the user's will (sand like/solid). Of course, numerous creations can be made with a single use, though the power of each creation will be split accordingly. These objects can differ in size according to rank, ranging from being small as a senbon (C) to being as big as the great golem technique (S). Each creation of Yumeton of course would hold the side affects the element carriers upon touching, ingesting it or smelling the fumes it let's off when burned, though the user himself wouldn't be affected to the former (touch) seeing as it is directly made from his chakra and body. These effects are very strong drug induced psychoactive side-effects which range from intense visual hallucinations, distortion of senses (color, sound and vision), unconsciousness, altered concept of time and even death.

Note: S-rank variants can only be used 3x maximum and once used the user will be limited to A-rank and below Yumeton techniques for 1 turn
Note: A-rank can only be used 5x max
 

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With Irene effectively neutralizing the sand jutsu after the fissure opens in the earth, causing it to simply stop where it is, Kouen moves onto his next move before the clones can recover from the tremors. The man would passively activate Sage mode, drawing in enough natural energy to bolster himself as he simultaneously initiates an intensely bright flash from his chest which prevents his opponents from noticing the side handspring he performed, placing Kouen 7m to the his right of his previous position. All 5 of his opponents would be instantly blinded from the powerful flash for several seconds while it would also be used to mask the placement of a genjutsu upon them, leaving them vulnerable as they may not realise their predicament until it is too late.

Following his movement Kouen would gift some of his life force into the earth in the area surrounding his opponents, causing it to quite suddenly and without warning erupt upwards into a mass of spikes, almost resembling a quite deadly forest. These spikes would erupt from underneath all 5 of his opponents and be over 5m tall.

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode - Passive
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.

Note:
~Cannot be used in consecutive turns
~The illusion is B rank in strength
~Can only be taught by Houdinii

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60 + 20
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.
 

Shady Doctor

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With Irene effectively neutralizing the sand jutsu after the fissure opens in the earth, causing it to simply stop where it is, Kouen moves onto his next move before the clones can recover from the tremors. The man would passively activate Sage mode, drawing in enough natural energy to bolster himself as he simultaneously initiates an intensely bright flash from his chest which prevents his opponents from noticing the side handspring he performed, placing Kouen 7m to the his right of his previous position. All 5 of his opponents would be instantly blinded from the powerful flash for several seconds while it would also be used to mask the placement of a genjutsu upon them, leaving them vulnerable as they may not realise their predicament until it is too late.

Following his movement Kouen would gift some of his life force into the earth in the area surrounding his opponents, causing it to quite suddenly and without warning erupt upwards into a mass of spikes, almost resembling a quite deadly forest. These spikes would erupt from underneath all 5 of his opponents and be over 5m tall.

( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode - Passive
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Mato sono Kanningu: Uso Chiito Nusumu)- Mark of the Trickster: Lie Cheat Steal
Rank: B
Type: Offensive/Defensive
Range: Short (Long for the flash)
Chakra Cost: 20
Damage Points: 40
A quite simple and fast jutsu for a practitioner of MoT, this technique is primarily a counter strike attack, allowing the user to swiftly and smoothly execute a dodge/block and strike at the same time. With an attack approaching them the user will release a particularly bright and intense flash at the same moment that they begin to dodge or block ensuring it is hidden from their targets sight. This flash will be a trigger for a genjutsu that prolongs the opponents ‘whited out’ vision while also causing a loud and disorienting buzzing noise in the opponents ears until released. These openings allow the user to block and counter as they would like, for example, knocking the opponents arm to open up their ribs for a strike or to chain this together with another taijutsu attack. Due to the unique intensity of the initial flash the opponent would find their vision blurred once released from the genjutsu and they will take one turn to fully recover from its effects.

Note:
~Cannot be used in consecutive turns
~The illusion is B rank in strength
~Can only be taught by Houdinii

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60 + 20
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.
With the bright light blinding Irene n the clones without fading away in the slightest, a few things at once. First off, Irene releases 3 of the clones, dispersing them on the spot and getting 75% of her chakra back from each one (Idk if getting clone chakra back releases gen so won't use it). This would leave only the clone at her 2 o'clock still on the field. This clone [Erza] would attempt to protect herself though. Using a Sigil from her body, she'd release a full body surge which allowed her to create a huge humanoid figure of condensed Natural Energy. The humanoid being would surround Erza very similar to a susanoo in not only looks but practical use also. This "susanoo" would stand 15m tall with Erza in the forehead like a cock pit. This susanoo comes with 2 long spiralling spears (10m long), 4 arms and wings just as big for flight. During the creation of this susanoo, Erza would be freed from the illusion but still blinded temporarily due to the side effects of the illusion; Though she'd be fully protected at this time.


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Tengoku no Hosuto | Host of Heaven
Type: Offensive/Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra: 30-40 [40]
Damage: N/A(Depends on application) [80]
Description: The Host of Heaven is a powerful Sigil located on the chest of those Enochians deemed worthy/powerful enough to wield it. This Sigil is considered a deviant of the Handiwork of God, enhancing the user’s ability to control Natural Energy to a higher degree than normal for various usages, both defensive and offensive.


The Spear of Destiny(A)
Through the formation of three handseals, the user will cause the flow Natural Energy within a short-range radius of the target to rapidly flow inwards, sustaining and controlling it to surround and compress onto the target enough to restrain their movements and hold them in place, rendering them completely immobile without damaging them. Upon “wrapping” the target in Natural Energy, the user can freely manipulate the positioning of the object through moving the Energy, causing the target encased inside to move along with it. Alternatively, through the gesture of forming a fist, the user can have the Natural Energy rapidly compress onto the target, crushing them beyond function. When used on living creatures, such as humans or summoning animals, there is a delay between the coating of Natural Energy and the compression in the case of the latter usage, granting the target enough time to respond to the feel of the Energy around them and to circumvent being damaged by the technique. Inanimate objects or constructs produced through techniques can be crushed virtually immediately, so long as it doesn't result in direct harm to the opposing bio. This jutsu can only be used being up to 4 times per battle. This technique cannot be invoked in consecutive turns.


Holy Ammunition(S-rank)
Upon the formation of three handseals, the user will cause the flow of Natural Energy to be directed towards a target. As they do so, they will cause their own chakra to be transmitted towards the target as well. This influx of chakra will blend with the pure Natural Energy infused into the target, transforming it into Divine Val. The sudden creation of Divine Val causes the target to burst apart from the inside out. This technique effectively allows the user to spawn a surge of Divine Val within an object as a means to destroy it, with the execution of this technique being quite rapid. However, this technique can only be used on jutsu or inanimate objects given that they are not infused/made with more chakra than this technique and within respect to strengths and weaknesses, in addition to living targets. When used on living targets, the Natural Energy becomes visible as it moves towards the target, appearing 5 meters away from all around as visible blue waves, similar to the way chakra appears to those that can perceive it. This is to allow a target to be able to perceive and avoid the Nature Energy, should they have the ability to, circumventing the infusion and avoiding the technique's effects. This Sigil can only be utilized three times per battle, requiring a two turn cooldown between usages. No Enochian techniques S-rank and above can be used within the same turn.


Holy Host(S)
This Sigil allows the user to manipulate Natural Energy into whatever shape he desire after three handseals, condensing its form to the point that it becomes visible as a sharp silver color with a slight golden hue, or as a transparent, ethereal-like hue. Due to their highly condensed forms, these constructs of pure Natural Energy are able to physically interact with other objects around them. The size of these constructs are limited only to the user’s imagination, and can be freely manipulated once created though sapping up -10 per turn to be maintained. These constructs are capable of being made through ambient Natural Energy or from Natural Energy within, released as a surge from the user’s body into the desired form upon the formation of three handseals, and can clash evenly with elemental Ninjutsu of the same rank, with the power divided evenly between each construct when multiple are created. Additionally, the constructs created through the Holy Host technique can be applied as extensions of the user's body, such as arms or legs to supplement Taijutsu or wings to mimic flight, etc. within reason. Such constructs cannot be used for handseals, or to create motions for jutsu controlled through motions of the limbs. This technique can only be initiated four times per battle, and constructs cannot be created within consecutive turns. While constructs are being manipulated, no Enochian techniques above S-rank can be activated.


On the other hand, at the same time as Erza acting, Irene would passively have September transfer the 160 Senjutsu chakra that was pre stored into her body; Not only breaking the illusion but giving her body enough NE to enter SM. As she enters SM in a blink of an eye, she'd immediately be able to sense her enemies not only through the sensing of SM but also through the extraordinary senses granted by her Sage of Pits transformation. She'd have basic pitviper scales covering her body, Horns on her head and pit organs that gave her the ability to sense through infrared mapping and mimute vibrations. Being blind literally meant nothing to her.


In the same timeframe as entering her SM, Irene also performed an attack. She'd be rushing at her opponent with her new found physically strength/speed and senses, flying about a 4m over the ground as she used her wings as a means of flight. Using NE around the snake and the man, she'd create countless senbon sized needles (Invisible to the normal eye) that would pierce them both form every direction. Ofc these needles started 5.5m away from each target, but closed in and pierced them before they knew of their existence. This would leave the snake dead and the man injured as Irene enters a 6m distance from the man and smacks him with a single wing from his right side.


"You've never seen a Dragon with this kind of beauty huh? Too bad you won't live to tell anyone of me. Aha."


( Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.


Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.


Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.


(Pitto No Kenjin) - Sage of Pits (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.


Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)


Note: Must have learned Pitvipers Sub-species of Snakes



( Kyuu-tsuki ) - September (Reference)
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.


Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.


Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.


Note: The wielder can only carry a single chakra battery


Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery (Stated 160 Senjutsu in first move)


( Senpo: Waikyoku Zennou no Sennin ) - Sage Mode: Torture of the Almighty Sage
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: Using the same principle as "Ice Release: 1000 Needles of Death" the user would focus his natural energy all around his opponent. Once done, the user would materialize the the natural energy into hundreds of small sized needles which surrounds all directions and angles of the opponent. At the user's will, the needles would all attack the opponent at once, piercing him from all angles. It could also be done at several enemies, but the number and power of the needles would be split according to the number of enemies. The needles need to be created at least one meter away from any opponents.


-Uses 2 turns on SM
-Can't use SM technique higher than A-rank the same turn
-Can't use SM technique higher than S-rank the following turn
-Can only be used once per battle


Chakra:


2000 - 70 [1st post]


1930 ÷ 4 [Clones]


482.5 - 40 [Wind balls]


442.5 + 75% back from 3 clones


1,442 - 40 [Fake Susanoo]


[1,402]


Senjutsu:


160 - 30 - 40


[90]
 
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