[Open Spar] Hokusai vs ???

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
As Hokusai stood at the ruins; her sketch book in hand as she silently sculpted a draft image of one of the buildings – the soul of an individual came into her perception. “Looks like we have company gentlemen” she said to her personal spirit, Darusen and her personal summon. The two of them nodded at her voice as they all turned to greet the man as he approached. The artist had been thrilled at the sight of another person coming to admire the ruins, but also she loved that perhaps it was time she tested her skills after her recovery from the red fever. She knew this soul all too well, Kotomine. One of Mirabelle’s advisors in Tsumigakure. “I’m afraid to ask but I can only assume you didn’t come here for a stroll” she asked the man, but before he can even answer she took the opportunity to take start things off herself. Darusen, her spiritual familiar idly floated into the air, being aerial support and to keep an eye on things from behind her in order to prevent any sort of sneak attacks.

To her left, Barbaracle was prepared for battle – swiftly taking a stance as it summoned forth a “lid” of calcite shell into existence directly above the opponent; as the underside was laced in sharp spikes. All the while running towards the enemy at high speeds. Hokusai on the other hand, swiftly formed several hand seals. This caused the ground Kotomine (starting 5.1m away) to swiftly be molded into molten liquid bismuth, as she controlled the element to rapidly converge onto his position from all possible directions (think lava like waves). The Bismuth rose up to five meters, with the lid of calcite also reaching in 5 meters wide, preventing jumping into the air as a possible route of escape without potential injury.

Last but not least however, the barnacles infused into her body acted in tandem as well, as they summoned a set of water based barnacles into the body of Barbaracle, unlocking more power and also empowering the summon at the same time. With all these actions completed, the artist simply watched as her team’s attack worked out. Darusen simply remained airborne and watched in all directions to secure his master’s safety.

Type: Supplementary
Spoiler
Rank: N/A
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description:
This technique is only accessible by those who have signed the Barnacle Contract and it utilises Barnacle Larvae that will live within the body, under the skin of the signer. These Larvae can do various things that modify and change the user's body but not to a significant degree, it is a way of adding things to create a variety of options and weapons it also allows for unique cosmetic looks that break certain human like boundaries but not to a huge degree. The Larvae can grow various tools from the user's body into their hand or can have it so the shell simply protrudes from their skin, for example they can grow a couple of calcite shell shuriken/shuriken into the palm of their hand or have Horns grow from their forehead as a new way to melee; or even grow claws from between their knuckles to assist with their punches. Tools created this way will be made out of Calcite Shell laced with Tendrils, meaning they can be the source of follow up Legs/Body of the Thoracica Jutsu however act as normal tools before these jutsu are used. The creation of normal tools like this is passive and counts as freeform, acting as a new way to use an arsenal of ninja tool. Because these Larvae are one with the user they change their skin so that is similar to Barnacle Flesh which allows them to reseal broken skin when tools are made from the user's body, it also allows the larvae to use "Legs of the Thoracica" from the user's very body, however creating extra hands does not allow the user to make hand seals with them. This in no way can be used to heal the user from incoming damage, it can be used to reseal cuts, but the internal damage is still done and is just a way to stop further bleeding, nerves, tendons. organs and everything within the body is still damaged except the skin. Larvae can use Gadget Barnacle from the user's body capable of launching it from a hand for example and even capable of infusing the user with Organs of the Thoracica.

Like with Zombies, the Restrictions of the Barnacle Arts when the Larvae use them apply to them separately as they can act alone with it's own abilities, their number of usages of an Art will not clash with the Users. Because of their limited amount of abilities the use-age of Legs of the Thoracica and Body of the Thoracica gain a rank, but only when the Larvae use them. Stated in the signer's bio there can be various cosmetic applications already active to change the appearance, like horns or spikes protruding off certain points of the body or elongated nails made from shell even a tail made of Barnacle Tendril flesh or tendrils intertwined within the hair, capped sharp teeth or a longer tongue and even if you so wish - pointy ears. Making modifications to the user's body is unranked (Unless Jutsu are used instead ofcourse) and can be done freeform and is limited to the user's creativity.

- Must have Signed the Barnacle Contract.
- Must be taught by LonelyAssassin
- Must be stated on your bio that you posses these.
- The Larvae can use Barnacle Arts independently from the user.
Type: Offensive / Supplementary
Rank: A
Range: Short / Mid
Chakra Cost: 30
Damage Points: N/A
Description:
The user will perform the ordinary summoning technique or swipe blood on their Barnacle tattoo and summon a tornado of water 2 meters high and 1 meter in diameter on the field within mid range (Similar way "Oregon" is summoned onto the field, water tornado is purely cosmetic) revealing Community of Barnacles that have already made a Piece of Rock their home, work together to become a monstrous creature. It's made up of two rocks, the larger one being the torso and the smaller one being the pelvis area, connecting the two would be regarded as their stomach area connected through the binding of many Barnacle tendrils to become this thick, strong flesh. Barbaracle also has arms and legs made of the strong, thick flesh and at the end of this thick flesh are claws made of Steel which they can use to slash at the enemy with their feet or hands, the barbaracle has four arms altogether. The Barbaracle has a head too which also has steel claws, it is about the size of the average human, just wider.

The Barbaracle is a Water User, capable of expelling torrents of water from it's arms and legs, the water will seem to leak from between their flesh like tendrils to become the torrent of A-Rank water which counts as a move - Barbaracle can split the power of the Water torrent if he wants to shoot it simultaneously from each limb (B-Rank each from two, C-Rank each from four, B-Rank and two C-Rank for 3). The water can even be used in such a way that when Barbaracle is standing they can expel the water from their legs to propel them upwards, however this can only be done if in contact with a surface, if angled correctly he can propel forwards quickly. Even though they are water uses, the earth they made their home can be used as protection like an Earth technique of A-Rank and lower, however they cannot repair it as they do not have an earth affinity. The Flesh can be cut like ordinary Human skin.

Because the Barbaracle is made up of many barnacles, at the end of each limb there is a barnacle which is used as an eye, there is also one in the head. These can be used to Barbaracle's advantage, however when the water technique is used they cannot see until the water subsides, of course they can't see if they're covered up (for example the eyes on the feet will be covered up when standing). The Barbaracle is a Soldier of the Barnacles, there are many Barbaracles that make up the Barnacle Army and another can be summoned if one were to fall in battle and so their special ability is that another Barbaracle can be summoned again later.

- Must Wait 2 turns before summoning Barbaracle again
- A-Rank Water Blast Counts as a move
- Steel Claws are Freeform CQC weapons
- Lasts four turns on the field
Type: Offensive/Defensive
Rank: C - A (A)
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60 (60)
Description: All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools, weapons or other kinds of constructs, though depending on the size of the Barnacle Summoning using this they can only make a certain amount of things.

C-Rank : Can be used by Single Thoracica Barnacles or above and can create small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed unless this technique is used again to manipulate it

B-Rank : Can be used by Small Groups of Thoracica Barnacles or above and can create a barrage of Kunai or Shuriken, a wave of Senbon. They can create weapons as big as Spears or even shields all the barnacles would contribute by stemming off their shells to create a large shield. They can create singular pieces of armour like gauntlets, chestplates or masks - can only create one of these.

A-Rank : Can be used by a Community of Barnacles like "Oregon" or above and can fire ordinary-sized swords or large shuriken, create and wield Large weapons like Battleaxes, giant swords, even walls or a group of spikes from the earth (Contact with the earth must be made). The Communities can create full sets of armour.

The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to elements however the shells are weak to lightning and strong to water. Like "Gadget Barnacle" the user can use this technique but only by clicking his fingers to summon a weapon within the limits of the chosen rank, the user cannot manipulate the shell though

- Can only be used by Thoracica Type Barnacles and not by barnacles without shell.
- C-Rank only has Short Range, B-Rank is Limited to Mid and A-Rank Long.
- User can only use the A-Rank version four times
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassinn
Type: Supplementary/Offensive/Defensive
Spoiler
Rank: B
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (+10 chosen affinity)
Description:
The User bites their thumb and wipes it on their barnacle tattoo and is used when another Barnacle Summon made of a community (like Oregon) is on the field. There will be extra barnacles infused into the community, and these barnacles will have a certain elemental affinity of the user's choice as long as it's the 5 basic elements and only one elemental affinity can be chosen at a time. The Summon with these infused can use all Techniques of their chosen element with no hand seals up to B-Rank. If you infuse barnacles of the same affinity as the summon then they will be able to use techniques up to all ranks with a +10 damage boost.

- Cannot be used on the same summon twice.
- Cannot be infused whilst an element using this technique is already active
- Must have signed Barnacle Contract
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra: 10-40 (40)
Damage: 20-80 (80)
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Arriving at the ruins with Dragon Fang around my waist in whip form, sword on right hip, and merged with Achlys, with her 'body' being visible outside as a trench coat, I would find myself being greeted by someone somewhat familiar. While it was far from my first visit to the ruins, it was Achlys' own, as I intended to show her around, perhaps triggering a latent part of her memory. But alas, as fate would have it, our tour would be interrupted before it truly began. ''Are all women of this age aggressively violent?'' Achlys would inquire within my psyche, somewhat with an attitude. ''Only the one's from my village.'' I'd reply jokingly, much to the Goddess' displeasure. ''Well then, handle it quickly.'' She'd say as I took action.

I would unstrap my leg weights while channelling chakra throughout to form a swirling vortex of electricity around me in the shape of a dragon's head. Per it's namesake, the electricity would be empowered by Dragon Fang, allowing it to carry enough strength to push away both the lava like element and destroy the lid before they could cause any harm to my person. The attack would maintain and charge towards the incoming Barbaracle in an attempts to push it back for the moment and create some space. Within my psyche, Achlys would lock on Hokusai, the Barbaracle, and the floating squidy, essentially marking them as the main targets to deal with for the moment.

''A stroll would have been nice, but a little exercise never hurt anyone.'' I'd say to the woman as I leap over the scarred earth (from Bismuth creation points) and begin to dash in clockwise arc while still maintaining 10 meters distance from Hokusai.

(Bugu no Achlys) - Garb of Achlys (Ref)
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.

(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.
(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.
Note: This can be used for either canon Leg Weights technique.
(Raiton: Rairyu no Tatsumaki) - Lightning Release: Thunder Dragon Tornado
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 +25
Description: The user forms a whirling vortex of electricity around themselves. The vortex will take on the form of a dragon’s head and will grow to then shoot forward and cover the area in front of them. Even if the attack doesn't directly connect with his foe, the lightning can jump from the vortex to hit a nearby target.

Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
As mentioned you wouldn’t be aware of my spirit due to Katsuryoku members being the only ones aware of them normally (other shit like Yin Specialists etc can sense em). Also the Lighting Dragon continuing at 55 DMG.


The artist smiled, seeing that Kotomine wasn’t a pushover. He was worth of creating a masterpiece out of, assuming she survives the battle to come but she wasn’t out for blood but rather to simply have a fun afternoon out with her team and village mate. Regardless of this, she would form a single hand gesture, causing a spirit to be summoned from the pure lands and into the impure world. The spirit in question caused an immediate implosion of itself, causing the lighting dragon to be dispelled under the force of the technique. While this happened, Barbaracle was just two meters out of the explosions range; but he wasn’t about to let his offensive momentum go to waste.

At the same time of the implosion, a swarm of aquatic assassins would be summoned. They all immediately chase after the opponent; leaving him no room to escape from them. Darusen carefully floated in the air, observing Kotomine’s movements while Hokusai keep tabs on him via his soul. There was no escaping their watchful eyes. However if not careful he might have missed it, as with her hand gesture she tossed out a splat bomb she kept hidden on her person as it flew into the air towards Kotomine’s location.

In it was Bismuth infused ink, empowered by her ink brush. Once it landed however she didn’t detonate it but rather waited for the opportunity to do so. Last but not least, the larvae in her body would summon a set of barnacles once again but this time to merge into her own body. As the barnacles are summoned, they are aligning themselves parallel to her spine under the surface of her skin. They however remain inactive for the time being. Once this was all done, Oui took out an ink brush from her tool pouch as she waited on her opponent. Barbaracle continued to chase after Kotomine as well.

“Come Kotomine, let us paint a wonderful abstract painting together. We cant do it if you aren’t close enough however…

Type: Offensive
Spoiler
Rank: B – S Rank (A)
Range: Short – Long, Short (Explosion)
Chakra: 20 – 40 (30)
Damage: 40 - 80 (60)
Description: Through a hand gesture, the user releases a sacrificial amount of chakra. This causes them to summon a genki from the Pure Land or one that is already present nearby to consume it and fall under the control of the Katsuryoku member. By employing them, the genki moves towards the location of the user’s desires and once within range utilizes the ethereal energy within them to self-implode. The genki self detonates, releasing a vast amount of kinetic force enough to shatter physical based ninjutsu or dispel energy near them as it also releases vast amount of ethereal energy as well in a five meter diameter. Normally it would be impossible for outsiders or those who lack the ability to sense spiritual energy to sense the approaching spirit however the Genki must physically manifest into the Impure Land in order to interact with the object in question prior to its implosion. The user is also able to implode genki who are currently possessing an object in question, I,e a rock with will release the aforementioned results but also broken rock into the surroundings. The B rank version can only be used four times per battle, A rank thrice and S Rank Twice. A rank application has a cool down of two turns with the user being unable to use above S rank clan techniques in the same and next turn. S rank requires a three turn cool down and leaves the user unable to use clan techniques above A rank for the same and next turn. The genki after it implodes also reforms itself easily after each use.
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80 + 10 = 90
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.
Type: Offensive/Defensive/Supplementary
Rank: N/A (varies)
Range: Short
Chakra Cost: N/A (varies)
Damage Points: N/A (varies)
Description:
Daughter technique to "Inner Daemons", the Virtual Armoury is a jutsu that the Barnacles infused in your body can use, they will proceed to create from the user's body the desired weapon or defence or infuse more barnacles of the user's selection that work independently from them. The limits of the chosen weapon is that only one can be selected from either a Barnacle Summon or the Barnacle Arts : D.E.V.A. Jutsu. The weapon selected that is to be wielded or implemented must be posted along with this jutsu, bolded and carry all the limits listed in the summon. But most importantly it must make sense, for example; from "Thel' Vadam, The Arbiter, the user can create his blades, but they can not gain his ability to get x2 speed as that's more bound to his body structure and fitness rather than the actual abilities the barnacles his body is made up with is infused with.

The rank, range, chakra and damage this jutsu will cost is equal to that of the selected weapon from the summon or D.E.V.A. For example if the B-Rank Beam Rifle from D.E.V.A is chosen, it'd be Long Range with (20/40) chakra and damage values. If the ability has no stated rank or damage value then it would be one rank less than the whole summon's rank itself, for example; Spectre's camo has no stated rank but the summon is A-Rank, making their ability B-Rank through this technique. However if an ability states a chakra or damage value, then you would use the rank equal to that, i.e. 30/60 = A-Rank.
Barnacle Arts: D.E.V.A. : Each ability except "Tasaina" and Eject can be used, but only one can be chosen through this technique. The weapons can be summoned on the user or grown from the skin through the use of "Inner Daemons".
Summoning : Silence, the Spectre : The user can create a a layer of barnacles over their body through "Inner Daemons" to mimic Silence, The Spectre's Camouflage ability. The same restrictions carry over. The newly summoned barnacles can work independently from the user.
Summoning : Thel 'Vadam, the Arbiter : Can Create The Arbiter's swords. One would already be supercharged the other must be activated costing a move.

- Three-turn Cooldown
- The User's "Inner Daemons" can use this
- Only One Ability can be infused per usage
- Must have learned "Inner Daemons"
Type: Tool
Rank: A Rank
Range: Short - Long (Thrown), Short (Explosion)
Chakra: 30 (N/A When Thrown)
Damage: 60
Description: Created based on the blueprints originally made for the Kote, these small tools are crafted and intended to be used by those whom utilize ink ninjutsu. Within these triangular containment units are ink of various color, this color matching that of the element infused into the ink ahead of time. When thrown at the enemy, the user will weave a single hand seal - causing the capsule to burst open those releasing a violent burst of ink to those around the blast zone, however if the user desires to delay the explosion they may do so, in which case simply throwing the bomb is considered freeform and thus doesn’t count as a move, though activation of it's bomb form will still count as one and the user must be within two landmarks to trigger it. The power of the blast depends on the amount of chakra and ink utilized for the this technique, while also dealing additional adverse effects depending on the element such as fire burning the enemy, water making the ink more vicious and sticky making it harder to move etc. It can also be used as a source for future ink techniques. A rank can only be used thrice per battle while the overall technique can only be used five times per battle. This is also akin to having works of art pre drawn thus various techniques can be used in conjunction to this due to the ink acting as a new source.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
''She seems extra proficient in swarming and outnumbering.'' Achlys would comment as the water assassins come into existence. ''I'll level this a bit. Willing to take point later?'' I'd reply as I take counteractions, to which Achlys would ignore. Of course, she could not be bothered, at least not until she felt that her assistance was warranted. Anyway, my action would come in the form of slamming my left hand on the ground as I halt my run, with the technique being empowered and used at increased proficiency due to my skills in the art and a small support from my September tool. The end result is the formation of an underground forest of shadow spikes that would extend to above ground, specifically 15 meters above it. The shadow spikes would naturally have my pre-placed seals (bio) although they would be of no use currently. They did however carry raw destructive power that should enable them to deal with the water assassins, the summon, and Oui herself alongside her tossed tool. Speaking of tools, as I began my maneuver I would use a tool of my own with my right hand, specifically the Smoke-Flash Bomb, tossing it with force to 8 meters above Oui's location intending for it to explode and disorient her.

Additionally, Erebus would naturally take place, with it being controlled as to have only my outline be a physical shadow state while everything else was a literal shadow state. I would remain in place for a moment, preparing my next set of actions.


(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 +10
Damage Points: 80 +20 +20 = 120
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Spoiler
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.
( Kyuu-tsuki ) - September
Type: Tool
Rank: S
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 or apply it to their techniques 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 up to 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 provide 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 its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: 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 the drain ability 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
( Kemuri Senkōdama ) - Smoke-Flash Bombs
Type: Tool
Rank: A
Range: Short - Mid
Chakra: N/A
Damage: N/A
Description: Similar in use to the smoke and flash bombs respectively, this tech dazes the senses by emitting a powerful sound and light. It was powerful enough to block even enhanced senses of sight and hearing, leaving those with vision and sound based sensing useless. It's major downside, however, is that due to affecting a wide area, allies could also be caught in the blast radius if not warned beforehand. Due to the mass amount of chakra released from the explosion, chakra based sensing dilate also left useless. These are also able to negate B rank and below technological sensing devices as well.
Note: Does not count as a move but only one can be used per turn.
Note: User can have up to 3 max while Cyborgs have up to 6.
Note: Cyborgs are also able to fire these up to Long range.
(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependent on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would evert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
It didn’t take long for the enemy to respond, considering the nature of the technique being applied. Kotomine would attempt to utilize the shadows to stop Hokusai, but the young woman wasn’t that much of an amateur considering she was one of the best sealing ninjas in the world, though not many would know this of course. Immediately as the shadows rose from the ground, she utilized her chakra and control over the splat bomb in order to trigger a technique. Utilizing several hand seals, the bomb exploded – releasing the ink as it transforms into a rather large imitation of her guardian spirit Darusen. The octopus, being roughly the same size as the forest of shadows would rip its tentacles into the ground in order to forcefully pull the shadows towards it as it took the blunt of the attack. This would of course prevent her summon from being harmed. It was also empowered by her ink brush in her hair, while she kept the giant octopus from striking her own summon. Barbaracle would fall back from the enemy, allowing the ink familiar to keep control of things for the time being.

Hokusai wasn’t done yet however as the same hand seals she made were for another purpose too. Upon the creation of the ink familiar – she forged a barrier that immediately scanned the shadows, stripping it of the additional infusion of chakra that empowered it in the first place, weakening the technique in question, though she would infuse her own additional chakra into it in order to increase the power of her familiar as well. She also added in an additional perk to it allowing the familiar the ability to regenerate from damage its taken in a fight. It would then look at the opponent, swinging its large tentacles down in order to strike the opponent. Of course her ears and such would be irritated by the flash bang shit but her soul sening allowed her to easily continue to keep track of her enemy.


Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Sanjūroku-kei is a rather uniquely designed weapon, specifically for that of the artist named Foreigner in order to enhance her art in the heat of a battle. It takes the form primarily as giant paint brush - but it has the passive ability of being able to shift it's form into a vastly smaller brush when needed. Depsite this, the shaft and bristles of the brush are light weight - allowing her to wield her weapon with ease while also being made of indestructible material but lacks the means of being able defend against ranked jutsu. It can however deflect freeform bases techniques such as freeform taijutsu, kenjutsu etc.

All Things in Nature - The true nature of the brush comes in when Inoūi attempts to draw a work of art utilizing the brush, through the use of ink tattoos, ink in general or even when using them from the scroll. The brush will siphon a minor amount of chakra from her through physical contact and take that, pushing the extra chakra into the user's ink based techniques increasing the offensive power of jutsu - passively increasing the rank by one or +20 to S ranks and above. Techniques that have no damage value will then instead gain +20 defensive power instead thus allowing her works of art to be sturdier in clashes. This is a passive ability and requires no input from the user but does require the brush to be in physical contact or within one meter of the owner in order to be utilized.

Territory Creation - Is another passive skill that works in tandem with the ink brush as it acts as a sort of beacon. This allows it to leak out chakra into the area up to long range, allowing the user a unique form of sensory as it allows them to detect any sort of ink source (or any sort of ink) within the area as well as anything that is near the ink (within close range proximity). While this is passively activated - it drains the user of - 5 per turn to sustain.

Divinity – Is the final but active ability of the brush, as located on the handle is a seal. This seal exists on the user’s palm as well with the kanji for “Divinity” written. By activating this seal, the user is able to in the event of getting the brush stolen from them would immediately seal the brush back into the seal located on the user. The seals are intertwined with one another – thus no matter the distance, the brush will always come back into the user’s possession unless it is sealed somewhere else and thus remains unreachable. It can also passively be activated to unseal the brush instantly as well into the user’s hand once again. The active ability can be used once per turn with a cool down of two turns. Both applications requires 30 Chakra to activate.
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank (S)
Range: Short -Long
Chakra: 10 – 40 (40 + 10 = 50)
Damage: 20 – 80 (80 + 20 + 20 = 120)
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: 20
Damage: N/A
Description: Bad Apple is unique technique that doesn’t follow the traditional means of Ink Ninjutsu, rather being a technique designed to supplement the artworks instead. Through the infusion of additional chakra, the user is able to apply a similar ability to its sister technique Ninja Art: Ink Flow in which we seen when the snakes are capable of regenerating consecutively thus making escape impossible. What this technique does, is enable other works created by the user the same properties of regeneration. The regeneration however can only take place in the event the artwork is not completely destroyed and would regenerate back to full power so as long as it hasn't sustained enough damage to be neutralized or overpowered. This technique can be used three times per battle, lasting two turns each. Due to the nature of this technique, it's initial activation is instantaneous and can be used within the same time frame of another technique.
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: The user erects a transparent barrier that spreads out from their body up to mid-range, carrying with it no damaging properties or physical characteristics. To the untrained eye this barrier is entirely invisible, though chakra sensors and other Doujutsu users will be able to perceive its existence easily. The barrier’s purpose is temporary, acting to intercept a single technique and perform its functions on techniques or fields that have boosted or augmented it. The barrier’s mechanics allow it to ‘strip’ a single technique that it intercepts of its boosts or augmentations; in other words, the barrier must be able to physically intercept the targeted technique. Those that are intangible, like the Hands of Sloth, would be incapable of being interacted with under normal circumstances by this barrier technique unless it was modified by an external technique. In terms of boosts, this barrier is capable of stripping infusions that are directly infused into the technique in question – this counts passive infusions, as well as those actively done by techniques that infuse chakra directly into a technique. When the infusion is stripped the effects of that infusion are also removed. Note that if an infusion applies more than the chakra of this technique, then the barrier will be unable to strip the targeted boost. This technique can be used within the same timeframe as another technique, or used on its own.

Note: No Fuuinjutsu above A-Rank can be used in the same turn or next.
Note: Can only be used four times per battle.
Note: Requires a two-turn cooldown between applications.
Type: Tool
Rank: S
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 or apply it to their techniques 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 up to 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 provide 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 its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: 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 the drain ability 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
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
It seemed that the woman had some skills of her own, specifically those relating to Ink manipulation, similar to my own. Should she be capable of utilizing it at the same level then the battle would definitely be drawn out. As the giant octopus begins to form, I would act to emulate the degree of manipulation to an extent, while also adding my own flare to it. Simply moving the spikes under the prior technique to amass mostly in front of me, I would invoke Creations of Yesterday, separating the shadow spikes from my person, while giving it it's own sentience. Said sentience would be elevated due to Starrk Effect, with the shadow being given my belligerent side of battling in terms of personality. The construct gaining independence would carry with it several impacts on the field. Initially, as it gets separated, movement in the field would cease, notably for the giant Ink Octopus, as it's giant cast shadow would make contact with the spikes, which would now carry pining and paralyzing traits in true Nara fashion, with this applying to the summon as well. This would prevent the ink creations progression, preventing it from having an impact on the field whatsoever. The spikes would shift in form upon their initial separation, changing as the mass of shadow bursts from underneath the field and forms into a gigantic Stag of shadows which goes by the name Peryton. Peryton, as he was formed from the combination of spikes and the additional underground shadows would be quite imposing and big. His formation would be crafted in a manner that ensured that his front legs remained in contact with the shadows, as to not create any gaps for movement. Being blessed with a combative persona, Peryton would be quick to move, thrusting himself through the parlayed ink and storing it within his body, while continuing on to chase after the summon. His large size would make catching it quite easy, as would his ability to restrict movement. Peryton movement should also encompass the summon, storing it for the moment, albeit alive.

You must be registered for see images

Peryton is a winged deer with fangs, sharp hooves and antlers. Should be roughly 50ish meters big with a wingspan to match, also built kinda thicc and dark in colour rather than colorful like the pic.

While Peryton ran a muck, two shadow clones would have been created in the same instance of it's initial manipulation. The clones would quickly spring into action, with one of them empowering Peryton's defenses while moving to climb atop of it. The other clone would move towards Oui in shadow form, utilising the giant shadow Peryton casts to remain hidden in it's movement. Said clone would aim to move and hide within Oui's own shadow, remaining idle for the moment. Peryton would then turn it's rage upon Oui, raising it's right front leg and aiming to bring it down upon the woman with force. The size of it's legs would cover a significant area around Oui, making direct escape harder.

I on the other hand would simply watch my creation take action, preparing to supplement it within a moments notice with certain qualities. ''Peryton? Out of all of them you chose Peryton?'' inquired Achlys to which I replied ''He needs the practice, plus I have an inkling that he should be able to get the job done once he ascends to his second form in a bit.''

(Kage no Sento: Gekido fugu no fukushu) | Shadow Combat Style: Vengeance of an Furious Pufferfish (Ref)
Type: Attack
Rank: S
Range: Short-Long
Chakra Cost: 40 +10
Damage Points: 80 +20 +20 = 100
Description: By using the ability of the shadows to materialize, and also their own ability to use it directly from their body, the users of Shadow Combat will form two handseals [Boar - Rat] and place both their palms on the ground to release a large amount of shadows from his palms into the ground. The user will infest the entire battlefield with his chakra before creating an entire forest of shadow spikes that rise from underground, which can be as many as thousands, up to the tens of thousands (in a manner similar to "Dance of the Young Ferns"). The chakra in the ground is released in a way, similar to sharp and durable roots, that will hold the earth from moving (not allowing anyone to perform only ground altering Earth techniques, that change the physical structure of the terrain like creating a Golem or Moving Earth Core of up to S-Rank) and also killing anyone who might be hiding underground. On the other hand, the spikes of shadows that rise from the ground, indiscriminately slaughter whoever stands on the ground's surface. The shadow spikes can even reach up to a height of 15 meters. The user can freely manipulate the spikes as long as his hands are in contact with the ground. Straight after creation, the user can detach themselves from the created source after which he will no longer be able to control the spikes. Until the user detaches himself from the spikes, he won't be able to use any other jutsu.
Note:
- Lasts three turns after which the shadows fade away.
- Can only be used by the users of Shadow Combat.
- Only two techniques in the same turn.
- No other shadow Combat jutsu above A-Rank in the same turn.
- Cannot use any other jutsu (except Shadow Manipulation) while still connected to the spikes.
- Can only be used twice.
(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
(Fuinjutsu: Sutāku kōka ) Sealing Technique: Starrk Effect
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (+10 to technique)
Damage: N/A
Description: The Starrk effect is a unique sealing technique crafted by a man that was alone for many years, only to find a way to gain companions by creating things. He was blessed with the ability to give things life, but these things still didn't keep him company. They had no motive. No personality. No sense of uniqueness to them at all. They were just drones that reacted and acted on his whims. Then he finally found a way to give them everything they were missing, with a simple seal. The seal simply takes a part of the user's personality and seals it into an object, technique or weapon that has sentience or life. With this, the host that the personality is sealed within becomes much more unique depending on what sort of personality the user chose to gift the host; Gaining speech, deeper thinking and other things connected with actually thinking for ones self and having a personality to make unique decisions. Though this does give things a uniqueness, it would also strip the one it is used on of part of his/her personality. Meaning if they sealed the happy part of their personality into another host, that host would be happy and outgoing, while the one the happiness came from in the first place would most likely be an unhappy personality when interacting with them. This works especially well with people whom have multiple personality disorder. One could potentially strip themselves or others of those personalities specifically and place them into a different host. This seal can be used passively next to the creation of anything sentient, or can be pre placed on things such as custom weapons and such, though would need to be placed in the user's bio or stated before a fight/event.
Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Ref)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/[/b]rerelease[/b] techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

(Kage: Ra No Hoho) Shadow Arts: Protection of the Ra

Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn)
Damage: N/A (60)
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on the ability of the Nara to manipulate their shadow to become tangible and exhibit strong solid qualities this technique was born. The technique has two manners of usage. The first is erecting a defensive structure based on the users need. What sets the structure apart from any other defensive technique is how it interacts when damage is received. Instead of remaining solid and resistant to the oppressing technique the defensive structure would react in a unique way. Ability alpha would take place. Ability alpha leads to the negation of all power of the opposing technique. This is achieved through absorbing the power/damage of the technique and spreading it across the shadow then finally towards the ground, causing damage to the ground as a result. Depending on the strength of the technique it can cause damage from cracks to craters. This would stop the opposing technique from gaining any more distance, thus effectively protecting the user. The user can, 3X per battle and at a jutsu cost, choose to redirect the momentum of the stopped technique to somewhere else other than the ground. The momentum would be directed through (a) shadow tentacle(s) towards the intended target. If multiple tentacles are used the power is spread amongst them. The intended target would be sent flying backwards while receiving damage equivalent to the stopped technique but with a -10 damage due to the fact that some of the power would be lost during the execution of the technique.(A punch that delivered 30 damage initially would deliver 20 damage when its returned). The user can choose to give their defensive structures, 3X per battle, spikes. These shadow spikes would destroy the opposing technique. They would carry A rank strength. This is ability beta. It is commonly used to stop offensive techniques that the user does not wish to send back.

The second and alternative usage of this technique is to apply it to other shadow techniques. This would give that technique powerful defense. Additional chakra would be added to said technique to make it behave like the following. The technique this is applied to would get up to 45 defensive points added to it. When an opposing technique hits the augmented shadow it would count towards the 45 defensive points. Alternatively, power/damage can be either sent towards the ground/target through a tentacle(s)(or direct contact) delivering 3/4 of that damage, or it can be used to augment the shadow technique's own strength. The strength increase is only 1/2 of the stopped technique.(A tangible shadow punch that absorbed the damage from a boulder for example would use the damage/power to propel the shadow punch forward, increasing its damage as a result.) This can be only applied 3X per battle. It would last the same duration as the technique it is applied to. This requires the user to perform a hand seal. It would only become active when the shadow tech it is applied to gets hit. However, it would still cost 15 chakra points per turn.

The technique basicslly acts as a waterbed, distributing the damage but with a twist. The twist being that the damage would be 'presevered' then sent towards an outlet where it takes effect.
-Requires mastery of shadows.
-4 time per battle.
2/5 Peryton
1/3 Clones
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
What a tricky one, the artist thought to herself, noting how persistent her enemy is. Regardless to all what he did, she was as resourceful as ever – with a single hand gesture she would summon a unique spirit from the pure lands, immediately spawning directly onto the shadow technique of her opponent. The spirit in question had a mental link to Hokusai, whom immediately commanded it prior to as it understood what needed to be done. It ironically shared its spiritual nature with the opponent’s technique; forcefully sending it into the pure lands. As it’s transported away, the spirit in question moved the technique; it started moving it several meters away from the battle zone as it wanted to keep it as far away from the battle as possible. However due to the nature of the technique; Hokusai had other plans in mind as well.

The octopus would in turn continue its rampage; aiming to strike the opponent down with it no longer being hindered and with the shadow longer existing, the shadow clone from before would also be struck in it’s rampage. She controlled the ink creation to make sure it doesn’t harm her summon as well in said events, though her previous gesture was for another technique as well, as she summoned released a bit of chakra too in order to summon another spirit. This spirit as it is summoned immediately merged with Hokusai’s body, causing her to become one with the spirit; performing a full body possession. Darusen, whom was airborne still continued to keep watch while in the meantime the Barnacles that previously merged with her would activated their effects, as they started to refract the light around Hokusai.

This made her invisible now to the naked eye, somewhat at least as well as the summons creating placebos across the terrain, making it impossible to sense her location accurately as well. The artist used this now as a chance to start moving silently as possible without trying to disturb the ground too much though the ink creation would be his current opponent anyways keeping him busy.



Rank: B
Type: Supplementary
Range: Short-Long
Chakra cost: 20
Damage points: N/A
Description: Reminiscence of Loki is a supplementary technique which is activated through a mental command, which comsumes no time whatsoever which allows it to be used within the same timeframe as another technique. Upon activation the user releases an amount of chakra into the nearby vicinity attracting a peculiar form of Genki, which instantly consumes the given energy and gains a duration of 3 turns on the field. These Genki share a mental link with the user, and is commanded to act through that link of communication, essentially the user is unhindered should he perform actions while the Genki act on his behalf, as they're are ordered by will and conviction alone, as the sacrificial portion of chakra was already given. Next is what makes these Genki special, is their ability to don themselves around an object or technique, preferably a technique of the user, which allows the Genki to share it's spiritual properties with the technique temporarily transferring the technique to the Pure World. While in the Pure World, the presence of the technique is masked by the untrained eye. Similar to how Jorth's Personification can manipulate it's influenced objects, so can Roki no Omoide, which allows a technique to be directed in different paths while in the Pure World, and finally be transferred back becoming tangible once more , however it requires a one turn wait before it can return from the Pure World, and costs +10 chakra every turn it remains in the Pure World. The technique lasts 3 turns when used, and can be used maximum of four times per battle.
Rank: B-A
Type: Supplementary
Range: Short
Chakra Cost: 20-30(-5/-10 per turn)
Damage Points: N/A
Description: Búri no Yugion is technique which is based on the feat of Possession, be it partial or fullbody infusions. The overall infusion process involves the Genki inhabiting the same vessel as the user, wethever or it be fullbody nor only partial. Upon entering the body of a living shell, the Genki would cause a constant chakra spikes throughout the user's system for a turn. This is to create complete unity within the two parties, clearing the user of any foreign chakra-based influx in their system, despite rank and power. Normally this would cause the inability to mold chakra after the emergence and for the rest of the turn. However upon reaching a certain height of mastery within the art(Katsuryoku Pledged and above) one completely nullify said side-effect. This goes for both infusions.

Partial B-ranked| Partial infusion is not the spirit taking over the body of the user but lending their powers to him/her to be used in battle which is mainly a supplementary use. Supplementary uses include a variety of things however, for a partial infusion only one can be used at a time, while with a fullbody infusion all will be available. These abilities are more accurately defined below and both runs passively upon infusion.

Precognition, which literally means acquiring knowledge. Now this is done by other means, than studying a book or listening to a presentation. While by normal means an organisim can only extract information from past to present, precognition does the same, however from the time, that has yet to come. While under the effects given by the Genki, the vessel is enabled to see into the future. In other words, the vessel is giving himself the capability to view all possibly outcomes, and the ability to change the to-be happenings, with another act than the one told in the vision. Lasts one turn, and can only be used 3 times during partial infusions. Can be used 5 times during fullbody infusions.

Aura Sensing, is the ability to view a person (Be it within range of the user's vision or not), however not only their exterior but their interior as well. People oft carry a demeanor around their entity, which becomes visible upon use of this supplementary ability. This interior exudes from the owner which is clad around their entity as a transparent shroud. Depending on the colour, size and aggressiveness in the shroud, the user is able to determine their emotions, such as love, anxiety, excitement, hate, stress, dizzyness, etc. and thereby oft their actions as well. Lasts untill deactivated.

Fullbody A-ranked| This infusion, is where the spirit and host shares one mind. A perfect unity. However, spirits are, if their host is unconscious, able to maintain themselves in control of the shell(The user) and fight in their stead by forcefully manipulating it’s movements accordingly to it’s will, even if its gravely wounded. When completely fused, the user and spirit share their complete memory and knowledge with each other. While fused, genjutsu(besides doujutsu genjutsu) are ineffective against the user.

While under the influence of Testament of Búri, the user gains abilities (Much as Jorth's Personification) that corresponds to their spirit. Both infusions are both with a certain risk. Extended usages may cause the user to become exhausted, and or run low on chakra, as the spirits will be sheltering within the host’s body, and feed on the energies, be it foreign or not.
Both infusion of course carry limitations in their uses, however depends and varies from rank to rank within the art of the House. An outline, and usage for the generic spirits roaming the fields;
Partial uses per battle: Katsuryoku Apprentice (1) Katsuryoku Initiate (2), Katsuryoku Pledged (3), Katsuryoku Elder (4), Katsuryoku Voice (5).
Fullbody per battle duration: Katsuryoku Initiate (1), Katsuryoku Pledged (2), Katsuryoku Elder (4), Katsuryoku Voice (5). Can only be used twice per battle.
These of course also counts for submitted techniques, unless it specifically is bounded by other restrictions given in submission in question.
Type: Offensive
Spoiler
Rank: A-Rank
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description:
Silence is summoned by wiping blood on one's Tattoo or by performing the normal Summoning Technique, however this is followed up by a very subtle 'finger to the lips' whilst whispering 'shh' - This is purely cosmetic and does not need to be performed, it's more of a tradition. Silence is also a Community of Acorn Barnacles which are made up like Oregon and Barbaracle. However each Acorn barnacle is connected through it's Tendrils to another on the opposite side of where it reside on the body, through this link the Barnacles produce Hexagonal Shapes which mirror what the other is seeing on the opposite side - giving the effect of Active Camouflage all over the body of the Summon. The Summon will look practically invisible from those with normal eyesight.

The Invisibility loses it's effect in close range of any opponent, his invisibility kind of distorts the background and scenery only slightly, and since Silence is only really effective in close range since he doesn't have any range abilities this can be a big disadvantage. Also Summon can get residue/dirt/something on him which would give away his stealth - Though the invisibility projections have a protection against anything of D-Rank and below, if anything of a higher rank were to be 'spilled' on them then it would show. To fix this the Summon would have to deactivate and reactivate the Invisibility, basically 'reset' it which after deactivation would mean they'd have to wait a turn before being able to reactivate. Upon Activation of Invisibility the summon will use their Chakra to produce 'Placebos' all over the battlefield that move unpredictably - These will only be seen and sensed through those with the Dojutsu as they will be the only ones capable seeing this chakra being intentionally manipulated in such a way, this means that even Dojutsu and Sensory users cannot pinpoint the exact where about of Silence.

Finally the Offensive Use of Silence is not his Prowess in Just Remaining Unseen, but to dispatch his enemies. If Silence were to carry his weapons they would be seen on his person under the invisibility, they do not 'merge' with him. This means that he has to keep his weapons somewhere else, Silence hides his weapons inside his body, beneath the Invisible Cloak between all the tendrils of the Barnacles. He can freely unsheathe his forearm blade which comes out of the top of his hand out as two sharp blades side-by-side with a small gap between the middle - The blade is about 8 inches past the knuckles of the hand, making them fatal. Also Silence can freely throw Flat Knives which he pulls from his body and throws, however the Knives don't remain invisible and can be clearly seen. If he wishes the user can give Silence Tools which he will hide in his body to use later - If so it will look as though the Tools given disappear in midair.

Every Barnacle has a Calcite Shell, this also means the same for Silence, however because the Acorn Barnacles do so much work manipulating the way his body works his armour is weak. The Calcite Shell that protects his flesh and "brain" equate to that of a C-Rank which is neutral to the elements, except lightning which is strong against the Calcite Shell meaning only D-Rank will be enough to break it.

- Silence moves Silently Passively.
- Invisibility Activation Costs a Move.
- The user can have Silence be Invisible on arrival, this will cost two out of the three moves.
- Silence is Summoned in Short range of the user.
- Summon Lasts 4 Turns on the Field
- Can only be summoned once per battle, thrice per event
Summoning : Silence, the Spectre : The user can create a a layer of barnacles over their body through "Inner Daemons" to mimic Silence, The Spectre's Camouflage ability. The same restrictions carry over. The newly summoned barnacles can work independently from the user.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
As a green creature of some sorts appear around Peryton, I would quickly act, changing it's form slightly as it becomes littered with spikes in an attempt to skewer the aura. While that would actually fail to affect the Genki as I would soon find out, the technique I applied within the same instance would not. I would infuse Peryton with water chakra, increasing it's resistibility as it gains absorption properties, which should enable it to subvert the Genki's attempt/cancel it prematurely.

(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday (Ref)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
(Suiton/Kage: Zoo) - Water Release/Shadow Arts: Abhorrence
Type: Supplementary/Defensive
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Through two hand seals, the user would imbue any physical shadow technique with water, mainly to counter fire based techniques that are commonly used against shadow techniques. The water used carries traits of both the Grudge Rain Technique and Starch Syrup Capture Field. This allows the shadow technique, upon contact with humans/summonings/sentient chakra, to drain chakra through the water, with the starch syrup element making escape harder. Per a single turn, the water/shadow combo sucks 40 chakra points, ending sustained techniques, and draining/ending modes, where modes that have pools such as SM are drained, whereas those that follow turn based systems are decreased by a turn for each turn in contact with the shadow. With every 80 chakra points taken, the duration of the shadow technique increases by one turn. The user is unaffected by the draining/sticky effects of the water. When clashing against techniques, the opposing technique is drained by increments of 5 chakra depending on the rank/strength, where equal ranked/strength techniques are drained by 10, while those weaker are drained by 15, 20, etc, being much more effective on weaker techniques, and draining 5 for techniques one rank higher, and none for those two ranks higher/stronger. The technique can be performed in the same timeframe of a physical shadow technique, and can be used three times per battle, lasting four turns with a three turn cool down. If the shadow hits multiple targets at the same time the chakra draining is split between them.
Elsewhere, the second shadow clone had made it's way towards Oui uninterrupted, and would take note of her distorted ability kicking in once her shadow disappears. The clone would act quickly as it forms two hands that be used in an attempt to crush Oui before she makes any significant progress in her movement. The hands would close in from Oui's sides with lethal intensity.
(Kage no Sento: Akuma no fujiyu amuzu) | Shadow Combat: Crippled Arms of a Demon
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 +10
Description: This is one of the abilities that the practioners of Shadow Combat learn when they are introduced to the fighting style. A text book ability that it is, it involves using the user's shadow to shape manipulate it to form huge grey-black demonic hands that emerge from the user's body. The user channels his shadow chakra throught his body before releasing it from the sides of his body and back, to create huge arms that extends from the body. The arms are larger than normal human hands (twice their length) and are located two on the user's either sides and two on his back. They look more like a giant's arm. The arms being composed of shadow chakra, are made quite strong; in a sense that they have similar properties of strength like "Earth Spear Technique" enabling them an upper hand in close range combat. Using a technique to pierce or destroy the arms would be quite difficult. The hands are all webbed, allowing the user to swim in water at very high speeds. Normal human have a very slow swimming speed as their body is not specifically made for such activities. However with these additional webbed limbs, the user can easily compete the fastest mammals in water. Each hand can easily cover up the user's half body, protecting him against the opponent's techniques. Once the user grabs the opponent, he can form a handseal and cause multiple shadow spikes (up to 2 meters) to emerge from these hands that would pierce the opponent's skin, into his body and cause more harm (20 chakra, 40 damage, requires another move slot). These spikes are similar to "Shadow Sewing Technique", in the sense that they can bend and twist according to the user's wishes. These spikes can reach up to long range from the the shadow arm (20 meters) so as to catch the target.
Note:
Arms last for 3 turns.
The user needs to wait 3 turns before using it again.
Can only be used twice.
Can only be taught to Shadow Combat Students


Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
In regards to myself, should Peryton not return before the ink attacks, I would simply absorb have it absorbed through Dragon Fang, whereas the airborne clone itself would simply shift into a pure shadow form, avoiding the damage altogether. Said clone would climb on Peryton once it re appears.
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
As agreed,; you’re shadow technique doesn’t stop the transporting process as intended.


Despite the shadow’s attempt to strike Hokusai, the artist was always prepared for situations like this. As the shadow like hands emerged to strike the artist, they would be meet with a rather unpleasant force of power – she unleashed a bright and powerful omnidirectional burst of solar energy. The arm of the shadow being would be dealt with easily considering the difference in power but as it does this, the energy would continue towards the enemy and her summon but she was prepared for that as her summon would easily fire off one final strike prior to as it immediately slammed it’s hand on the ground, causing a giant spike of calcite shell to raise from the ground and strike into the body of the enemy with immense force.

The spike itself grew underneath the ground from the creature as it proceed underneath him and impales him in the chest. Once this done, the summon retreated from the battle zone; but it wasn’t without a real reason. Nevertheless, the artist was prepared to summon many more allies to her side at any moment. “Now now, don’t get too hasty my dear assistant” she said with a small smirk on her face.

Type: Offensive/Defensive
Rank: C - A (A)
Range: Short - Long
Chakra Cost: 15 - 30
Damage Points: 30 - 60 (60)
Description: All "Thoracica" Type Barnacles can use this, manipulating their shells so that the essentially grow and they become spiked like many needles are protruding from them and this just makes their body more dangerous so they cannot be touched by enemy hands. They can then manipulate to form ninja tools, weapons or other kinds of constructs, though depending on the size of the Barnacle Summoning using this they can only make a certain amount of things.

C-Rank : Can be used by Single Thoracica Barnacles or above and can create small tools like Kunai and Shuriken can be made in singles, Senbon can only be made in threes - since these shells can only be manipulated to an extent, once the form is taken it cannot be changed unless this technique is used again to manipulate it

B-Rank : Can be used by Small Groups of Thoracica Barnacles or above and can create a barrage of Kunai or Shuriken, a wave of Senbon. They can create weapons as big as Spears or even shields all the barnacles would contribute by stemming off their shells to create a large shield. They can create singular pieces of armour like gauntlets, chestplates or masks - can only create one of these.

A-Rank : Can be used by a Community of Barnacles like "Oregon" or above and can fire ordinary-sized swords or large shuriken, create and wield Large weapons like Battleaxes, giant swords, even walls or a group of spikes from the earth (Contact with the earth must be made). The Communities can create full sets of armour.

The barnacle usually creates these tools for the user but they can launch them towards enemies at short range as well if need be. The Launched Shell Tool can stand up to elements however the shells are weak to lightning and strong to water. Like "Gadget Barnacle" the user can use this technique but only by clicking his fingers to summon a weapon within the limits of the chosen rank, the user cannot manipulate the shell though

- Can only be used by Thoracica Type Barnacles and not by barnacles without shell.
- C-Rank only has Short Range, B-Rank is Limited to Mid and A-Rank Long.
- User can only use the A-Rank version four times
- Must have signed Barnacle Summon Contract
- Can only be taught by LonelyAssassinn
Type: Attack/defense
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: User channels solar wind chakra inside their body and with a handseal expels it in a great heat wave all around their body and in every direction up to long range. The heat wave is capable of making anything that is flammable ignite and cause severe burns on anything that is capable of burning (flesh, paper etc) and melt ice.
Note: No A ranked or above solar wind techniques for one turn.
Note: Though the aura blast goes in all directions, it is not hot enough to turn the ground into lava, but instead it will be like walking on hot coals.
Note: Can only be used 2X per battle
Note: User must wait 4 turns to use this technique again
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
It would seem that Peryton was still alive, but not on the field somehow, evident through Erebus still being in play. To counter the incoming wave of energy, the clone that's closer to me would simply form a defensive wall of shadow between myself and Hokusai's attack, while the Barnacle's own attack would simply be made useless due to my Erebus form, as it would clash against my hardened exterior and end there. The wall would be empowered and have limited sentience, with it's main function being to protect me for the moment. I on the other hand would utilize September to enter iSM and prepare for the next phase of battling.

Let's start kicking up the pace then, Hokusai! I would say as I my own SM gives me a form of invisibility and I pick up on her current location.
(Kage: Kurieshonzu No Ashita) - Shadow Arts: Creations of Tomorrow
Type: Attack/Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30(+20 Per creation)
Damage: 60
Description: A technique in which the user fully utilises the Nara's ability to shape his shadow into whatever form they want. The user can create constructs, weapons, and whatever may come to mind. The limitation of the technique is the user's creativity. The creations can be separated from the users shadow. This allows the user to, for example, use a sword composed of shadow in combat. Once a creation is separated that would give the user the opportunity to imbue different chakra elements into his style. The main advantage of the technique is that constructs have the same characteristics as the Shadow Imitation Shuriken/Shadow Paralysis Jutsu, which allows the created constructs, if they were to hit the targets shadow, to pin and stop the target in their place. The constructs last on their own for 2 turns. The user can choose to replenish the shadow(direct contact or through a medium) by sacrificing 20 chakra points, this counts as a move and can only be used 2 times per battle. The shadow construct would be replenished/maintained for another 2 turns. The user can create 3 constructs at a single go but if they choose to add additional constructs each construct costs 20 chakra points. Furthermore, the user can modify each created construct 2 times per battle without a jutsu cost, but a chakra cost of 20 points. However if the user chooses to modify for a 3rd time it would cost 30 points, a 4th time 40 points etc. These additional modifications would also count towards the users move per turn count.
-Usable 4 times per battle.
-Some constructs 'bypass' the construct number rules. These constructs are typically very small in size, like a handful of marbles or a deck of cards. These constructs would count as one. Like the deck of cards would be one construct instead of counting as 56 constructs. However, the power of the constructed cards would be divided among the number of cards.
-Non-elemental chakra can be infused into the creations.
-Requires two turn break in between usages.
(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle

( 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
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

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description: The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.

Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae
( Kyuu-tsuki ) - September
Type: Tool
Rank: S
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 or apply it to their techniques 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 up to 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 provide 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 its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: 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 the drain ability 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
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,799
Kin
1,031💸
Kumi
5,290💴
Trait Points
80⚔️
Alright as agreed – the wall blocks the attack as intended, and we soft reset some things like our positioning etc.




The Sage of Artistry was a bit taken back that her opponent can still manage to avoid her attacks. She needed to keep him sedated enough to assure her favor as soon as possible. Utilizing her mastery of experience with Yin Release and her shaman powers; she pinpointed the soul of her enemy to make sure she kept tabs on him. Immediately she forged three hand seals; casting a powerful mental curse onto Kotomine. He would sadly lose control of the very chakra system he once came to own. However, she utilized her Yin chakra nature to influence the generally “raw” spiritual chakra to become infused with an elemental nature – thus having fire nature added into it. Its as though his chakra system literally burned from the inside out.

At that moment too; the larvae in her body would trigger; sending Hokusai into the air as they grew wings from her back and elevated her from the ground, still shrouded away from her opponent’s sight. She flew in an arc, trying to keep a mid-range distance away. She was still merged with her spirit as they continued to watch and observe the enemy.

Type: Supplementary
Rank: A-Rank + 1 Rank = S Rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: The user performs three hand seals, inducing the target in an illusion that disrupts the target's chakra system and the chakra within their brain. The sole purpose of this genjutsu is to cause the target and all of his/her senses to perceive that they no longer posses chakra within themselves. This does not include the consequences that a shinobi's body experiences when their chakra is exhausted (in our RP), which can hint the target that there is something out of the ordinary going on. They might be lead to resort to use a small weapon or other means to escape the illusion by inflicting minor harm to themselves (following release rules of genjutsu), allowing the user ample moments to attack. This is because Half Empty Grail prevents them from being capable of controlling their own chakra and chakra flow in reality due to them believing that they do not possess any of it, thus, preventing them from performing chakra-requiring techniques. This implies techniques such as a full body chakra surge, self illusionary techniques or control their chakra to perform "Illusion Technique: Release". Victims trapped by this genjutsu also have their sustained abilities/techniques from previous turns end/deactivate because of losing chakra connection and control over them as a consequence of this illusion. A comparison to this can be that of a shinobi holding a sword with their hand and suddenly get trapped in an illusion where all their senses lead them to believe that their hand suddenly got amputated, making them lose control over their hand, which also makes them lose hold of the sword in reality. This illusionary technique cannot be layered on or be layered on with other illusions. It also cannot be stacked with anything that would hinder the target from making/allowing their body to experience physical harm in order to escape the illusion (in other words, techniques that: paralyzes/wraps around the target's body parts/immobilizes, etc). This means it can only be stacked with purely offensive techniques (such as a stream of fire or a fireball).

Note: Twice per battle
Note: Cannot be used against Kaguya clan bios
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent genjutsu. When the user casts a genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. The jutsu increases in strength by one rank and due to the massive amount of chakra used, the jutsu can penetrate through any subversive method against genjutsu. By using nature chakra rather than raw chakra, the properties of the genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. As well, the technique would follow the rules of elemental genjutsu. The user is free to alter the effects of a genjutsu within reason as long as the primary effects remain the same.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-rank.
Note: Yin Release masters can use advanced elements and CE
Type: Supplementary / Defensive
Rank: A + 1 Rank = S Rank
Range: Short (- Mid for Larger Summons)
Chakra Cost: 30
Damage Points: N/A
Description: A Thoracica Barnacle or even a Acrothoracica type Barnacle will focus chakra into their tentacle like limbs, fuelling them with strength and making them much longer and stronger. The limbs will now be capable of stretching up to 5 meters and grabbing a hold of a target that the user wishes for the summon using this jutsu to. Because this is the fleshy part of the barnacle, it isn't as durable as the shells but because of the chakra put into the limbs it becomes thick and almost like solid muscle (Not making it any less versatile) capable of standing up to the elements.

The Barnacles Tentacles can be grouped up and thickened so that they can be a bit more versatile and create fleshy parts to aid barnacles in battle. For example they can expand their tendrils which wrap around one another to form an arm. Anything can be made like limbs or wings capable of flight, a tail to whip prey - it's limited by the user's imagination and as long as the creation makes sense. The Size is limited to Short Range so can only be a maximum of 5 meters long from any kind of Barnacle source, whether it be an Acrothoracica or a Barnacle Shell or even a Kozui. However if a huge Summon, like "Sprout, The Gravemind" it will create things proportionate to it's size meaning it's range exceeds short range making it mid.

- Can only be used on up to four Barnacles, A-Rank power would be divided between them
- Any Thoracica or Acrothoracica type barnacles can use this
- No Barnacle arts A-Rank and above in the same turn
- This Technique has a two turn cooldown
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Mirai's dropped out.

And just like that, I felt my powers dwindle. It seemed that I had been placed in an illusion, one that I was quite familiar with myself, although it did have a certain extra sensation to it. Naturally my deduction of the illusion came from multiple sources, the first being the sudden lack of control over my own chakra network, leading to the cancelation of my Sage Mode amongst other things, but also the Medical Gauntlet alerting me of my placement in an illusion. I would use the burning sensation as my fuel and open the fifth gate, breaking me out of the illusion. Soon enough I would come to realize that Hokusai had dipped, much to my displeasure. I would simply close the gates as I converse with Peryton and Achlys as we go on a short exploration of through the ruins, with Peryton being kept at bay from following his destructive tendencies.

( Hachimon ) The Eight Inner Gates
Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.
( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.
 
Top