[OPEN] - Storm Calls

Skorm

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LoK's RnR
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A mysterious floating island outside the coast of the Lightning Mountains with the Hokubu Ocean straight underneath. The island floats 100 meters above the sea and is 200m3 roughly meaning it's 300 meters freefall to the sea if one should fall from the edge. Weather is rough, with rain and sub-frequent lightning.

Alucard in signature (click image) - Post your bio and we'll start off.

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ZK

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Hawke touches his Legendary tools and CW and stuff one after the other to check if it's all there. With all the swag on, he almost looks like a traveling salesman.

(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin
(Rikudō Sennin no Hōgu) - Treasured Tools of the Sage of the Six Paths
Type: Weapon
Rank: S
Range: N/A
Chakra: 100 (-40 per turn to wield)
Damage: N/A
Description: Treasured Tools of the Sage of the Six Paths are a set of powerful tools said to have once been wielded by the Sage of Six Paths himself. They are considered the most powerful ninja tools, and it is said those who demonstrate their power surpass even the Five Kage. However, their usage consumes an enormous amount of chakra, so much so that a normal human could die if they used them. These Treasured Tools consist of five weapons that can all be unsealed from within the users on to the battlefield simultaneously or brought into battle with the user. These tools are (Bashōsen ) - Banana Palm Fan, ( Kōkinjō ) - Golden Canopy Rope, ( Shichiseiken ) - Seven Star Sword, ( Benihisago ) - Crimson Gourd, and ( Kohaku no Jōhei ) - Amber Purifying Pot. Each of these legendary weapons carry their own powerful effects and when used in combination with each other are capable of devastating feats.
(Bashōsen ) - Banana Palm Fan
The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession. The blasts from this fan can vary in size and reach but at its maximum can reach into Long Range and deals 120 damage.
( Kōkinjō ) - Golden Canopy Rope
The Kōkinjō is a thick length of rope. The tool, when in direct physical contact with someone, will activate a sealing process. It draws out a portion of the target's soul from their mouth, which is then used to set up the second part of the sealing ritual for the seven star sword. This tool, however, doesn't affect the wielder's soul and can be coiled around their arm. Much like the Banana Palm Fan, The Golden Canopy Rope can also reach into Long Range and on contact draws the opponent's soul of their body. While this does no physical damage to the opponent, having their soul drawn out results in a loss of -300 chakra. This can only be used once every two turns.
( Shichiseiken ) - Seven Star Sword
The Shichiseiken is a light blue broad and flat sword with a brown talisman hanging from the bottom. This sword is capable of severing the soul of the opponent's body after being drawn out of Golden Canopy Rope. As a result, once the opponent's soul as been severed they suffer 120 damage worth of mental/spiritual damage and are only capable to using 2 techniques per turn for the following three turns. Due to the main ability of this sword needing the Golden Canopy Rope, Shichiseiken can be utilized to sever the soul of the opponent in the same time frame as the Golden Canopy Rope usage. Due to this being a sword, it is capable of being used for Kenjutsu and other related techniques, naturally.
( Benihisago ) - Crimson Gourd
Crimson Gourd is a giant brown colored gourd with a red cloth around it. It is capable of sealing a target's soul only after they have first been struck by the Golden Canopy Rope to extract their soul and then used the Seven Star Sword to cut their soul. The sealing of the opponent's soul results in death. However, this sealing process does take time, needing two turns to be completed. To escape the sealing process, the opponent must either kill the user before the sealing is complete, or obtain the gourd from the user and seal it away. Space-Time techinques such as Kamui can also stop the sealing ritual.
( Kohaku no Jōhei ) - Amber Purifying Pot
A large pot that has the ability to seal anyone within it, the pot has a stylised kanji for "lightning" (雷, kaminari) on it and a thick rope tied around its rim. It is filled with a dark liquid. The Amber Purifying Pot is used similarly to the Benihisago, but in a more advanced way as leds preparation is required. When within short range of the opponent, the user is able to form a hand seal, causing the liquid within the pot to rise out and swamp the opponent, covering them as they become pulled into the pot. A person that is sealed into the pot merges with the liquid, becoming part of it essentially. This function is similar to the Benihisago, but more advanced as less preparation is required. Though powerful, there are limitations to its use; the Amber Purifying Pot can only be used against Bijuu, Edo Tenseis and other Summonings, but not against other Ninja. This is the trade off between it and the Benihisago, which can only seal normal ninja. This tool can only be used once every two turns with a total of three usages in all.
Note: Can only be used by Kinkaku, Ginkaku, Tenten and Hagoromo Otsutsuki. Only Hagoromo Otsutsuki can use the Amber Purifying Pot.
Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.
( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.
 

Skorm

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Hawke touches his Legendary tools and CW and stuff one after the other to check if it's all there. With all the swag on, he almost looks like a traveling salesman.

(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin
(Rikudō Sennin no Hōgu) - Treasured Tools of the Sage of the Six Paths
Type: Weapon
Rank: S
Range: N/A
Chakra: 100 (-40 per turn to wield)
Damage: N/A
Description: Treasured Tools of the Sage of the Six Paths are a set of powerful tools said to have once been wielded by the Sage of Six Paths himself. They are considered the most powerful ninja tools, and it is said those who demonstrate their power surpass even the Five Kage. However, their usage consumes an enormous amount of chakra, so much so that a normal human could die if they used them. These Treasured Tools consist of five weapons that can all be unsealed from within the users on to the battlefield simultaneously or brought into battle with the user. These tools are (Bashōsen ) - Banana Palm Fan, ( Kōkinjō ) - Golden Canopy Rope, ( Shichiseiken ) - Seven Star Sword, ( Benihisago ) - Crimson Gourd, and ( Kohaku no Jōhei ) - Amber Purifying Pot. Each of these legendary weapons carry their own powerful effects and when used in combination with each other are capable of devastating feats.
(Bashōsen ) - Banana Palm Fan
The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession. The blasts from this fan can vary in size and reach but at its maximum can reach into Long Range and deals 120 damage.
( Kōkinjō ) - Golden Canopy Rope
The Kōkinjō is a thick length of rope. The tool, when in direct physical contact with someone, will activate a sealing process. It draws out a portion of the target's soul from their mouth, which is then used to set up the second part of the sealing ritual for the seven star sword. This tool, however, doesn't affect the wielder's soul and can be coiled around their arm. Much like the Banana Palm Fan, The Golden Canopy Rope can also reach into Long Range and on contact draws the opponent's soul of their body. While this does no physical damage to the opponent, having their soul drawn out results in a loss of -300 chakra. This can only be used once every two turns.
( Shichiseiken ) - Seven Star Sword
The Shichiseiken is a light blue broad and flat sword with a brown talisman hanging from the bottom. This sword is capable of severing the soul of the opponent's body after being drawn out of Golden Canopy Rope. As a result, once the opponent's soul as been severed they suffer 120 damage worth of mental/spiritual damage and are only capable to using 2 techniques per turn for the following three turns. Due to the main ability of this sword needing the Golden Canopy Rope, Shichiseiken can be utilized to sever the soul of the opponent in the same time frame as the Golden Canopy Rope usage. Due to this being a sword, it is capable of being used for Kenjutsu and other related techniques, naturally.
( Benihisago ) - Crimson Gourd
Crimson Gourd is a giant brown colored gourd with a red cloth around it. It is capable of sealing a target's soul only after they have first been struck by the Golden Canopy Rope to extract their soul and then used the Seven Star Sword to cut their soul. The sealing of the opponent's soul results in death. However, this sealing process does take time, needing two turns to be completed. To escape the sealing process, the opponent must either kill the user before the sealing is complete, or obtain the gourd from the user and seal it away. Space-Time techinques such as Kamui can also stop the sealing ritual.
( Kohaku no Jōhei ) - Amber Purifying Pot
A large pot that has the ability to seal anyone within it, the pot has a stylised kanji for "lightning" (雷, kaminari) on it and a thick rope tied around its rim. It is filled with a dark liquid. The Amber Purifying Pot is used similarly to the Benihisago, but in a more advanced way as leds preparation is required. When within short range of the opponent, the user is able to form a hand seal, causing the liquid within the pot to rise out and swamp the opponent, covering them as they become pulled into the pot. A person that is sealed into the pot merges with the liquid, becoming part of it essentially. This function is similar to the Benihisago, but more advanced as less preparation is required. Though powerful, there are limitations to its use; the Amber Purifying Pot can only be used against Bijuu, Edo Tenseis and other Summonings, but not against other Ninja. This is the trade off between it and the Benihisago, which can only seal normal ninja. This tool can only be used once every two turns with a total of three usages in all.
Note: Can only be used by Kinkaku, Ginkaku, Tenten and Hagoromo Otsutsuki. Only Hagoromo Otsutsuki can use the Amber Purifying Pot.
Tekken | Iron Fist
Rank: A
Type: Supplementary
Range: Self
Chakra cost: 40
Damage points: +10 to Taijutsu that involves using ones hands
Description: After spending years training in Taijutsu, the user has developed a way to push his fists to their maximum capability. By continuously having exposed his hands to extreme environments, (like training punches in hot coals and practicing hand movement in ice water) the users has made his hands incredibly strong. The user focuses chakra into his fists and uses it to amplify the effects of his training, with this the users hands will be close to indestructible, no amount of force or temperature will affect the user’s hands, only extreme amounts of continuously applied incredible damage will damage them. This technique doesn’t make the user stronger in general; it just allows him to deal with attacks more freely since he won’t have to think about his hands.
( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.
Very well, this will certainly be a challenge o___o'


(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm


( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

Alucard would take a good look at this new opponent face. Dojutsu, same as he had seen Hei Otsotsuki but it had a slightly different color. He couldn't take for granted they had the same powers but he knew that it was powers well above any random shinobi he really needed to stay on his guard. Starting off the battle, he would weave a few seals and summon The Captain on the field.

( Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.

As the dead walked out of the coffin, Alucard contiued scanning his opponent with his permanent dojutsu, the Tenseigan. The man had higher, way higher chakra reserves than himself but what bothered him the most was that he also seemed to have a plethora of unknown tools and weapons at his disposal. Alucard then spoke to his Edo.

..Release restraints level two; tactic waterbreach
Hmpf, bet.


Alucard and The Captain would perform a synchronization technique whereas The Captain would release a massive amount of water in the form of a massive bullet, elevated in damage due to star chakra being contained within. Exactly efter the captain would fire his water bullet, he would instantly open the 6th gate which would elevate speed and taijutsu prowess massively as he ran and positioned himself mid-range to the right of the opponent.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 20
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Hachimon ) The Eight Inner Gates - (Passive)
Type: Mode
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.

This, was a mere diversion as Alucard would, at the same time use his Otsotsuki chakra to create an orb containing the puppet curse protocol. The orb would travel towards the opponent in the shadow of the water bullet and clash later. The sphere would completely override any commands the user had on his own body and turn it into a living puppet, erasing all hostility of the man.

( Ningyō Noroitama ) - Puppet Cursing Technique
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user molds his chakra into the form of a green-coloured sphere. This sphere is held and can be seen as similar to the Rasengan in appearance. By sending it at an opponent, the user can use these spheres to temporarily take control of an opponent's body, effectively turning them into a puppet, with limitations of course. It also has tactical purposes, allowing the user to read the minds of those it enters, mentally linking to the user. These spheres can also have damaging effects, causing damage if used as an offensive sphere of chakra, similar to Rasengan. The user cannot use it for both puppet mimicry and to damage the opponent in the same turn. The user can alternatively use the offensive variant through his actual puppets, not the ones used from this jutsu.
Note: Cannot be used to force the opponents to kill or injure themselves.
Note: Only two puppets can be controlled at a time via this method and up to Kage ranked. Hold over the puppets last for only a single turn.
Note: Can only be used by Otsutsuki Clan bios.
 
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(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm


( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

Alucard would take a good look at this new opponent face. Dojutsu, same as he had seen Hei Otsotsuki but it had a slightly different color. He couldn't take for granted they had the same powers but he knew that it was powers well above any random shinobi he really needed to stay on his guard. Starting off the battle, he would weave a few seals and summon The Captain on the field.

( Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.

As the dead walked out of the coffin, Alucard contiued scanning his opponent with his permanent dojutsu, the Tenseigan. The man had higher, way higher chakra reserves than himself but what bothered him the most was that he also seemed to have a plethora of unknown tools and weapons at his disposal. Alucard then spoke to his Edo.

..Release restraints level two; tactic waterbreach
Hmpf, bet.


Alucard and The Captain would perform a synchronization technique whereas The Captain would release a massive amount of water in the form of a massive bullet, elevated in damage due to star chakra being contained within. Exactly efter the captain would fire his water bullet, he would instantly open the 6th gate which would elevate speed and taijutsu prowess massively as he ran and positioned himself mid-range to the right of the opponent.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 20
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Hachimon ) The Eight Inner Gates - (Passive)
Type: Mode
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.

This, was a mere diversion as Alucard would, at the same time use his Otsotsuki chakra to create an orb containing the puppet curse protocol. The orb would travel towards the opponent in the shadow of the water bullet and clash later. The sphere would completely override any commands the user had on his own body and turn it into a living puppet, erasing all hostility of the man.

( Ningyō Noroitama ) - Puppet Cursing Technique
Type: Offensive/Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra: 40
Damage: 80
Description: The user molds his chakra into the form of a green-coloured sphere. This sphere is held and can be seen as similar to the Rasengan in appearance. By sending it at an opponent, the user can use these spheres to temporarily take control of an opponent's body, effectively turning them into a puppet, with limitations of course. It also has tactical purposes, allowing the user to read the minds of those it enters, mentally linking to the user. These spheres can also have damaging effects, causing damage if used as an offensive sphere of chakra, similar to Rasengan. The user cannot use it for both puppet mimicry and to damage the opponent in the same turn. The user can alternatively use the offensive variant through his actual puppets, not the ones used from this jutsu.
Note: Cannot be used to force the opponents to kill or injure themselves.
Note: Only two puppets can be controlled at a time via this method and up to Kage ranked. Hold over the puppets last for only a single turn.
Note: Can only be used by Otsutsuki Clan bios.
Seeing his opponent summon the dead, Hawke reacts by passively activating Asura Path, which allows him to create 3 extra pair of arms and some Rinnegan eyes on his head to give him freaky 360 vision. Simultaneously, he quickly bends down to remove the Leg Weights around his legs while one of his new pairs of arms forms a single handseal, causing patches of algae to form all around his body and the lower half of Hawke's face. Some of it quickly crawls into his mouth and disappears. And finally, also simultaneously, black threads of formulae shoot out of the algae-munching, many-eyed, eight-armed freak's fingertips and streak towards Alucard and the Captain in an irregular pattern, aiming to converge upon them in a semi-circle and detonate violently. Since all this occurs within one 'frame' it would force the vampire to respond. Meanwhile, Dark Sister uses its passive ability to drain and store 5hp from Hawke. The algae patches would then heal this damage.

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

(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.

(Iryō Ninjutsu: Chīsana Rōsoku) – Medical Technique: Little Lights
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.
- Requires Algae Release

(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).

EDIT: Put in the proper Leg Weights: Drop tech.
 
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Seeing his opponent summon the dead, Hawke reacts by passively activating Asura Path, which allows him to create 3 extra pair of arms and some Rinnegan eyes on his head to give him freaky 360 vision. Simultaneously, he quickly bends down to remove the Leg Weights around his legs while one of his new pairs of arms forms a single handseal, causing patches of algae to form all around his body and the lower half of Hawke's face. Some of it quickly crawls into his mouth and disappears. And finally, also simultaneously, black threads of formulae shoot out of the algae-munching, many-eyed, eight-armed freak's fingertips and streak towards Alucard and the Captain in an irregular pattern, aiming to converge upon them in a semi-circle and detonate violently. Since all this occurs within one 'frame' it would force the vampire to respond. Meanwhile, Dark Sister uses its passive ability to drain and store 5hp from Hawke. The algae patches would then heal this damage.

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

(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.

(Iryō Ninjutsu: Chīsana Rōsoku) – Medical Technique: Little Lights
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.
- Requires Algae Release

(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).

EDIT: Put in the proper Leg Weights: Drop tech.
Alucard saw his opponent turn into some sort of spaghet. Extra arms and extra eyes..

..Must be nice to have watching porn..

Although his opponent had performed a plethora of techniques at the same time, Alucards Edo was the first thing that had been performed in the battle and he stayed where he was as the wavery pattern of chakra continued to streak towards him. He saw that there was a passive boon to chakra in the technique that was granted upon release. Alucard performed two handseals while The Captain would change stance and elevate his prowess by opening the 6th Gate, as planned while simoltaniously create a wide spread blast of fire which would be in the form of ash. The technique would encompass the entirety of the battlefield infront of the two of them(up to mid-range) and was elevated in damage by the sixth gate and the star chakra residing inside of The Captain. As The Captain released the ash, Alucard would create a large swamp that would start 5 meters infront of his own feet and swallow the entire battlefield. The swamp itself was large but it was also infused with the Hangurian ore, gifted as per the Forgfiends Fabricators passive ability. This also ranked up the swamp to that of the highest form while also containing explosives. The Captain and Alucard remained stationary as Alucard would look through the ash cloud to see his opponent fall into the swamp, triggering a massive explosion due to the Hangurian ore detonating as he would fall into the swamp.

(The captain performs:)

(Hachimon ) The Eight Inner Gates - (Passive)
Type: Mode
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.

(Katon: Haisekishō) - Fire Release: Ash Pile Burning
Type: Offensive
Rank: B (becomes A)
Range: Short-Mid
Chakra: 20 + 15
Damage: 40 (60) + 20 = 80
Description: The user spews superheated ash from their mouth after performing four handseals. The ash is hot enough to cause third-degree burns on the victim. Because it's composed entirely of ash, it stays in the air around the victim like a cloud. If the user clicks his teeth, the stagnant ash will ignite, creating a violent explosion.

(Alucard performs:)

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden (S)
Range: Short - Long
Chakra: 30 - 50 (40) + 10
Damage: N/A (80) + 20
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

(Kenja Seisakusha) – Forgefiend’s Fabricator (Passive, but counts as a move)
Type: Artifact
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: The Hangurian Golden Age marked a period of technological supremacy over the rest of the world; the supremacy was enjoyed by many – from the military to the average craftsman. What remains of the Hangurian lore speaks of a depraved blacksmith that fashioned weapons for the Black Ones. These weapons fueled the Hangurian war machine and were hailed as the most effective weapons created in the history of the Freehold. One such weapon, the Forgefiend’s Fabricator, is a type of trinket/charm tool that the wielder can use to focus additional chakra into their Earth-based techniques. Unique to the Fabricator is that it can produce limited amounts of Hangurian Ore into one’s Earth-based techniques, imbuing them with a slight metallic red sheen and granting them potent explosive qualities. The volatile ore can be infused into one’s non-supplementary Earth-based techniques for a bonus rank in strength, or 20 damage for S-Rank and above techniques. The infusion can occur within the same timeframe of the applied technique, counting as a move and an active boost. The explosive qualities of the earth can be initiated either through contact, meaning when clashing with other techniques or obstructions, or simply through the will of the user opting to prematurely detonate them. The explosion is proportional to the size of the technique used, making them rather precarious to use in close range of the user. The Forgefiend’s Fabricator can be used once every other turn.
 
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Alucard saw his opponent turn into some sort of spaghet. Extra arms and extra eyes..

..Must be nice to have watching porn..

Although his opponent had performed a plethora of techniques at the same time, Alucards Edo was the first thing that had been performed in the battle and he stayed where he was as the wavery pattern of chakra continued to streak towards him. He saw that there was a passive boon to chakra in the technique that was granted upon release. Alucard performed two handseals while The Captain would change stance and elevate his prowess by opening the 6th Gate, as planned while simoltaniously create a wide spread blast of fire which would be in the form of ash. The technique would encompass the entirety of the battlefield infront of the two of them(up to mid-range) and was elevated in damage by the sixth gate and the star chakra residing inside of The Captain. As The Captain released the ash, Alucard would create a large swamp that would start 5 meters infront of his own feet and swallow the entire battlefield. The swamp itself was large but it was also infused with the Hangurian ore, gifted as per the Forgfiends Fabricators passive ability. This also ranked up the swamp to that of the highest form while also containing explosives. The Captain and Alucard remained stationary as Alucard would look through the ash cloud to see his opponent fall into the swamp, triggering a massive explosion due to the Hangurian ore detonating as he would fall into the swamp.

(The captain performs:)

(Hachimon ) The Eight Inner Gates - (Passive)
Type: Mode
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.

(Katon: Haisekishō) - Fire Release: Ash Pile Burning
Type: Offensive
Rank: B (becomes A)
Range: Short-Mid
Chakra: 20 + 15
Damage: 40 (60) + 20 = 80
Description: The user spews superheated ash from their mouth after performing four handseals. The ash is hot enough to cause third-degree burns on the victim. Because it's composed entirely of ash, it stays in the air around the victim like a cloud. If the user clicks his teeth, the stagnant ash will ignite, creating a violent explosion.

(Alucard performs:)

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden (S)
Range: Short - Long
Chakra: 30 - 50 (40) + 10
Damage: N/A (80) + 20
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.

(Kenja Seisakusha) – Forgefiend’s Fabricator (Passive, but counts as a move)
Type: Artifact
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: The Hangurian Golden Age marked a period of technological supremacy over the rest of the world; the supremacy was enjoyed by many – from the military to the average craftsman. What remains of the Hangurian lore speaks of a depraved blacksmith that fashioned weapons for the Black Ones. These weapons fueled the Hangurian war machine and were hailed as the most effective weapons created in the history of the Freehold. One such weapon, the Forgefiend’s Fabricator, is a type of trinket/charm tool that the wielder can use to focus additional chakra into their Earth-based techniques. Unique to the Fabricator is that it can produce limited amounts of Hangurian Ore into one’s Earth-based techniques, imbuing them with a slight metallic red sheen and granting them potent explosive qualities. The volatile ore can be infused into one’s non-supplementary Earth-based techniques for a bonus rank in strength, or 20 damage for S-Rank and above techniques. The infusion can occur within the same timeframe of the applied technique, counting as a move and an active boost. The explosive qualities of the earth can be initiated either through contact, meaning when clashing with other techniques or obstructions, or simply through the will of the user opting to prematurely detonate them. The explosion is proportional to the size of the technique used, making them rather precarious to use in close range of the user. The Forgefiend’s Fabricator can be used once every other turn.
As Alucard and the Captain simultaneously release earth and fire attacks Hawke strings together a few handseals, imparting the effects of Orbis Caeruleus into a structure of algae that seems to explode from his person, quickly surrounding him, pushing outwards and forming a solid half-circle short-range around him on all sides; with a solid algae floor forming the flat 'half' of the half-circle. Hawke, in the epicenter of this structure, is left with a lot of open space and just a single vine of sludgy algae connecting him to the defensive structure, into which he infuses his chakra with one hand while dripping a vial of blue-green poison onto the algae with another.

All in all; as the earth and fire techniques make contact with the algae they will trigger the structure's latent algae bloom ability, strengthened at once by both techs' elemental weakness to algae, as well as the enormous regenerative and growth-inducing properties of Orbis Caeruleus. The result would be an almost solid mass of algal sludge that explodes from the Pandora structure with incredible force, turning the entire battlefield into a humid, wet landscape. This, incidentally, allow blue-green to spread and infest the entire area in an instant; from the algae and every soaring spore to the very humid air itself. Since its only perceptible trait is a slightly damp odor the poison would be completely imperceptible in what has essentially become jungle terrain. The expanding structure of algae would metabolize every part of the earth and fire-based techniques used against Hawke.
Dark Sister, meanwhile, absorbs 5 hp from Hawke, which is then healed by the patches of healing algae on/in him.

(Sōruiton ♦ Chōetsu Ijō Zōshoku) – Algae Release ♦ Orbis Caeruleus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Orbis Caeruleus seeks to encapsulate the nature of one of the two principals qualities of the life cycle - growth and feeding. In this case, Orbis Caeruleus' focus is on growth. At a baseline, techniques produced through use of Orbis will possess an increased potential for rapid growth cycles and explosive levels of asexual reproduction. As such, the traits of endless growth and reproduction will manifest the ability to regenerate to fully restored health - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. However, perhaps more considerable than this is the innate power of Orbis Algae to, essentially, grow infinitely. As described in the CE, Algae techniques will continuously expand and grow so long as they are left on the field. In the case of the Orbis Caeruleus variety however, it will adopt an enhanced reactive trait wherein when attacked, a rapid growth phase will be triggered. By this growth phase, Caeruleus Algal structures that can withstand the opposing attack will be bolstered by their defensive mechanism of exponential growth, and regrow at increased strength (+20). This effect can be triggered up to two times, increasing the boost by a cumulative 20 for each occurrence. For techniques without a damage component, they will instead attain a +20 damage resistance. In line with this, an Algae techniques non-damage related abilities will increase by one ranks worth of effectiveness, thereby reflecting it's continued evolution. For instance, if an Algae technique produces bioluminescence that can illuminate through C rank mist and blind for one turn, it will now be capable of blinding through B rank mist, and for up to two turns. (In turn, the user cannot apply any other damage boosts to Orbis Algae, and any other damage boost already applied will instead be overridden with this effect - the user can however choose to omit this effect entirely from a technique with Orbis). The user can produce Algae of the Orbis Caeruleus variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form), through the use of three handseals. Alternatively, Orbis Caeruleus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the growth heightened blooms, and the full effects of Orbis onto the Algae technique used. This does not increase or alter the technique's base strength.

Notes: Creation of Orbis Caeruleus structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Orbis can only be done three times per battle, counts as a move, requires a three turn cooldown between uses and the user cannot use Algae, Earth or Water above A rank on the turn after the Orbis Caeruleus technique is created.
Note: The reactive growth phase only responds to enemy techniques, the user or their allies cannot attack Caeruleus to trigger this trait. Furthermore, the growth phase occurs after the clash, not before or during. Therefore, on impact, the Algae won't suddenly grow strong enough to withstand an enemy technique that would have destroyed it beforehand.

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

Blue-Green
Creator: ZK
Type: Gastrointestinal/Neurological/Muscular
Ingredients and Background: Cynobacteria, Domoic Acid & Saxitoxins
Description of Effects:
The toxins of Blue-Green are naturally produced in some species of cynobacteria, plant-like bacteria, which in turn form the chief component of this poison. Often found in water and algae’, sharing the latter’s ability to photosynthesize, Blue-Green is essentially a cocktail of these neurotoxins spread through hosts of cynobacteria in viable mediums. In appearance the poison is a blue-green mist of spore-like particles that can be breathed in, i.e. ingested, or absorbed through the skin. When released the mist spreads through the air within short range, but quickly settles down into a viable, wet medium, into which it can alternatively be directly administered, or onto the ground where it simply dissolves. Dissolved into a medium the poison becomes all but imperceptible, though it gives off a slight, damp odour. Blue-Green thrives in wet, liquid and humid mediums, but very quickly breaks down on dry land. This is not indicative of an objection to heat, but rather a natural consequence of the properties of its carrier; the cynobacteria, which proliferates wildly and easily in water and mediums of sufficient liquidity or humidity, but dies quickly on land. When present in a viable medium Blue-Green will proliferate and contaminate it entirely, and it is transferred through it into targets just as it would be by direct exposure. If the medium is completely destroyed, or dries out, the poison will evaporate and dissolve, but so long as the poison retains its ability to proliferate it will remain active for up to four turns per use, with a cool down of two turns between.
The active effects of Blue-Green can be separated into two categories; the neurological symptoms of the Domoic Acid components and the gastrointestinal/muscular symptoms of its saxitoxins. The onset of these symptoms does not change according to the manner of exposure, but the poison is essentially non-lethal and its more serious symptoms take prolonged exposure to develop.

Limbs and body parts exposed momentarily to Blue-Green will slowly go numb, becoming effectively paralyzed over a turn and remaining so for three turns if no further exposure occurs. This will be accompanied by dizziness, disorientation and staggering. If exposed continuously over the course of a turn, or even further, the paralyzation and the abovementioned symptoms worsen and are further accompanied by rapidly developing – over the course of a turn – gastroenteritis; vomiting and abdominal cramps, respiratory difficulties, as well as chronic nystagmus, which makes focusing on specific objects nearly impossible, and ataxia. In conjunction, over two turns of exposure, the symptoms will leave targets helpless, unable to focus, move, or indeed call for help, even if the continuous exposure is limited to only a single limb or body part. When the exposure ceases the accrued effects continue for four turns and then disappear.It should be noted that although continuous exposure is preferable with regards to the development of the symptoms, brief, momentary respites will not ‘reset’ the time needed for the more serious symptoms to develop.

Blue-Green does not affect its user(s) due to a lengthy immunization process associated with mastering its usage, but since it requires special training to store and use properly it can only be used by those who have finished medschool. It can be transported in vials or less conspicuous containers as the user wishes.
 
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As Alucard and the Captain simultaneously release earth and fire attacks Hawke strings together a few handseals, imparting the effects of Orbis Caeruleus into a structure of algae that seems to explode from his person, quickly surrounding him, pushing outwards and forming a solid half-circle short-range around him on all sides; with a solid algae floor forming the flat 'half' of the half-circle. Hawke, in the epicenter of this structure, is left with a lot of open space and just a single vine of sludgy algae connecting him to the defensive structure, into which he infuses his chakra with one hand while dripping a vial of blue-green poison onto the algae with another.

All in all; as the earth and fire techniques make contact with the algae they will trigger the structure's latent algae bloom ability, strengthened at once by both techs' elemental weakness to algae, as well as the enormous regenerative and growth-inducing properties of Orbis Caeruleus. The result would be an almost solid mass of algal sludge that explodes from the Pandora structure with incredible force, turning the entire battlefield into a humid, wet landscape. This, incidentally, allow blue-green to spread and infest the entire area in an instant; from the algae and every soaring spore to the very humid air itself. Since its only perceptible trait is a slightly damp odor the poison would be completely imperceptible in what has essentially become jungle terrain. The expanding structure of algae would metabolize every part of the earth and fire-based techniques used against Hawke.
Dark Sister, meanwhile, absorbs 5 hp from Hawke, which is then healed by the patches of healing algae on/in him.

(Sōruiton ♦ Chōetsu Ijō Zōshoku) – Algae Release ♦ Orbis Caeruleus
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 40
Damage points: 80
Description: Orbis Caeruleus seeks to encapsulate the nature of one of the two principals qualities of the life cycle - growth and feeding. In this case, Orbis Caeruleus' focus is on growth. At a baseline, techniques produced through use of Orbis will possess an increased potential for rapid growth cycles and explosive levels of asexual reproduction. As such, the traits of endless growth and reproduction will manifest the ability to regenerate to fully restored health - wherein Algae techniques that are not fully destroyed in a clash will experience a spike in asexual reproduction and maturation that will promptly regenerate the technique to their previous apex power. However, perhaps more considerable than this is the innate power of Orbis Algae to, essentially, grow infinitely. As described in the CE, Algae techniques will continuously expand and grow so long as they are left on the field. In the case of the Orbis Caeruleus variety however, it will adopt an enhanced reactive trait wherein when attacked, a rapid growth phase will be triggered. By this growth phase, Caeruleus Algal structures that can withstand the opposing attack will be bolstered by their defensive mechanism of exponential growth, and regrow at increased strength (+20). This effect can be triggered up to two times, increasing the boost by a cumulative 20 for each occurrence. For techniques without a damage component, they will instead attain a +20 damage resistance. In line with this, an Algae techniques non-damage related abilities will increase by one ranks worth of effectiveness, thereby reflecting it's continued evolution. For instance, if an Algae technique produces bioluminescence that can illuminate through C rank mist and blind for one turn, it will now be capable of blinding through B rank mist, and for up to two turns. (In turn, the user cannot apply any other damage boosts to Orbis Algae, and any other damage boost already applied will instead be overridden with this effect - the user can however choose to omit this effect entirely from a technique with Orbis). The user can produce Algae of the Orbis Caeruleus variety, with structures produced in accordance with Eywa (waves, blasts, shields, spears, spikes, etc, essentially any physical shape imaginable of either liquidus of compressed form), through the use of three handseals. Alternatively, Orbis Caeruleus can be utilised before/directly after the usage of a second Algae technique (works in same timeframe) so as to impart the growth heightened blooms, and the full effects of Orbis onto the Algae technique used. This does not increase or alter the technique's base strength.

Notes: Creation of Orbis Caeruleus structures, or transfusion to shift the innate qualities of an algae technique to include the effects of Orbis can only be done three times per battle, counts as a move, requires a three turn cooldown between uses and the user cannot use Algae, Earth or Water above A rank on the turn after the Orbis Caeruleus technique is created.
Note: The reactive growth phase only responds to enemy techniques, the user or their allies cannot attack Caeruleus to trigger this trait. Furthermore, the growth phase occurs after the clash, not before or during. Therefore, on impact, the Algae won't suddenly grow strong enough to withstand an enemy technique that would have destroyed it beforehand.

(Sōruiton ♦ Hametsu) – Algae Release ♦ Pandora
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.

Blue-Green
Creator: ZK
Type: Gastrointestinal/Neurological/Muscular
Ingredients and Background: Cynobacteria, Domoic Acid & Saxitoxins
Description of Effects:
The toxins of Blue-Green are naturally produced in some species of cynobacteria, plant-like bacteria, which in turn form the chief component of this poison. Often found in water and algae’, sharing the latter’s ability to photosynthesize, Blue-Green is essentially a cocktail of these neurotoxins spread through hosts of cynobacteria in viable mediums. In appearance the poison is a blue-green mist of spore-like particles that can be breathed in, i.e. ingested, or absorbed through the skin. When released the mist spreads through the air within short range, but quickly settles down into a viable, wet medium, into which it can alternatively be directly administered, or onto the ground where it simply dissolves. Dissolved into a medium the poison becomes all but imperceptible, though it gives off a slight, damp odour. Blue-Green thrives in wet, liquid and humid mediums, but very quickly breaks down on dry land. This is not indicative of an objection to heat, but rather a natural consequence of the properties of its carrier; the cynobacteria, which proliferates wildly and easily in water and mediums of sufficient liquidity or humidity, but dies quickly on land. When present in a viable medium Blue-Green will proliferate and contaminate it entirely, and it is transferred through it into targets just as it would be by direct exposure. If the medium is completely destroyed, or dries out, the poison will evaporate and dissolve, but so long as the poison retains its ability to proliferate it will remain active for up to four turns per use, with a cool down of two turns between.
The active effects of Blue-Green can be separated into two categories; the neurological symptoms of the Domoic Acid components and the gastrointestinal/muscular symptoms of its saxitoxins. The onset of these symptoms does not change according to the manner of exposure, but the poison is essentially non-lethal and its more serious symptoms take prolonged exposure to develop.

Limbs and body parts exposed momentarily to Blue-Green will slowly go numb, becoming effectively paralyzed over a turn and remaining so for three turns if no further exposure occurs. This will be accompanied by dizziness, disorientation and staggering. If exposed continuously over the course of a turn, or even further, the paralyzation and the abovementioned symptoms worsen and are further accompanied by rapidly developing – over the course of a turn – gastroenteritis; vomiting and abdominal cramps, respiratory difficulties, as well as chronic nystagmus, which makes focusing on specific objects nearly impossible, and ataxia. In conjunction, over two turns of exposure, the symptoms will leave targets helpless, unable to focus, move, or indeed call for help, even if the continuous exposure is limited to only a single limb or body part. When the exposure ceases the accrued effects continue for four turns and then disappear.It should be noted that although continuous exposure is preferable with regards to the development of the symptoms, brief, momentary respites will not ‘reset’ the time needed for the more serious symptoms to develop.

Blue-Green does not affect its user(s) due to a lengthy immunization process associated with mastering its usage, but since it requires special training to store and use properly it can only be used by those who have finished medschool. It can be transported in vials or less conspicuous containers as the user wishes.
With the two techniques clashing into an element of unknown qualities but seemingly mimics that of natural Algae that would be found in any decently large water source, Alucard noticed how both his earth and The Cap's fire release techniques both faded against the element his opponent had conjured up. Not only that, but the element he used would grow exponentially as if feeding from the techniques. In a seeming instant, the battlefield had changed to the opponents symphony of the element that was now taking form of a large jungle. The swamp had become docile and even though it was still infused with Hangurian ore it did not really matter as that had also been overwritten by the opponents techniques. With The Captain pertaining the sixth gate, he had no time to lose and needed to make use of the mode while it was still active.

..So it begins..

The Captain would climb upwards into the air using his Sky Walk as Alucard weaved a few seals, creating an all-encompassing aura of pure dust release stretching up to long range(15m). The Captain would be at 20 meters as the barrier would cover its max capacity, dodging the technique himself while swaying exactly above the opponent, ready to strike as the barrier would disintegrate everything in all directions. Unlike Shinra Tensei, this technique did not push anything away but it simply deleted any signs of matter captured inside of it. Due to Dust release being the catalyst aspect of Alucards Darkiscie sword it received a damage bonus from the sword[ref1].
Alucard would use this opening to gather up his chakra and turn himself into an Otsotsuki-esque force of nature by activating the Tenseigan Chakra Mode. This mode would elevate his speed by four times, his sensory perception elevated with it as well as his entire arsenal of techniques all increased in potency. His attire changed, glowing now in the form of an intense blue flaming chakra cloak with a horn piercing out from his skull on his forehead. The puppet curse spheres would float behind his back. All this was happening with his eyes calmly closed. He then opened them and stared into his opponents eyes, dojutsu to dojutsu.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: Short - Mid
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-coloured chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards.The user also gains access to six spheres created from the Pupet Cursing Technique in their offensive use, turning them into glowing cyan orbs that can be used by shaping them into smaller orbs to launch high-speed barrage attacks and explosions. The user's strength is significantly increased adding +30 to his Ninjutsu and Taijutsu techniques. Their speed is also greatly increased to the point in which he surpasses the Raikage while in the second stage of Lightning Release Armor.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 3 additional turns before using again.
Note: Can only be used by Custom Otsutsuki Bios with the Tenseigan.
Note: Requires Tenseigan active.

(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40 (40) + 10
Damage: 40-80 (80) + 20
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank, up to 5 meters around the user), mid(A rank, up to 8 meters around the user) and long(S rank, up to 15 meters around the user). Everything that is captured in the field(that has a cubic formation at the edge) will be disintegrated which will essentially rasterized the user away from their surroundings and leave them intact while everything around them is disintegrated. B rank can be used at all times, requiring a single seal. A rank can be used three times, once every second turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

( Sukaiu~ōku ) - Sky Walk (Edo performs)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This follows the same rules and restrictions of Flicker Evasion.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm
 
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With the two techniques clashing into an element of unknown qualities but seemingly mimics that of natural Algae that would be found in any decently large water source, Alucard noticed how both his earth and The Cap's fire release techniques both faded against the element his opponent had conjured up. Not only that, but the element he used would grow exponentially as if feeding from the techniques. In a seeming instant, the battlefield had changed to the opponents symphony of the element that was now taking form of a large jungle. The swamp had become docile and even though it was still infused with Hangurian ore it did not really matter as that had also been overwritten by the opponents techniques. With The Captain pertaining the sixth gate, he had no time to lose and needed to make use of the mode while it was still active.

..So it begins..

The Captain would climb upwards into the air using his Sky Walk as Alucard weaved a few seals, creating an all-encompassing aura of pure dust release stretching up to long range(15m). The Captain would be at 20 meters as the barrier would cover its max capacity, dodging the technique himself while swaying exactly above the opponent, ready to strike as the barrier would disintegrate everything in all directions. Unlike Shinra Tensei, this technique did not push anything away but it simply deleted any signs of matter captured inside of it. Due to Dust release being the catalyst aspect of Alucards Darkiscie sword it received a damage bonus from the sword[ref1].
Alucard would use this opening to gather up his chakra and turn himself into an Otsotsuki-esque force of nature by activating the Tenseigan Chakra Mode. This mode would elevate his speed by four times, his sensory perception elevated with it as well as his entire arsenal of techniques all increased in potency. His attire changed, glowing now in the form of an intense blue flaming chakra cloak with a horn piercing out from his skull on his forehead. The puppet curse spheres would float behind his back. All this was happening with his eyes calmly closed. He then opened them and stared into his opponents eyes, dojutsu to dojutsu.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: Short - Mid
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-coloured chakra shroud with six magatama markings on his collar, dark markings over his eyebrows and lower eyelids, and a single horn shaped like Kaguya's extending from his forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards.The user also gains access to six spheres created from the Pupet Cursing Technique in their offensive use, turning them into glowing cyan orbs that can be used by shaping them into smaller orbs to launch high-speed barrage attacks and explosions. The user's strength is significantly increased adding +30 to his Ninjutsu and Taijutsu techniques. Their speed is also greatly increased to the point in which he surpasses the Raikage while in the second stage of Lightning Release Armor.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 3 additional turns before using again.
Note: Can only be used by Custom Otsutsuki Bios with the Tenseigan.
Note: Requires Tenseigan active.

(Jinton: Rasutaraizu | Dust Release: Rasterize)
Type: Offensive/Defensive
Rank: B-S
Range: Short-Long
Chakra: 20-40 (40) + 10
Damage: 40-80 (80) + 20
Description: The user will expand a 3D field using their own body as a base for the expansion of the technique. This means the 3D shape expands around the user in all directions. Depending on the rank of the technique it will reach short(B rank, up to 5 meters around the user), mid(A rank, up to 8 meters around the user) and long(S rank, up to 15 meters around the user). Everything that is captured in the field(that has a cubic formation at the edge) will be disintegrated which will essentially rasterized the user away from their surroundings and leave them intact while everything around them is disintegrated. B rank can be used at all times, requiring a single seal. A rank can be used three times, once every second turn and requires two seals. S rank can be used twice, requiring a cooldown of three turns and requires three handseals.

Note: Can only be taught by Skorm.

( Sukaiu~ōku ) - Sky Walk (Edo performs)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all EIG users to move at high speeds to dodge, attack or defend from techniques. The ability pertains to movement in the battle field, meaning running, walking, jumping, dashing, etc and its speed depends on the Gate currently opened.
Note: This follows the same rules and restrictions of Flicker Evasion.

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm
Hawke shields his eyes for a second as his algal shield half-circle sacrifices itself to protect him. Luckily, as much algae still remains all around all the combatants it quickly regrows as the dust settles (haha). This would also mean the return of the presence of blue-green at the end of my turn. Meanwhile, two of Garrett's free arms form a few handseals while another is slammed against the ground, causing a panda statue made of earth and algae to rise out of the ground right beside him. All the while, another arm is feeding Hawke mushroom trailmix.
Feeling the onset of Berserkergang, Hawke activates Deva Path as well as Elemental Taijutsu, causing fire to sprout from his hands and feet. He stands and watches his now transformed opponent as the half-circle Pandora reforms around him.
EDIT: and Dark Sister drains 5hp, Soshi Tai damages for 5, Little Lights heals both.

Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

Abilities:
-Reduces the enemy ninjutsu by 1 rank while active

Restrictions:
-Can only be used twice
-User can't use any other Fuuinjutsu technique for 2 turns
-If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
-Stays active for 4 turns
-Can only be taught by Scorps

(Soshi Taijutsu) Elemental Taijutsu
Type: Attack
Rank: A
Range: Short-Medium
Chakara Cost: 40
Damgae: +15 to all Taijutsu(-5 per turn active)
Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the abilty to handle immense heat. And can fire blast of water at the opponent.
Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~

(Baikingusutairu: Bāsākāreiji) - Viking Style – Berserkergang
Rank: A
Type: Supplementary
Range: Self
Chakra cost: N/A
Damage points: N/A
Description: This technique requires for the user to eat a special mix of mushrooms which act like a drug and, paralyze his Nerves/senses and will enable him to enter a state of mind called the berserker rage. The effect of the mushrooms takes a turn to kick in, but when they do, the user will be put under a nearly uncontrollable, trance-like fury, speed up his neutral synapses to react faster to danger and push his physical prowess to it's maximum limits, allowing him to gain tremendous raw speed and monstrous power and completly removes all sense of pain from the body, and allows him to ignore any strain on the body. The effects of the mushrooms lasts for a while, though as they wear off the side effects will be a heavy headache.
~ The effect lasts for three turns after the effect kicks in.
~ Can only be used once and pushes the user's limits to Tsunade's strenght and Raikage's speed in his Lightning armour.

( Tendō ) - Deva Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
 
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Hawke shields his eyes for a second as his algal shield half-circle sacrifices itself to protect him. Luckily, as much algae still remains all around all the combatants it quickly regrows as the dust settles (haha). This would also mean the return of the presence of blue-green at the end of my turn. Meanwhile, two of Garrett's free arms form a few handseals while another is slammed against the ground, causing a panda statue made of earth and algae to rise out of the ground right beside him. All the while, another arm is feeding Hawke mushroom trailmix.
Feeling the onset of Berserkergang, Hawke activates Deva Path as well as Elemental Taijutsu, causing fire to sprout from his hands and feet. He stands and watches his now transformed opponent as the half-circle Pandora reforms around him.
EDIT: and Dark Sister drains 5hp, Soshi Tai damages for 5, Little Lights heals both.

Fuuinjutsu: Nehan Jomei | Sealing Arts: Nirvana's Excommunication
Type: Supplementary/Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description:
An ancient sealing technique that is designed to weaken one's enemy. The user does 2 hand seals (Ram+Dog) and slams the ground with his palm. Upon contact a sealing formula spreads, covering a circle about 2 meters wide with the kanjis for "From your power I grow; With your power, I win" and a human sized Panda made of the ground (rock, earth, mud, water, snow, basically the material from which the ground were its used is made of) rises, covered in the sealing formulas. The seal has the unique ability to absorb small amounts of any chakra present on the field and siphoning it into itself (exception made for the users chakra). The seal absorbs any chakra that is released into the field, regardless of any other properties but only in small amounts. Because of this, the effect of the seal is, while its active, to decrease the power of enemy techniques by absorbing chakra from them into itself. However, the seal isn't infinite. When it reaches its limit, the stored chakra in the Panda makes it collapse upon itself into nothing.

Abilities:
-Reduces the enemy ninjutsu by 1 rank while active

Restrictions:
-Can only be used twice
-User can't use any other Fuuinjutsu technique for 2 turns
-If the user attempts to mold a Forbidden Rank technique, the seal is dispersed due to the disturbance of the high amount of chakra being focused by the user
-Stays active for 4 turns
-Can only be taught by Scorps

(Soshi Taijutsu) Elemental Taijutsu
Type: Attack
Rank: A
Range: Short-Medium
Chakara Cost: 40
Damgae: +15 to all Taijutsu(-5 per turn active)
Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the abilty to handle immense heat. And can fire blast of water at the opponent.
Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~

(Baikingusutairu: Bāsākāreiji) - Viking Style – Berserkergang
Rank: A
Type: Supplementary
Range: Self
Chakra cost: N/A
Damage points: N/A
Description: This technique requires for the user to eat a special mix of mushrooms which act like a drug and, paralyze his Nerves/senses and will enable him to enter a state of mind called the berserker rage. The effect of the mushrooms takes a turn to kick in, but when they do, the user will be put under a nearly uncontrollable, trance-like fury, speed up his neutral synapses to react faster to danger and push his physical prowess to it's maximum limits, allowing him to gain tremendous raw speed and monstrous power and completly removes all sense of pain from the body, and allows him to ignore any strain on the body. The effects of the mushrooms lasts for a while, though as they wear off the side effects will be a heavy headache.
~ The effect lasts for three turns after the effect kicks in.
~ Can only be used once and pushes the user's limits to Tsunade's strenght and Raikage's speed in his Lightning armour.

( Tendō ) - Deva Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
Alucard scanned his opponent. It seemed like the clash between dust release and the algae had been half a win since the element was starting to slowly regenerate. In the meantime, he had now fully unleashed his mode with the puppet cursed spheres swaying behind him. The Captain was at this point still mid-air and as the mode fully encloaked Alucard, he witnessed yet another creation being manufactured beside his opponent, forming a man-sized panda covered in seals. The Captain would act on his own in this case and rushed into an offense from his mid-air position, slamming into the panda while Alucard gathered up his chakra. As the Captains drop kick would crash into the panda statue, it did more than that and would actually damage the opponent as well unless he would escape somewhere with his algae, which frankly was going to be cancelled this time. Completely.

( Koyubi Kōgeki ) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 + 40
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.

It was time now. With his Krypton element infused, Alucard had created two massive dragons from the properties of Yin. One of the dragons task was to eat up every single piece of algae there was on the field while the other one went on for a straight on attack along The Captain whos task now was to immobilize the opponent by placing him directly behind him and tie his hands together with brute strength and force while the attacking dragon would simply demolish him. Both dragons carried the parasitic attributes of Hungry Ghost and would debuff any elemental interaction that they would come in contact with.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120) + 30
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.
 

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Alucard scanned his opponent. It seemed like the clash between dust release and the algae had been half a win since the element was starting to slowly regenerate. In the meantime, he had now fully unleashed his mode with the puppet cursed spheres swaying behind him. The Captain was at this point still mid-air and as the mode fully encloaked Alucard, he witnessed yet another creation being manufactured beside his opponent, forming a man-sized panda covered in seals. The Captain would act on his own in this case and rushed into an offense from his mid-air position, slamming into the panda while Alucard gathered up his chakra. As the Captains drop kick would crash into the panda statue, it did more than that and would actually damage the opponent as well unless he would escape somewhere with his algae, which frankly was going to be cancelled this time. Completely.

( Koyubi Kōgeki ) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 + 40
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.

It was time now. With his Krypton element infused, Alucard had created two massive dragons from the properties of Yin. One of the dragons task was to eat up every single piece of algae there was on the field while the other one went on for a straight on attack along The Captain whos task now was to immobilize the opponent by placing him directly behind him and tie his hands together with brute strength and force while the attacking dragon would simply demolish him. Both dragons carried the parasitic attributes of Hungry Ghost and would debuff any elemental interaction that they would come in contact with.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120) + 30
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.
Able to perceive the Captain through the physical structure as well as follow his movements with his eyes Hawke can time his counter perfectly. Two of his free arms reach around his back to uncork the Amber Purifying Pot there, releasing its liquid with a handseal made by two other hands. At the same time Garrett, using his newfound speed (2x or 3x, since Berserkergang was made before Lightning Armor was split into levels), simply dashes directly towards where the Captain's attack is about to impact. The result would be that the Captain's kick would hit and break the structure of algae just as Hawke reaches the structure's wall on the other side. The Captain, unable to see behind the structure before he opens it with his kick, would come come face-to-face with Hawke at point-blank range - still carried by the momentum of his own kick - and thus be instantly enveloped in the pot's liquid and sealed inside the Tool. Just to be sure, however, Hawke would also punch the Edo in this moment, delivering 60 (15 + 30 + 15) freeform damage.
Following up, one of Hawke's free hands simply waves the Banana Palm Fan he has kept at his side, releasing a humongous blast of wind that would cover the entire width and length of the battlefield as it travels. Two other hands perform two supplementary handseals at this moment, further strengthening the wind as it tears the entire field in front of Hawke apart. Since all his techniques are infused with Six Paths Senjutsu I believe this would constitute a barrier, given the scale of the attack, that would prevent the tethering of Hungry Ghost as the blast tears the dragons apart.
Dark Sister drains 5hp and Elemental Taijutsu damages for the same. Little Light heals both.

(Rikudō Sennin no Hōgu) - Treasured Tools of the Sage of the Six Paths
Type: Weapon
Rank: S
Range: N/A
Chakra: 100 (-40 per turn to wield)
Damage: N/A (Bashōsen: 120 + 30 + 25)
Description: Treasured Tools of the Sage of the Six Paths are a set of powerful tools said to have once been wielded by the Sage of Six Paths himself. They are considered the most powerful ninja tools, and it is said those who demonstrate their power surpass even the Five Kage. However, their usage consumes an enormous amount of chakra, so much so that a normal human could die if they used them. These Treasured Tools consist of five weapons that can all be unsealed from within the users on to the battlefield simultaneously or brought into battle with the user. These tools are (Bashōsen ) - Banana Palm Fan, ( Kōkinjō ) - Golden Canopy Rope, ( Shichiseiken ) - Seven Star Sword, ( Benihisago ) - Crimson Gourd, and ( Kohaku no Jōhei ) - Amber Purifying Pot. Each of these legendary weapons carry their own powerful effects and when used in combination with each other are capable of devastating feats.
(Bashōsen ) - Banana Palm Fan
The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession. The blasts from this fan can vary in size and reach but at its maximum can reach into Long Range and deals 120 damage.
( Kōkinjō ) - Golden Canopy Rope
The Kōkinjō is a thick length of rope. The tool, when in direct physical contact with someone, will activate a sealing process. It draws out a portion of the target's soul from their mouth, which is then used to set up the second part of the sealing ritual for the seven star sword. This tool, however, doesn't affect the wielder's soul and can be coiled around their arm. Much like the Banana Palm Fan, The Golden Canopy Rope can also reach into Long Range and on contact draws the opponent's soul of their body. While this does no physical damage to the opponent, having their soul drawn out results in a loss of -300 chakra. This can only be used once every two turns.
( Shichiseiken ) - Seven Star Sword
The Shichiseiken is a light blue broad and flat with a brown talisman hanging from the bottom. This sword is capable of severing the soul of the opponent's body after being drawn out of Golden Canopy Rope. As a result, once the opponent's soul as been severed they suffer 120 damage worth of mental/spiritual damage and are only capable to using 2 techniques per turn for the following three turns. Due to the main ability of this sword needing the Golden Canopy Rope, Shichiseiken can be utilized to sever the soul of the opponent in the same time frame as the Golden Canopy Rope usage. Due to this being a sword, it is capable of being used for Kenjutsu and other related techniques, naturally.
( Benihisago ) - Crimson Gourd
Crimson Gourd is a giant brown colored gourd with a red cloth around it. It is capable of sealing a target's soul only after they have first been struck by the Golden Canopy Rope to extract their soul and then used the Seven Star Sword to cut their soul. The sealing of the opponent's soul results in death. However, this sealing process does take time, needing two turns to be completed. To escape the sealing process, the opponent must either kill the user before the sealing is complete, or obtain the gourd from the user and seal it away. Space-Time techinques such as Kamui can also stop the sealing ritual.
( Kohaku no Jōhei ) - Amber Purifying Pot
A large pot that has the ability to seal anyone within it, the pot has a stylised kanji for "lightning" (雷, kaminari) on it and a thick rope tied around its rim. It is filled with a dark liquid. The Amber Purifying Pot is used similarly to the Benihisago, but in a more advanced way as leds preparation is required. When within short range of the opponent, the user is able to form a hand seal, causing the liquid within the pot to rise out and swamp the opponent, covering them as they become pulled into the pot. A person that is sealed into the pot merges with the liquid, becoming part of it essentially. This function is similar to the Benihisago, but more advanced as less preparation is required. Though powerful, there are limitations to its use; the Amber Purifying Pot can only be used against Bijuu, Edo Tenseis and other Summonings, but not against other Ninja. This is the trade off between it and the Benihisago, which can only seal normal ninja. This tool can only be used once every two turns with a total of three usages in all.

Note: Can only be used by Kinkaku, Ginkaku, Tenten and Hagoromo Otsutsuki. Only Hagoromo Otsutsuki can use the Amber Purifying Pot.

(Fuuton: Kaze Kakujuu) - Wind Style: Wind Expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: +25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

Due to the Panda still being in play your Dragons would have 20 less dmg, i.e. 130. If I'm breaking stacking rules just subtract effect of the Panda or Wind Expansion. Either way it's 175 vs 150 OR 150 vs 130.
 

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Able to perceive the Captain through the physical structure as well as follow his movements with his eyes Hawke can time his counter perfectly. Two of his free arms reach around his back to uncork the Amber Purifying Pot there, releasing its liquid with a handseal made by two other hands. At the same time Garrett, using his newfound speed (2x or 3x, since Berserkergang was made before Lightning Armor was split into levels), simply dashes directly towards where the Captain's attack is about to impact. The result would be that the Captain's kick would hit and break the structure of algae just as Hawke reaches the structure's wall on the other side. The Captain, unable to see behind the structure before he opens it with his kick, would come come face-to-face with Hawke at point-blank range - still carried by the momentum of his own kick - and thus be instantly enveloped in the pot's liquid and sealed inside the Tool. Just to be sure, however, Hawke would also punch the Edo in this moment, delivering 60 (15 + 30 + 15) freeform damage.
Following up, one of Hawke's free hands simply waves the Banana Palm Fan he has kept at his side, releasing a humongous blast of wind that would cover the entire width and length of the battlefield as it travels. Two other hands perform two supplementary handseals at this moment, further strengthening the wind as it tears the entire field in front of Hawke apart. Since all his techniques are infused with Six Paths Senjutsu I believe this would constitute a barrier, given the scale of the attack, that would prevent the tethering of Hungry Ghost as the blast tears the dragons apart.
Dark Sister drains 5hp and Elemental Taijutsu damages for the same. Little Light heals both.

(Rikudō Sennin no Hōgu) - Treasured Tools of the Sage of the Six Paths
Type: Weapon
Rank: S
Range: N/A
Chakra: 100 (-40 per turn to wield)
Damage: N/A (Bashōsen: 120 + 30 + 25)
Description: Treasured Tools of the Sage of the Six Paths are a set of powerful tools said to have once been wielded by the Sage of Six Paths himself. They are considered the most powerful ninja tools, and it is said those who demonstrate their power surpass even the Five Kage. However, their usage consumes an enormous amount of chakra, so much so that a normal human could die if they used them. These Treasured Tools consist of five weapons that can all be unsealed from within the users on to the battlefield simultaneously or brought into battle with the user. These tools are (Bashōsen ) - Banana Palm Fan, ( Kōkinjō ) - Golden Canopy Rope, ( Shichiseiken ) - Seven Star Sword, ( Benihisago ) - Crimson Gourd, and ( Kohaku no Jōhei ) - Amber Purifying Pot. Each of these legendary weapons carry their own powerful effects and when used in combination with each other are capable of devastating feats.
(Bashōsen ) - Banana Palm Fan
The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession. The blasts from this fan can vary in size and reach but at its maximum can reach into Long Range and deals 120 damage.
( Kōkinjō ) - Golden Canopy Rope
The Kōkinjō is a thick length of rope. The tool, when in direct physical contact with someone, will activate a sealing process. It draws out a portion of the target's soul from their mouth, which is then used to set up the second part of the sealing ritual for the seven star sword. This tool, however, doesn't affect the wielder's soul and can be coiled around their arm. Much like the Banana Palm Fan, The Golden Canopy Rope can also reach into Long Range and on contact draws the opponent's soul of their body. While this does no physical damage to the opponent, having their soul drawn out results in a loss of -300 chakra. This can only be used once every two turns.
( Shichiseiken ) - Seven Star Sword
The Shichiseiken is a light blue broad and flat with a brown talisman hanging from the bottom. This sword is capable of severing the soul of the opponent's body after being drawn out of Golden Canopy Rope. As a result, once the opponent's soul as been severed they suffer 120 damage worth of mental/spiritual damage and are only capable to using 2 techniques per turn for the following three turns. Due to the main ability of this sword needing the Golden Canopy Rope, Shichiseiken can be utilized to sever the soul of the opponent in the same time frame as the Golden Canopy Rope usage. Due to this being a sword, it is capable of being used for Kenjutsu and other related techniques, naturally.
( Benihisago ) - Crimson Gourd
Crimson Gourd is a giant brown colored gourd with a red cloth around it. It is capable of sealing a target's soul only after they have first been struck by the Golden Canopy Rope to extract their soul and then used the Seven Star Sword to cut their soul. The sealing of the opponent's soul results in death. However, this sealing process does take time, needing two turns to be completed. To escape the sealing process, the opponent must either kill the user before the sealing is complete, or obtain the gourd from the user and seal it away. Space-Time techinques such as Kamui can also stop the sealing ritual.
( Kohaku no Jōhei ) - Amber Purifying Pot
A large pot that has the ability to seal anyone within it, the pot has a stylised kanji for "lightning" (雷, kaminari) on it and a thick rope tied around its rim. It is filled with a dark liquid. The Amber Purifying Pot is used similarly to the Benihisago, but in a more advanced way as leds preparation is required. When within short range of the opponent, the user is able to form a hand seal, causing the liquid within the pot to rise out and swamp the opponent, covering them as they become pulled into the pot. A person that is sealed into the pot merges with the liquid, becoming part of it essentially. This function is similar to the Benihisago, but more advanced as less preparation is required. Though powerful, there are limitations to its use; the Amber Purifying Pot can only be used against Bijuu, Edo Tenseis and other Summonings, but not against other Ninja. This is the trade off between it and the Benihisago, which can only seal normal ninja. This tool can only be used once every two turns with a total of three usages in all.

Note: Can only be used by Kinkaku, Ginkaku, Tenten and Hagoromo Otsutsuki. Only Hagoromo Otsutsuki can use the Amber Purifying Pot.

(Fuuton: Kaze Kakujuu) - Wind Style: Wind Expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: +25
Description: After releasing a wind jutsu the user will perform 2 handseals as they release there chakra into the wind jutsu. In doing so, the user will increase the power and size of the wind jutsu boosting any wind jutsu by 25 damage points. By the increase in chakra the wind gains more power as it increases the power of the wind blast aswell as the size by expanding the wind currents.

Note: Can only use used on wind the user or the users summon has created
Note: Can only be used once one each wind jutsu creates
Note: can only be used 3 times

Due to the Panda still being in play your Dragons would have 20 less dmg, i.e. 130. If I'm breaking stacking rules just subtract effect of the Panda or Wind Expansion. Either way it's 175 vs 150 OR 150 vs 130.
I believe your wind is at 150 due to the fact you already have an active debuff on my dragons with the panda. You can't have two buffs and one debuff at play at the same time. However, the dragons each are split in damage and are easily overcome by the wind (ouch..)


With Alucard seeing what was happening through the Algae as it was just about to be hit by his edo tensei, things were fine. Until they weren't. Through his Tenseigan, Alucard would notice the enemy rushing towards his edo tensei with a speed that was slower but still significant enough to position him where the Captain was creating a meteor like crash. Not only that, it would seem like the opponent had also prepared two weapons one of which looked way too much like a jar ready to seal his Edo. The captain lacked any sort of visual of this as it was blocked by the algae and the debris caused by the algae clashing with his drop kick. Alucard had to warn him the old traditional way. The worst of all was the The Captain was now running out of his EIG timer (yeah.. just realized its been four turns z.z'). Soon as the kick landed he was in major trouble.

Jump!!!

The Captain was not going to be able to outpace the speed of the technique(both at a speed of 13) but because of Alucards notice, he just barely had the instinct to go through and instead would have to crush it by using its Star Chakra to become an avatar of pure death. As the kick would land it caused a whopping amount of damage unlike anything prior to the match had started and the captain would shoot him up into the sky due to the recoil of the smash. He was now floating above the battlefield appearing as a large dragon avatar able to deal massive damage in his new state. He used his flying abilities to position himself next to Alucard as the opponent was readying their next move.

( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 ( -30 to user ) + 20
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.

Alucard was in quite the situation now as his opponent had unleashed a wind technique from the other tool they were using. The wind easily overcame Alucard phantom dragons although not before they had rid all the entirery of the Algae present. Alucard was now in a situation he did not want to be in, forced to use one of his strongest attacks to survive. Guess he should get ready to die today perhaps. Finally.. But before that he would bring hell.

..Cap i need help here. Not really but still, i think this will look cool.
Hmpf..


The captain would use its chakra transfer technique as Alucard readied a few handseals, using his Yin and Dust release in conjunction to create the ultimate Dust release technique.

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.

The technique was enhanced in several ways, due to the chakra mode and chakra transfer being the strongest ones they applied meaning the absorption of the technique was unusable in this state. The dust release would form into a stream of shards that carried the S/W of dust release even with the infusion of Yin. Alucard manipulated the stream into a large semi-circle that would protect him and The Captain against the wind technique as it simply erased it from existence. Unhindered, undamaged, Alucard would then manipulated the stream to circle around and encase his opponent along with the panda statue, simply deleting him from existence just like his wind technique.

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn) + 20 = 90
Damage: 140 + 40 + 30 = 210
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: When the user has performed this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dust release techniques above A-rank.
Note: Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.
 
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Skorm

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Sorry bro but with the TL passed, i assume (from looking at other battles) my move continues unhindered and deals a total of 160 (dragon) + 190 (dust release's OG 210 - 20 from your statue) = 350 damage and thus is a K.O. GG's.
 
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