[Open] The Long Road To Mastery 10/29 (Redo)

Ańbu Juniør

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Mid Range
Terrain: Sandy Beach in the Northern Outback

Kōtetsu Inuzuka
(Kemono Kiba) – Beast Fang
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 100
Description: The Beast Fang, 獣牙, is a manifested fang of the Basmu lodged in Kotetsu’s body. It was discovered by Iskandrous when he examined Kotetsu’s body at his medical clinic in Tsumigakure following their battle in the Kaizoku Sea. The fang is no larger than an average forearm, just under one foot in length. Interestingly, the fang grew inside Kotetsu’s body rather than breaking off the Basmu at all; in this sense, it is more like a bone growth rather than an actual fang taken from the beast. Its features appear ivory and smooth, with a pointed tip though no edges. Because the fang grew inside Kotetsu it has infected him with Scarlet Rot, though this was later contained and controlled by Iskandrous. Passively, the Fang appears to enhance Kotetsu’s base nature, enhancing his Inuzuka clan techniques depending on the state he is merged with his companions. While unmerged, considered the ‘base’ state, from his entities his Inuzuka techniques gain an additional 15 damage. He also gains 15 physical damage mitigation and suffers from a 1-point Vitality penalty due to the infestation of Scarlet Rot.

Sōjōkōka (lit. 相乗効果, “Synergy”): The Beast Fang provides Synergy depending on the state that Kotetsu is in with his companions. By default, Kotetsu gains the above base state enhancements and penalties. While merged with powerful breeds of Ninken, specifically those gained through Mastery, Kotetsu’s damage enhancement grows to a total of 30 additional damage to his Inuzuka, Taijutsu, and Kenjutsu. Likewise, while in this state, he loses the damage mitigation gained from his base state and instead gains a passive 20 health points healed per turn. He also loses no points in Vitality. While merged with more average Ninken, such as the High Breed, Kotetsu gains no enhanced damage from his state, 20 stackable physical damage mitigation, and his rotations gain an additional 2 base speed points. Note that while merged with two different types of Ninken will not cause both of these states to activate; rather, the state that has more of a specific type of Ninken will be favored.

Kusatta Kaiten (lit. 腐った回転, “Rotten Rotation”): Rotten Rotation is a Scarlet Rot/Inuzuka combination technique that is activated at the cost of a single move. When activated the user will perform a typical rotation that has a long-range reach, dispersing Rot within mid-range of their position that will immediately infest anyone caught by it with the basic form of Scarlet Rot. The Rot itself moves at the speed of an S-Rank Wind Release technique enhanced by 5 base speed levels. The rotation itself inflicts 100 damage strong to all natures and abilities, with the exception of Anutu and its components. Can be used four times per battle.

Shinja no Okurimono (lit. 信者の贈り物, “Adherent’s Gift”): The fang’s infestation has caused Kotetsu’s body to respond to the Scarlet Rot. While he does not gain an affinity for it or the capability to become immune to it, he does become able to tap into its capabilities periodically. Passively, Kotetsu’s Inuzuka techniques, specifically those that are strictly Taijutsu in nature and inflict their damage on contact, become able to infest their target with the basic form of the Scarlet Rot. Kotetsu becomes able to make use of any canon Scarlet Rot technique, with the exception of Advanced (Basmu) or Scarlet Aeonia, through the Beast Fang. He can make use of a single Scarlet Rot technique every three turns.
(Sagīnjōzu) – The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points. (II)
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40. (II)
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points. (II)

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns. (I)

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.
(Tsukamu No Goddoītā) – Grasps of the God Eater
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: 80
Description: Grasps of the God Eater is a weapon created by Kōtetsu and the master blacksmith of the Inuzuka clan. Forged from the bones of the Guardian of the Forest who was driven mad by the Red Fever, the gauntlets sport several sharp edges, covering the user's hands up to their elbow. The weapon is interlaced with black metal to give it an extravagant design with contrasting black and white colors and is adorned with numerous small runes engraved across it through the use of Fuuinjutsu. This weapon has unique abilities related to the fields used to forge it.

Sunchaser: The user’s hand-related Taijutsu techniques passively gain a damage increase of +20 due to the infusion of Yang Energy granting the weapon increased durability and strength. The weapon can also be used to perform physical attacks, which deal 80 base damage at the cost of a move per turn. When used to attack this weapon does not benefit from the passive damage boost.

Solstice: Classified as an ego weapon due to its limited sentience gained due to the infusion of Yang energy during the forging process, the gauntlets passively drain -50 Yang chakra from the user that seeps into targets struck by them. This causes an imbalance in their chakra network that forces the target to spend 2x the amount of chakra required for their techniques for the next three turns. This does not increase the quantity of chakra in a technique, but simply a strain on the target's reserve. Appropriate surges or chakra infusions can remove the debilitating effects of this ability.

Unravel: An incredibly useful ability activated at the cost of 70 chakra and a move per turn, the numerous runes on the gauntlets begin to illuminate with a faint crimson glow, allowing the weapon to destroy techniques just before physical contact is made by absorbing the properties of the technique and unraveling the chakra or energy that composes it. This empowers the gauntlets with the properties of the absorbed technique and allows them to take on the damage value of the absorbed technique without harming the user. The properties of techniques refer to their auxiliary effects that cause harm, such as causing the gauntlets to become heated. This lasts for two turns, after which the runes lose their luster and become dormant. This ability can be used twice per battle and requires a three-turn cooldown after the effects expire. Additionally, no Fuuinjutsu above A-rank can be used during the same duration.​

Notes:
- The weapon requires mastery of Yang Release and advanced Fuuinjutsu.
- While Unravel is active, the gauntlets lose their passive +20 damage.
Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
 
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Lord of Kaos

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I'll take you up on this. Madara bio, will edit with link and active techs later today. You can go first

Madara Uchiha

Active Techs
( Fuuinjutsu: Hecate's Nekutai ) - Sealing Arts: Hecate's Binding
Type: Supplementary
Rank: C
Range: Short
Chakra cost: 15 ( -5 each turn )
Damage points: N/A
Description: The user forms a Fuuinjutsu that is simple in nature yet advanced in it's applications. Channeling chakra, the user creates a seal that is applied to a weapon of the user's choice. The purpose of this seal is to extend the user's chakra manipulation through an instrument of his choosing. This allows the user to release Jutsu from this instrument or item of choice as long as it's in the form of a streamed jutsu, like Great Majestic Annihilation or a projectile like Water Bullet. A one time use seal, this can be applied either in battle or pre applied before battle by placing in the user's bio. After applied, lasts until the user cancels it. In order for this to work, the weapon has to be in contact with the user's body or said jutsu will be released from their original point of release.
Note: Can only be used on weapons the user owns.
Note: This seal also binds the weapon to the user, meaning it can't be lost unless the user himself throws it away.

Doujutsu: Tensha Fūin ) - Eye Technique: Transcription Seal
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 ( + chakra of jutsu )
Damage: N/A ( Jutsu dependent )
Description: Transcription Seal is a technique that has the ability to seal a technique of the user's Mangekyō Sharingan within a designated host. Upon being sealed, the technique is typically, involuntarily activated whenever the host when a condition is met; which is predetermined by the user at the moment of sealing. While often being used involuntarily, a skilled user is able to activate it a will when placed upon himself. There are several methods to perform this technique, the most common being channeling chakra to one's fingers and then placing his fingers upon the target's forehead, transferring it to him.
Note: The user is only able to seal Amaterasu based attacks, Tsukiyomi, and other Sharingan attacks barring Susano'o within another eye. He is able to trigger Izanagi within his own eye, however with specific triggers to activate it.
Note: Only one technique can be sealed at any time, and must be stated either in the user's bio or before battle.
Note: Can only be used twice per event.
Note: If Mangekyo Sharingan is needed to activate said sealed techniques, then the Mangekyo will be auto activated when used, taking place of an activation. This counts towards the user's usage count even if the Transcription Seal was created by someone else.

( Doujutsu: Izanagi ) – Eye Technique: Izanagi
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra cost: 100
Damage points: N/A ( loss of a Sharingan eye )
Description: Izanagi is a Genjutsu that is intended to be cast upon oneself and not the enemy though it actually seems to imbue reality with the users will and alter it according to his own needs. When activated the user removes the boundaries between reality and illusion and bends it to achieve the best outcome to his situation. In a certain degree this allows the user to control their own state of existence as well as that of those around him. However, this is only maintained for the briefest of moments. When activated it is capable of turning an injury or even death into an illusion allowing the user to escape harm, but not without a grave cost. The use of this technique results in the loss of a Sharingan eye. The technique essentially allows the user to alter reality and negate any event that might have happened in the last moments of battle (negates anything that has happened to either the user or the enemy in the last 2 turns), the only exception being his own chakra levels.
Note: This version can only be used by Uchiha Bios with access to MS/EMS
Note: Can only be used twice per battle, once per eye, rendering the used eye blind for the rest of the match, even if the user has EMS
Note: Those around the user as well as the user are well aware of the altered reality though they cannot do anything to change it.

(Yoton: Tengu Megumi ) - Yang Release: Tengu's Grace x 2
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 50 (-10 per turn)
Damage points: N/A
Description: The user mixes his Yang energy within a seal with the Kanji for "Tengu" on it. This seal only triggers when the user is targeted by spiritual techniques seeking to target the user. When said techniques target the user, this seal will trigger and cause the dormant Yang chakra to manifest as a sentient Tengu like doppelganger similar to the user, albeit in a duller color/tone. This allows the user to avoid being effected by these techniques and instead allow the entity to instead be used as a target. For example, if a Yamanaka technique were to target the user, this technique will instead be targeted and due to the heavy Yang chakra within the being, it will forcibly neutralize the spiritual techniques.
Note: Can be used up to 3 times. If triggered in battle, lasts up to 3 turns before fading away.
Note: Can be applied to a biography and triggered without need for first creating the seal in battle but will count as a required seal for each time the user wishes to use it like this.

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

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

Intrinsic Traits:

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

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

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

( Ame-no-Ohabari ) ♆ High Heaven
Rank: S
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A weapon of divine right, Ame-no-Ohabari, or Ame no Ohabari, is a legendary Totsuka-no-Tsurugi blade. Based on the fabled blade used by Izanagi to cut Kagutsuchi, what makes this sword so unique is the method of it's creation as well as it's abilities and not just the latter like with most weapons. Formed by the user first drawing Corundum chakra. Corundum itself has a crystalline structure, allowing the user to make blades that are incredibly and unusually sharp, making a blade that is often described as capable of cutting through anything, although that is just stories that has grown from it's use. In actuality, the Corundum blade is as thin as a millimeter. However, this isn't the entirety of the process; when mixing the Corundum chakra to create the blade, the user also applies Divine Wind chakra to the sword as he creates it, causing the incredibly sharp black blade to have Divine Wind properties as well, predominantly showed as an emanating heat wave like manifestation of Divine Wind around the blade, effectively coating it with the properties of the element. Due to this unique composition of the two elements, it effectively negates the weaknesses of the elements, making it neutral to all elemental attacks. This is the most basic ability of the sword itself, called Body of Kagutsuchi, it allows the user to utilize Corundum jutsu (created from the sword) with neutrality to their original weaknesses. In addition to this neutralizing effect, the user is also capable of using the blade to channel energy through it, namely elements and advanced elements such as Fire, Lightning and energy based KG/CE that is formed from any of the energy elements that create Corundum and Divine Wind ( Wind, Lightning, Fire ).

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

Note: The neutralizing ability of Ame-no-Ohabari, named Body of Kagutsuchi, is it's natural, passive ability; present at all times due to it's composition, it requires no additional chakra to utilize.
Note: Blood of Kagutsuchi requires the user to spend 10 chakra each usage of the elements from the blade. The ability to release streams of Divine Wind also requires 30 chakra to utilize.
Note: A rank streams of Divine Wind can be utilized once every 2 turns.
Note: Counts as a CEJ for both Divine Wind and Corundum CEs as well as the official CW slot.

( Gunbai Uchiwa) - Army Arrangement Fan
Type: Weapon
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The legendary war fan of Uchiha Madara, the Gunbai Uchiwa is a wide fan weapon with a tomoe pattern on it, a long handle with bandages wrapped around the base and a long chain attached to it. The gunbai is very resilient, being virtually indestructible. Its edges are somewhat shart and its large size makes it ideal for defensive purposes. Additionally, the user can channel chakra into it while swinging it. By doing so, massive blasts of unfocused wind can be released with varying power from C-Rank to A-Rank, depending on the users chakra input. The range of the blast increases with its power (C-Rank Short Range; B-Rank Mid-Range; A-Rank Long Range). Additionally, it can be used to perform some unique and powerful techniques such as (Uchihagaeshi) Uchiha's Return.
Note: The wind ability counts as a move.
Note: Can only be used by Uchiha Madara or Uchiha Obito bios.

Tengu Godai
Tengu Godai Karin (Heavenly Sentinel of the Five Rings of Flame), or the Tengu Godai, is an ability impressed upon Madara Uchiha’s soul after temporarily serving as the vessel for Abzu and Tiamat. Tengu Godai triggered a transformation within Madara’s soul, making it distinct from normal human souls. This transformation is similar to Imeroth’s in terms of serving as a vessel for a divine being. Tengu Godai is not an artifact or item, but a unique ability in its own right as it is part of Madara’s soul, and not his body. In effect, Tengu Godai caused Madara’s soul to become a hybrid between Arali and human, thus making it similar to a Kekkei Genkai in nature but one not bound by genetics. As Madara’s genetics remained unaffected, he retains use of his Rinnegan. But fluctuating reality has caused him to lose access to Wood Release, Wood Sage Mode, the Juubi, and Yin-Yang Release States. He also cannot gain access to Atavistic Flame.

Godai is a two-state ability similar to Atavistic Flame in that it is derived from the user’s spirit. But instead of operating on the Human Principle, something predicated on having a purely human soul, Madara is something more akin to a Demigod of Fire. As previously mentioned, the ability’s first state exists outside of its transformation in a neutral state. The second is engaging a transformation that allows Madara’s spirit to overcome his physical body, impressing a physical transformation into a Tengu.

In its neutral state Madara gains the following enhancements:
  • The ability to perform basic Fire Release without the need for hand seals.
  • Passively augments basic Fire Release by an additional 40 points of damage and an additional effective 10 Chakra, though not at any increased cost or strain to the user. Against enemies that can be fought with God-Slayers, Madara’s basic Fire Release is enhanced by an additional 20 damage, for a total of 60 increased damage.
  • Passively enhances the user’s Chakra Efficiency with basic Fire Release, reducing Chakra cost by 20% though not at the detriment of a technique’s potency.
  • Passively provides Anti-Divinity to the user’s basic Fire Release techniques and all abilities derived from it. Provides counteraction to Anutu, its derivatives, and its special effects. Though Yin-Yang Release based flames are still susceptible to Anutu’s strength against those respective fields.
  • Against enemies that can be fought with God-Slayers, Madara gains a 20% chance to inflict 100% additional damage with basic Fire Release.
Entering Tengu Godai’s second state, the Tengu transformation, is not activated at will, but rather through a gauge known as Henkan Ki (Flame Conversion). The chaotic nature of the Void, infused into Madara by Abzu, causes the user’s chakra to fluctuate and pitch, leading to peaks and troughs through continued use. Transforming into a Tengu can be done when the user gains 100 Flame Conversion toward either Order or Chaos. Simply put, when Madara uses basic Fire Release or Yomotsuhi, then his Flame Conversion tends toward Order and gain 20 Order. And when Madara uses Takamabi or Blaze Release, then his Flame Conversion tends toward Chaos and gains 20 Chaos. Upon reaching either 100 Order or 100 Chaos, Madara will passively enter his Tengu Godai transformation state.

Note: When Flame Conversion tends toward either Order or Chaos, then using the opposite field will cause the user to lose progress toward the Tengu Godai transformation (i.e. 40 Order built-up followed by a Blaze Release technique will reduce it to 20 Order).


As Madara watches Kotetsu, he sighs as his black eyes spiral into the familiar Sharingan pattern before the EMS passively appears. He had known an encounter with the dog would be inevitable when Strix first bought him to the organization, bothering the Uchiha. The Inuzuka had gained quite some power since first joining the group, though it mattered little to Madara.

“It’s a shame things have to end like this for you,” Madara said to the man as he watched him, raising the war fan he wielded. “I’ll try to make it easy for you” he retorted, smirking as he spoke. The Uchiha too had gained new skills and wished to test them out. Swinging the fan, he released a body of black flames rippling with lightning like white energy sparks as the flames quickly formed a flaming winged Tengu of similar size to Madara launched at the two entities in front of him. Meanwhile, Akujin who had been flying above the two landed 5 meters to the right of Madara before swinging his own sword, releasing a 5 meter wide arc of flames aiming to split through the man. With the attacks coordinated to strike the man without hitting one another , the attacks are timed to do heavy damage.

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

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

( Yomotsuhi: Yūrei ) - Yomotsuhi: Yūrei
Type: Offensive/Supplementary/Defensive
Rank: B - S ( S )
Range: Short - Long
Chakra: 40 - 60 ( -20 to 30 per turn )
Damage: 80 - 120 ( 100 + 5 = 125 )
Description: Yūrei is a technique that forms the basis of the Yomotsuhi element. As its most default technique, this technique allows the user to produce the Living Flames in the form of streams, constructs and projectiles. These flames, imbued with life, are capable of taking shape into more humanoid or animalistic forms though its form does not limit its capabilities nor do these flames cause damage to the user if in close proximity. These flames have chakra equal to 2.5x their health, continuously burning at high rates as detailed below. With base tracking equal to twice their speed, these flames naturally carry traits of both Nenohi and Ashihara. Characteristic of Yomotsuhi techniques, Yūrei‘s Nenohi causes techniques to break down rapidly and with great efficiency. Reducing a Yomotsuhi's damage in exchange for damage mitigation also reduces it's overall Health Points by the same amount. Lowering its health will reduce access to Yomotsuhi techniques on a scale corresponding to that of the Health System’s Fatigue drawbacks such as losing 20% health will reduce access to Forbidden ranked techniques, 40% will restrict access to S ranked techniques, etc.

When interacting with living entities with a spirit, Yomotsuhi’s passive ability known as Ashihara is triggered, allowing it to absorb spiritual energy/chakra equal to its chakra cost per turn. At B rank, this means contact with an individual Yomotsuhi technique will cause 20 chakra per turn to be drained. At A rank, this will increase to 25 chakra per turn and at S rank, this will become 30 chakra per turn due to this being the amount spent by these techniques every turn. This prevents targets from using spiritual chakra equal to the amount drained per turn or less. For each subsequent turn a specific Yomotsuhi technique is in contact with a target, this effect’s power will increase by 5 chakra. This effect can be countered, naturally, by use of Natural Energy.
Note: B ranked Yomotsuhi techniques create Flames with 80 health and 200 chakra. A ranked techniques have 100 health as well as 250 chakra. S ranked techniques have 120 health and 300 chakra.
Note: S ranked usage can only be used once every 3 turns, preventing usage of the rank for the same duration. A and S-Ranked usage cannot be done more than 4 times per battle.
Note: Cannot be used while another Yūrei creation is alive. If S ranked is used, this technique cannot be used for an additional 2 turns after it ends nor any other S ranked or higher Yomotsuhi technique the next turn.

( Kamikazeton: Kyōakuna Haken no Helios) ‡‡ Divine Wind Style: Heinous Hegemony of Helios
Type: Offensive, Defensive, Supplementary
Rank: D – S ( A )
Range: Short (Short-Long on throw)
Chakra: 10 – 40 ( -10 per turn ) ( 30 )
Damage: 20 – 80 ( 60 + 20 + 5 = 85 )
Description: By producing Divine Wind chakra, the user becomes capable of releasing it from either their body or by manipulating the air itself nearby him up to short range. This technique requires a handseal and is in essence the most basic application of Divine Wind, allowing the user to create various constructs formed from Divine Wind. These constructs and forms can consist of a wide variety ranging from simple breezes, tornadoes, and updrafts to spheres, weapons, shields, blasts, pillars, walls, and discs through advanced shape manipulation. Due to the extreme heat of these creations, they cause the air around them to become severely heated, evaporating water jutsu according to strength/weakness within short range of the construct. To maintain these formations over multiple turns, the user simply need spend an additional 10 chakra per turn. The user is able to essentially create whatever his mind can imagine of static simple constructs. This is ideal is creating quick defenses against incoming attacks and making weapons when needed. The user is also able to use this in as an S ranked variant, the notable difference in this is the speed and power/scale of this one, capable of forming colossal sized constructs/blasts in moments. Can only be used 5 times per battle, S-Rank only once every 2 turns and a max of 3 times.

Following the release of both attacks, Madara swings the fan quickly once more as he pushes off his foot to his left to keep Kotetsu in his vision, releasing another set of sharp spikes aimed at Kotetsu’s head.

(Katon: Ifurīto no Zaiko) | Fire Release: Ifrit's Inventory
Type: Offensive
Rank: A
Range: Short - Long
Chakra: 30 (-10 per turn to sustain) ( 24 Chakra Spent )
Damage: 60 ( 60 + 40 + 5 = 105)
Description: A technique in which the user is capable of materializing flames from near their body through the rapid release and conversion of fire chakra and performing the Tiger hand seal. These flames are often made to form into desired objects, and therefore are manipulated to be dense and almost solid in nature so as to hold a specific form. Utilizing this technique the user can create a plethora of weapons, or constructs such as walls, pillars, spikes and shields, that can be launched into Long range as projectiles should the user wish. The created constructs are generally created with a set property, the first option being to simply create dense solid flames capable of punching through concrete, the second to create dense flames that explode - with said explosion always being angled away from the user to prevent self-harm, with the last option being to create dense and thick flames that aren't solid in a manner that they're forced to hold a specific shape, but rather can be made to bend meld and flow into different forms as long as the user maintains control over the technique, sometimes doing so through the use of hand movements.

Note:
- Flames can only be materialized within short range of the user and while sustaining them the user can only mold fire chakra
- Can only be used 3x
- No Fire techniques above S rank for the rest of the turn.
- Can only be taught by Scaze

Madara Stats:
Chakra: 3000 - 5 - 24 - 50 - 70 - 30 = 2821
HP: 230
Sanity: 100
Godai Counter: 40

1 Specialized Infusion Gained this turn.

Akujin Stats:
Chakra: 2000 - 30 = 1970
HP: 150
Sanity: 100
 
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Ańbu Juniør

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Sorry for the delay.
Despite the Uchiha's clear disdain for him since the moment they'd met in the Sunlit Forge all those years ago, Kōtetsu held no particular feelings toward Madara. The man was strong, and as one who lived to push the limits of his vessel through combat, there could be no better challenge than to fight against him.

“I promise you, Madara,” the Inuzuka started. “This will be anything but!”

He observed the black flames rippling with white energy as they took the form of a flaming winged Tengu, while Akujin descended and launched an arc of flames. Muninn burrowed beneath the gold-trimmed white armor on his right shoulder and Solaire growled at the enemies before them. “The bird is mine!” The ninken roared and gathered a massive amount of chakra within his mouth that he condensed before releasing through a loud howl. This took the form of a compact, spiraling beam of golden chakra that pierced through the arc of flames before continuing toward the Tengu.

At the same time, Kōtetsu moved to meet the flaming entity launched toward him while drawing upon his spirit to manifest the Flames of Wrath (Atavistic Flame) over his body in the form of a dimly glowing yellowish-orange aura that appeared as cracks that spread all over his body. With his hands cupped to mimic the claws of feral beasts, he struck with an upward diagonal slash that tore the creature asunder making use of the aura of flames to enhance his strike while ensuring there was no direct physical contact with his body.

Fenriru Hareyakana Hyūhyū Iu | Fenrir's Radiant Howl
Type Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60 (60 + 20 + 20 + 20 = 120)
Description: This technique allows a Ninken to gather a massive amount of chakra within their mouth that is then condensed, and through a roar, howl, or bark the Ninken will release the condensed chakra in the shape of a green beam that reaches up to mid range, and is powerful enough to to pierce through its targets. Instead of releasing the stored chakra in the form of a beam, a Ninken can choose to release it as a radial blast that hits anything short range in front of them. Though the blast is unable to pierce targets, it delivers a massive amount of blunt force damage, allowing it to crush solid structures or force anything short range of the Ninken into mid-range. Due to the amount compressed chakra that is used to shape the beam, it's equivalent in strength to elemental techniques of it's own rank, while the radial blast can only affect B rank and below techniques.
Notes:
- Can only be used 3x per Ninken.
- Cannot be used consecutively.
- No Inuzuka techniques above S rank can be used during the same turn
(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (+20 damage to chakra-less Taijutsu)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless CQC attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame by drawing upon their spirit and manifesting it over their body or weapon in the form of a dimly glowing yellowish-orange aura that appears as cracks in the skin or on the weapon, making them searing hot to the touch. This aura moves with the user and allows their physical attacks to deal an additional 20 damage. Once activated at the cost of fifteen spiritual Health Points this technique lasts four turns, with the user recovering five spiritual Health Points every other turn while active. This technique can be used regardless of proficiency level, but cannot be used in conjunction with Glowing Fists.

Notes:
- This technique requires a four-turn cool down after it ends, and can only be used three times per battle.
- Upon expiring the user is unable to use Atavistic Flame techniques above B rank for two turns.
Taijutsu: Rendo | Body Technique: Rend
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 30 (SW) + 20 (CW) + 20 (HoE) + 15 (AP) + 6 (Roiling Blood) = 161)
Description: This technique can be used either as a standalone taijutsu strike, or as part of a counter by employing a variety of bodily movement. Regardless of which is chosen, the strike will be delivered with the hands, which will be cupped similar to a clawed formation, meant to mimic the claws of feral beasts. The strike is ideally delivered to areas with soft tissue targets, such as the eyes or throat the armpits etc. Tearing with their fingernails and fingertips the user will literally rip the flesh of the victim with this powerful manouver, should it strike a soft target area it can deliver considerable damage, with strikes to the eyes causing blindness, strikes to the throat causing the target to be unable to speak or use jutsu from the mouth. Strikes to either armpit or thigh will disable the arm or leg preventing movement, while these injuries can be severe they are very rarely fatal unless by some fluke.
Notes:
-The user can avoid small scale attacks before countering with this in the second version, using a variety of movement similar to drunken fist.
-Can only be used 3 times per battle.
Tracking Madara as he moved while launching another attack, the Inuzuka's enhanced senses allowed him to gauge the speed and trajectory of the set of sharp spikes of fire heading toward him. He makes use of his speed to run to the side, following the Uchiha while maintaining the distance between them and freeform dodging the incoming attack by a maximum ten-meter wide margin.

Health
Kōtetsu: 240 - 15
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 3,000 - 80 (Lesser Obliege and body seals)
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4
Solaire: 13

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 10/80
Void Infusions: 1/4

Physical Durability: 35
Spiritual Durability: 5

Chakra Siphon: 20

Host of Embers: 1/4
 
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