[Open] The Long Road To Mastery 6/29

Ańbu Juniør

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Mid Range (10 Meters)
Terrain: Sandy Desert

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.
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)
(Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description:[ "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.

*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it too heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(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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Ańbu Juniør

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The loose, hot sand slides beneath his feet with every step he takes, but the Inuzuka ignores it as he continues east. Almost a year had passed since he'd been on the mainland. A year since the moon was split in half and titanic fragments of it rained down and battered the planet, leaving nothing but devastation behind. Kōtetsu had spent all this time in Kamiyasumi, finally acquiring the Beast Slaying Tool Basel had left for him months prior, and even unlocking a unique ability that would prove vital for the future, though he didn't know it yet.

“Finally,” exclaims Solaire, trotting alongside his packbrother, “Being stuck with those monks was driving me insane!”

‘You're overexaggerating,’ Sirris chimes in telepathically due to being housed within the Inuzuka's body alongside Speki and Svanna. “It wasn't that bad.”

Kōtetsu's hair rustles, and suddenly a small creature pops out as Solaire ignores his sister's comment. “Kyuuuu?” The creature purs, maintaining its perch on his head.

“You too, Muninn?” Kōtetsu asks his creation, reaching his hand to caress her cheek as they continue through the Great Wind Desert.

Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 3,000 - 110
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 10/80
Void Harvester: 10%
Void Infusions: 0/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 

Detective L

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Ugh, this unbearable heat - why did I need to travel now.. So much could go wrong, what if someone follows me? Or if I find someone along the path?! I don't like the sand either, it's getting in my coat, my ninja pouch. All dirtied up just cause I had to go searching. Guess I have no one to blame but myself. Maybe a bit of singing will lessen my worries?
"Heading doooowwwwnnn the sandy duuuuunnnneees, kicking saaaaannnddd-"
Hm? What's that? A mirage maybe? No, that couldn't be a man. Too tall. Too big. No way. Was it? A man accompanied by a beast, definitely not a dog.
"Uhmm..hi? I assume you're a traveler too?"
I screamed into the windy desert. If he doesn't answer, he's not real, is he? I really need to get out of this area. I could feel an odd aura though, maybe he was friendly?
Statistics:
Speed: 10
Tracking: 14
Chakra: 1600
Health: 160
 
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Ańbu Juniør

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Kōtetsu hears and smells the orange-haired young man before he even comes into view, and only stops mid-range away from him when he starts to scream. From the brief interaction the Inuzuka can tell that the boy was talkative, the kind he couldn't stand. “There's no need to be screaming,” he answers. “My name is Kōtetsu, and I'm heading East after returning from the Outer Lands.” The boy seemed to be traveling alone, but as a precaution, Sirris focuses her chakra to her nose and heightened her sense of smell to the point where she was able to visually perceive scents, an ability that the Inuzuka was able to tap into due to their merger.

Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
Now sure that he was truly alone, Solaire steps forward. “And who might you be?” he asks aggressively.

Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 2,890 - 45
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 20/80
Void Harvester: 20%
Void Infusions: 0/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 

Detective L

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A booming voice revealed his name, and where he was coming from. His demeanor seemed displeased to be here - angry and gruff. Though, there was something else about him I couldn't pinpoint. My hands shook in anticipation, why was I battle ready? Was his presence enough to create this surge of confidence in me? No, the heat of the desert didn't have me thinking clearly. I am standing across a man that could be very dangerous, perhaps even a wanted man, a rogue shinobi. Who knows these days - anyone and everyone can be dangerous. Especially wild haired, gruff men.

"You're far away, so it made sense."

I state in a calmer voice, breathing much faster than before. My voice echoes through the dusty plains.

"Kotetsu and a speaking doggie? I'm Zenitsu, there's nothing to -"

I say reluctantly. Passively, my eyes swirl to reveal a three tomoe pattern. The dark red color pierces the very fabric of how I perceive things. A powerful showcase of chakra and prowess, the man who stood before me radiated with chakra, his own and that of the dog and more. What was he? This was no normal traveler. The surge of chakra through the dog was easily seen as well. Was he preparing for something? Getting ready to attack me? Kill me? Harbor me for parts?

"What are you activating? We're just talking, no?"

Needless to say, I was scared shitless.


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( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye


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.

Statistics:
Speed: 10
Tracking: 42

Chakra: 1600 - 30 = 1570
Health: 160
 
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Ańbu Juniør

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The boy's brown eyes shift to crimson, and in response, the Inuzuka passively activates Winter's Blessing, a void artifact in the form of an obsidian earring that grants him a single void infusion. “Of all things, it had to be an Uchiha,” he says, just loud enough for him to hear as Kōtetsu as his pack avoids direct eye contact. “Solaire. Go see what he's made of.” While giving the command he removes two specially marked kunai from the fur lining of his skirt and tosses them ten meters to the left and right.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

“Gladly!” roars the High Breed. He jumps into the air and rotates its body at a ferocious speed in the form of a drill, aiming to tear into Zenitsu.

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (B)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (40 + 20 + 20 + 20 = 100)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 2,845 - 45
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 30/80
Void Harvester: 30%
Void Infusions: 1/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 
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Detective L

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"Oh God, a spinning dog~ What now, why is it moving so fast, have to stop it somehow?! Ugh, why am I- zzzzzzzzzz"

Zenitsu enters a state of calm. Utilizing his unique Soapstone chakra, Zenitsu would unleash a small tennis ball shaped Soapstone towards the dog. Upon close range, it would instantly expand into the size of a Bijuu-dama, making it difficult to evade as it aims to engulf the airborne dog and crush it, in its embrace. It's strength enough to take the damage from its ferocious spin. Passively, Zenitsu applies a seal, making his location difficult to discern. Hos body was rigid and still, and his breathing even. Despite being in the hot desert, not a single particle of sweat could be seen dripping from him.

Toseki: Zurui Kyushu - Soapstone: Flimsy Wispy Plunge

Rank: S
Type: Sup/Offense/Def
Range: Short-Long
Chakra: 40
Damage: 80+30 = 110
Description: After making a tiger handseal, the user spew a tennis ball size tadpole made of soapstone. The highly condensed and compressed soapstone tadpole can move/swim around the battle field at extreme speed(though trackable) and with the user's will, it can instantly expand upto a size of a bijuu-dama with gaping mouth and can compress back to his former size . This may be aimed towards the opponent directly or an incoming technique. When aimed at the opponent, it would expand and swallow the target and on the user's command, compresses, crushing them completely in its embrace. When aimed at a technique, it expands and swallows the technique though this depends on the rank of the technique. Once it eats a technique or an opponent/target, it compresses and becomes inert, falling to the ground.
NOTE: Usable 3x per battle, ocne every 3 turns
NOTE: Cannot use other soapstone techniques in the same turn.
(Fuuin: Kichigai Kouyou) - Sealing Technique: Mad Enhancement

Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will passively apply a seal with the Kanji for "Madness" on their body. This technique will both distort how their body but also their techniques appear. A barrier of chakra will form over their body in the form of a black haze of chakra cloaks the user's body without obscuring their sight. The haze casts anyone who looks upon it in an external genjutsu (A-Rank) that constantly shifts the user's outline like an off-focus photograph, thereby obscuring any discerning marks or features. The mist-like illusion also causes his image to double or triple randomly, making him appear to be a hallucination. It essentially creates the effect of the user's body flickering from side to side across a one-meter area too fast for the eyes to track without the creation of after-images. This isn't to be confused with the user moving back and forth, this effect can solely be attributed to the genjutsu induced by the haze and will occur even if the user is standing still. This throws off techniques which require a clear line of sight or concentration on the user's position. This effect will occur regardless of the opponent's tracking speed. As for the user's techniques, their distorted image will depend on it's state of matter. Solid techniques will appear pitch black with red lines of light across them, liquid techniques will appear as blood, gaseous techniques will appear as a black smog and energy-based techniques will appear a dark-red colour. This lasts until deactivated.
Notes:
-Can only be taught by Detective L
-Can only be used twice per battle

Statistics:

Speed: 10
Tracking: 42

Chakra: 1570 - 10 - 40 - 30 = 1490
Health: 160
 
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Ańbu Juniør

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Through his Spectral Sense, Kōtetsu can discern the strength of the technique heading towards his Ninken and orders him to retreat. Through a single blast of chakra, Solaire alters his trajectory, exiting his spin and sliding to a stop upon reaching his packbrothers side. At the same time, the Inuzuka slams his hands together with tremendous force, producing a radial shockwave that expands outwards as it travels in such a way as to avoid any collision with the ninken. The shockwave of air pressure collides with the incoming attack, overpowering it with ease and forcing it to disperse while continuing onward.

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 + 30 + 15 = 125)
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.
After releasing his attack the Inuzuka senses the utilization of the man's chakra through the passive activation of the Mad Enhancement seal, but his immunity to A-rank and below illusions rendered him unaffected, Solaire on the other hand falls prey to the illusion, but he keen sense of smell allows him to accurately determine Zenitsu's location. The ninken gathers a massive amount of chakra within his mouth that he condenses before releasing through a deafening bark in the form of a compact, spiraling beam of shining golden chakra aimed at the boy's torso, aiming to overwhelm him with concurrent attacks.

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
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion (Reference)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.

Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 2,800 - 45
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 3 (ALW) = 13
Muninn: 4

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 40/80
Void Harvester: (Dormant - 40% roll success)
Void Infusions: 2/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Chakra Siphon: 80 chakra stored
 
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Detective L

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A sudden shockwave causes the very ground to rumble and shake. A wake-up call, one might say for the narcoleptic Zenitsu, who had easily reacted to the large's man's attack. He was indeed out of his league, but he wasn't going to falter. At least until Zenitsu actually woke-up.

"Aaaaaaaaaaaahhhh, what is that rumble? Where'd the spinning dog go?!"


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Did I fall asleep again? No, impossible, I can't recall what happened, and now this wave is moving towards me. Going to have to outrun it, or rather - dodge it! Through a focus of Wind chakra to my feet, I would angle to the left backwards ( /) - moving into long range from the man as a wind jet forms beneath my feet. The quick maneuver would allow me to evade both the shockwave and his dog's linear blast. Mind you, how can that dog even do that?! Anyway, as an Uchiha I should probably use Fire? I don't know if its the right thing to do now? Whatever, with my luck, he'll probably eat the fire ~_~. Well, the focused fire would be aimed below him and his dogs (7 meter radius around ya'll), heating very air as the chakra vibrates. Key part here, if he should use Wind, it'd explode. How you like them apples? Or bones rather. Wait, does he eat dog food too?

(Futon: Hiretsuna Jetto) - Wind Release: Sneaky Jet
Type: Supplementary/Offensive
Rank: A
Range: Short-Long (made at short)
Chakra: 30 (+5 per turn if sustained)
Damage: N/A (60 if used offensively)
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user above the surface they're standing on, whether it's ground, water source, etc. The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing them to travel that same trajectory. They are capable of moving freely above a surface and even sending themselves to mid-air or maintaining their airborne position. The user can perform other techniques while riding the jet if it were to be sustained for multiple turns. Its traveling speed is astounding yet the user and the jet of wind can be seen and tracked with the naked eye. Traveling with such speed would allow the user to (upon creation of the jet) even evade medium-scaled attacks such as "Fire Style: Fireball Jutsu" and the likes of it while also potentially approaching their opponent. Once done, the user can leave the jet, leaving it to continue in a straight trajectory as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. A notable attribute to this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.
Note: Usable 3 times per battle
Note: Can be sustained for up to 3 turns
Note: Must wait 1 turn to re-use once the jutsu ends
(Katon: Makuro kasō) - Fire Release: Macropyre
Type: Offensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60+30=90
Description: User of the technique will release katon chakra in radius of up to 7 meters around opponent heating up the ground to the points of melting (depending on the terrain that is in question) whilst emitting heat waves with a redish hue to them. Just touching the heated ground would make damage to the opponent. The heat waves would give a mirages so to say, similar to the wavy lines that could be seen whilst looking at longer distances in deserts. The katon chakra around opponent would be capable of staying there up to two turns before dispersing and thus loosing its effects. Interesting to the technique is that in the case of either opponent or user using technique based upon wind, the heatwave would burst into flames because of oxygen feeding fire.
Note: Lasts for two turn or until an explosion occurs
Note: Can only be used twice per battle
Note: Can only be Taught by Akasha

Statistics:
Speed: 10
Tracking: 42

Chakra: 1490 - 60 = 1430
Health: 160
 

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The boy easily dodges the attacks heading his way, and as he does so the Inuzuka places a hand on Solaire. “Enough,” he sighs. Having to keep the ninken's position in mind hindered him from deploying some of his stronger techniques, which made his presence a hindrance at the moment. “Take a breather.”

The ninken begrudgingly merges into his packbrother's body, and as soon as he did the sand beneath Kōtetsu's bare feet begins heating up to an unbearable degree. His sensing allows him to determine the size of the area heating up, and before it can begin damaging him the Inuzuka flexes his leg muscles, causing the weights keeping his speed in check to fall away. He moves with a swiftness uncommon for someone of his size, so fast that he surpasses the tracking capabilities of the Uchiha's doujutsu, and comes to a stop eight meters behind Zenitsu after running in an arc around him.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, 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. Only one of the user's bio can have these weights at any time.

At this distance, the boy feels an oppressive force that naturally slows his movement speed by two levels, but the Inuzuka also feels a similar force from him, decreasing his own speed as well. “This is your first and only warning.” Kōtetsu's voice was sharp, and as he speaks he brandishes his strength by releasing chakra from his body that immediately envelopes a mid-range area and takes on a crimson hue that distorts the air and exerts enough pressure that the sand beneath their feet rumbles. Even Zenitsu's body would feel heavy under the pressure. “Surrender, or die.”

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S (B)
Range: Short - Long
Chakra: 5 - 40 (20)
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though it's not offensive, can feel it. As if their body got slightly heavier than normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.
Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chunin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever
Health
Kōtetsu: 240
Muninn: 150

Chakra
Kōtetsu: 2,755 - 65
Muninn: 2,000​
Movement Speed
Kōtetsu: 16 - 2 (Apex Speed Resistance) = 14 (56)
Muninn: 4 - 2 (Apex Speed Resistance) = 2

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 50/80
Void Harvester: (Dormant)
Void Infusions: 2/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Chakra Siphon: 100 chakra stored
 

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The speed and intense pressure from Kotetsu as he quickly moves not only around Zenitsu, but arguably makes his technique null and void leads the boy to quickly snap back into his passive state of being. His warning would only lead to a stronger and faster comeback, one arguably dangerous for the young Uchiha. Passively, his eyes would swirl into their Eternal Mangekyou state - enhancing his visual prowess. At the same time, his physical prowess is enhanced as well, as he dons a dramatic Lightning armor reminiscent of the Raikage himself. In one swift movement, Zenitsu would spin and jump off his Wind based entity, firing off a warning shot to his foe, who was now before him. With their speed closer as well as the ability to track each other, the bout began anew. Zenitsu breathed loudly.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye

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.
(Raiton: Aian Itten no Yoroi) - Lightning Release: Ion Particle Armor
Rank: Forbidden
Type: Defence
Range: -
Chakra Cost: 55 (+20 each turn active)
Damage Points: - (-40 to the user when armor is activated, -5 damage per turn, whilst active, +20 to all Lightning Jutsus, -10 from any Lightning Jutsu)
Description: The user gathers all positive electrically charged Ions in the nearby enviroment, creating an ultimate armor of Lightning that is capable of rejecting all positive and negative electrons that are coming in touch with them.The user's speed increases to Lee's 3rd Gate speed and his general competence in Lightning attacks increases.Each turn the armor is active, the ions zap the user's skin causing discomfort while he moves around.The first time the armor is activated, it slightly burns the surface of the skin.
- Once the armor is deactivated, it cannot be activated for the rest of the battle.
- May be taught only by Shigure.

Reference

(Futon: Hiretsuna Jetto) - Wind Release: Sneaky Jet


Type: Supplementary/Offensive
Rank: A
Range: Short-Long (made at short)
Chakra: 30 (+5 per turn if sustained)
Damage: N/A (60 if used offensively)+30 = 90
Description: The user gathers wind chakra below their feet which is then manipulated into becoming a jet of wind that lifts the user above the surface they're standing on, whether it's ground, water source, etc. The jet of wind is large enough for the user to stand on. This jet of wind is immediately upon creation controlled by the user to travel the trajectory they desire while they themselves are standing on it, allowing them to travel that same trajectory. They are capable of moving freely above a surface and even sending themselves to mid-air or maintaining their airborne position. The user can perform other techniques while riding the jet if it were to be sustained for multiple turns. Its traveling speed is astounding yet the user and the jet of wind can be seen and tracked with the naked eye. Traveling with such speed would allow the user to (upon creation of the jet) even evade medium-scaled attacks such as "Fire Style: Fireball Jutsu" and the likes of it while also potentially approaching their opponent. Once done, the user can leave the jet, leaving it to continue in a straight trajectory as it turns into a gale of slicing winds that leaves severe cuts on anything on its path. A notable attribute to this technique is that its formation is near instantaneous, which allows the user to evade close quarters combat attacks.
Note: Usable 3 times per battle
Note: Can be sustained for up to 3 turns
Note: Must wait 1 turn to re-use once the jutsu ends

Statistics:
Speed: 10 x 2.5 = 25
Tracking: 70

Chakra: 1430 - 70 - 55 - 5 = 1300
Health: 160 - 40 = 120
 

Ańbu Juniør

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Taking note of the electrical armor enveloping the boy's body, the Inuzuka simply displays a menacing grin. His fists weren't weak enough that something that weak could stop them, but for now his focus switches to the incoming wind-based entity rushing towards him. Undaunted, he advances a step while drawing upon his spirit to manifest the Atavistic Flame around his body that's slightly enhanced by his missing health through the effects of Roiling Blood, creating a defense of his own that eats away at wind technique upon contact.

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(Kaen Kakkusei Iden: Kama Saisho no Honō) – Atavistic Flame: Kiln of the First Flame
Type: Defensive/Supplementary
Rank: A - S (S)
Range: Short
Chakra: N/A
Damage: 60 - 80 (90 - 110) (80 + 10 + 4.5 = 94.5)
Description: A primarily defensive application of the Atavistic Flame that is activated by drawing upon the user’s spirit, this technique manifests itself as a shroud of fire around their person that burns away anything it comes into contact with. This aura is capable of warding off physical attacks of equal strength and can dispel impairments that require surges such as those caused by Anutu and its subfields. Activating Kiln of the First Flame requires the user to expend 20 spiritual Health Points at A rank and 30 at S rank, with the user regenerating 10/15 spiritual Health Points in the following turn. Initiates are capable of using only the A-ranked version of this technique three times per battle, while Masters can use up to the S-ranked version twice per battle. Grandmasters can use this technique with an additional 30 damage, not counting as a boost.

Notes:
- This technique lasts a single turn.
- The A-ranked version of this technique requires a two-turn cooldown, while the S-ranked version requires three.
Kōtetsu takes another step forward, reaching six meters as he switches to the offensive. Muninn, entangled in her creator's hair, releases her unmolded chakra into the Inuzuka as he manipulates the Scarlet Rot through the Beast Fang, drastically empowering the fifteen-meter-wide wave that he releases to attack Zenitsu.

(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.
(Aka Fuhai: Fuhai Megami no Ishi) - Scarlet Rot: Will of the Rot Goddess
Type: Offensive, Defensive, Supplementary
Rank: C - S (S)
Range: Short - Mid (Long)
Chakra: 15 - 40 (-10 per turn) (40 + 20 = 60)
Damage: 30 - 80 (120) (80 + 40 + 4.5 = 124.5 )
Description: Will of the Rot Goddess is the basic Scarlet Rot technique available to all its users. The user will manipulate the Scarlet Rot in their body to create waves, shields, storms, or any shape the user can imagine to fit their needs in any given instance. The user's proficiency with this technique varies depending on if they are a Basic User, or non-host, or the host of the Basmu itself, an Advanced User. Regardless of user this technique always carries the Curse of Scarlet Rot. Basic Users can apply this technique between C and S-Rank, inflicting the base damage provided by it up to a mid-range reach. Advanced Users can apply this technique up to long-range when in one of their three Ascensions. While in their Second or Final Ascension this technique will inflict, at S-Rank, 120 damage.
Note: C-A rank can be used six times per battle, once every two turns.
Note: S-Rank applications can be used three times per battle, once every two turns.
Health
Kōtetsu: 240 - 30
Muninn: 150

Chakra
Kōtetsu: 2,710 - 65
Muninn: 2,000 - 20
Movement Speed
Kōtetsu: 14 (56)
Muninn: 2

Tracking
Kōtetsu: 70
Muninn: 16

Solaris: 60/80
Void Harvester: (Dormant)
Void Infusions: 2/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters

Chakra Siphon: 100 chakra stored
 
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An enhanced Fire utilized as he brushes off the effects of the Wind, and quickly makes his way forward and into his next offense. His large body carried both a grace and a ferocity that Zenitsu, even if his passive sleeping state hadn't expected. He was powerful indeed. His sudden release of an odd element plunged the area into a pungent red scare, which quickly rushed throughout the entirety of the area as he came riding a massive wave.

Raising both his arms, Zenitsu would plunge the man and his companions into the void. Their perception would see the world split into two - rendering it into two halves of the physical earth. The void within would reveal the wonders of a galactic constellations and phenomenon as meteors blast past and supernovas exploded with raging flames for Kotesu, while his companions would each see their own versions, as two galaxies clash in wonderous colours and splendor, as the heat from their interaction could be felt from the void. In the same motion, Zenitsu brings his hands back together - unleashing not only the mental anguish, but also an omnidirectional wave of Fire chakra, enhanced with a cover of Wind, and carrying a Yin enhancement (Fire), aiming to break his passive ability to seemingly stave off Genjutsu. Zenitsu having noticed his non-reaction to Mad Enhancement. The wave of Scarlet Rot, as well as Kotetsu would face the Fire, while being under the effects of the Yin enhanced Genjutsu.

( Shu-rute: Uchuu Kata Shita ⋔ Kujira ) Surreal Palm: Under the Uberous Universe ⋔ Cosmos

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80 + 30 + 20 = 130 (Fire)
Description: Allows the parting of the world to plunge the chaos into oblivion. The user will stretch out both arms, and, with them, part the whole world in half, along with any illusion ( of the same rank ), plunging both into the void of the world between both halves of the physical realm. In this void, the targets won't be able to move, as they briefly behold all the wonders of a foreign and marvelous galaxy, filled with countless constellations and astronomical phenomenons, along side cosmical behemoths, oceanic-like creatures floating in the void as if it were a black sea, before the practitioner slaps both hands again, crushing the targets between both halves of the now tilted world, wedged between physical realm and void, passing out from the mental damage. The void lasts but mere seconds, but it's wonders are engraved in the target's memories. While the illusion can target multiple people, within range, each will see the world part exactly in the middle, in a straight line between themselves and the practitioner.
Once the user slaps both hands together, closing both halves, a blast of chakra is released, up to short range, all around or in a single direction. This chakra blast, S rank in strength, can be composed of raw or acquire a basic elemental nature from the user.

*Can only be used twice per battle*
*Can't use Genjutsu in the same turn*
*Can't use Surreal Palm Techniques for two turns*
*Blasts follows elemental S/W*
*Can't use techniques belonging to the nature of the blast used on the next turn*
(Inton: Gogyou Gen) – Yin Release: Five Elements Illusion
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: This technique allows the user to combine their elemental chakra with Yin Release in order to create stronger, more potent Genjutsu. When the user casts a Genjutsu, rather than using their raw chakra they will use one of the basic elemental natures, thus increasing the potency of the jutsu. This technique increases the technique it is applied to by one rank in strength; due to the massive infusion of chakra a Genjutsu empowered by the Five Elements Illusion can penetrate through any passive defense or subversive method against Genjutsu. By using nature chakra rather than raw chakra, the properties of the Genjutsu can change in accordance to that nature and become stronger. For example, using Crushing Snake Constriction with Fire Release chakra would make the snakes appear, feel, and sound as though they were on fire. The user is free to alter the effects of a Genjutsu within reason as long as the primary effects remain the same. Like other Yin-Yang infusions, this technique only increases the chakra within the technique by an additional rank in strength, or 10, whichever is higher.
Note: Can only be used 6 times per battle.
Note: Cannot be used on techniques above S-Rank.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
(Futon: Do~ūmu no kuiirimasu) - Wind Release: Doom's Devour

Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A (+20 to hot/cold techniques)
Description: Doom's Devour is a wind technique which is used to supplement techniques of elements which traits are one of heat or coolness within reason. It can be applied to both basic and advanced elemental natures. By knowing that each body that produces heat creates an air-cloak around themselves as to be capable of protecting from being affected by real temperature by feeling one which is eather few degrees cooler or hotter, user would use wind chakra as to eliminate it before the intial techniques reaches them. With performance of a single hand seal, user would coat a technique with wind chakra which function would be the one of affecting the air-cloak which is produced around entites. By doing this, the temperature that is felt by the technique intially sent would either increase or decrease (depending on the element used) due to opposing technique/entity not being in possession of the air-cloak which they are creating as to cushion the climate. So if a scorching technique is affected by the wind, it will not increase its size, flames and similar, however temperature which is felt by the opposing party would increase due to them not possessing the usual air-cloak which protects them from the said conditions. This technique is initiated with a performance of a single hand seal and due to its nature being the one to supplement other techniques once used it will happen in corresponding time-frame to the technique which it was used with. This would increase the damage of hot/cold techniques due to the increase in heat or coolness which is felt by those who are not enveloped by the air cloak.
Note: Can only be used three times per battle
Note: Can only be Taught by Akasha
Note: Cannot be used with streaming techniques unless the user possesses a kekkei genkai which allows them to mold wind and x-element simultaneously or YY.

Statistics

Speed: 25
Tracking: 70

Chakra: 1300 - 40 - 50 - 20 = 1190
Health: 120
 
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Just realized that since Munnin is in contact with my body, she'd be burned by Kiln of the First Flame and suffer 94.5 damage, leaving her with 55.5 HP and suffering from up to 60% of the fatigue effects from the health system.

20% - An attack causing this amount of damage to the torso will cause the victim's Ninjutsu using the stomach/lungs to mold chakra to cause 5 less damage and their overall tracking will reduce 10.

40% - An attack causing this amount of damage to the torso will cause further trouble with Ninjutsu. The victim will be unable to use jutsu they have to spit out or use their torso to form without causing 10 damage to themselves.

60% - An attack causing this amount of damage will limit the user's ability to effectively use their Genjutsu in combat. For any Genjutsu that is ranked above B rank, the user will receive 10 damage and an overall reduction of damage to Ninjutsu by 15.

The sea of sand, and the very world around them, suddenly split asunder and Kōtetsu finds himself and Muninn unable to move as they plunge into the void. Unlike what he'd glimpsed in the Palace of Gaznir in the underworld, here he observes galactic constellations, exploding supernovas, and the blindingly beautiful light of far distant galaxies clashing in an array of colors. Though a sight that engrains itself in his mind, he knows it's nothing but an illusion thanks to his chakra sensing capabilities, and even without that the Chakra Siphon on his back senses Zenitsu's chakra the moment it enters his body, and immediately pumps all over the previously stored chakra back into him. This creates a shock that spikes his chakra flow, releasing him from the illusion and shattering the wonderful scenery as soon as it begins.

(Chakra Saifon) Chakra Siphon
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A (-20 per turn)
Damage points: N/A
Description: A basic automated siphon tool attached to the users back and designed to passively absorb and store the users chakra. This Nin-tech is able to sense foreign chakra and then pump all the stored chakra back into the user creating a shock that spikes and restarts the users chakra flow. This allows the user to break out of Genjutsu using the chakra surge method, being able to release any genjutsu, excluding Yin and MS level Genjutsu, so long as the surge of chakra released into the user is higher then the chakra used for the Genjutsu. This Nin-Tech is able to store up to 100 chakra into it, taking up to five turns before it reaches capacity. If the user has Senjutsu, the siphon can still absorb the senjutsu like chakra and release the Senjutsu back into the user, following the foreign chakra/energies release method of Genjutsu, instead of the chakra surge method. This allows the user to break any genjutsu, including Yin release genjutsu however it cannot break Mangekyou Sharingan Genjutsu. This Chakra Siphon begins absorbing and storing the users chakra at the beginning of battle and stops absorbing once it reaches capacity and/or when the chakra/senjutsu is released back into the user. Requiring a two turn cooldown period before it begins absorbing chakra/senjutsu again. While the siphoning of chakra is a passive ability, the release of chakra back into the user will still cost a move for that turn. Lastly, this Nin-tech cannot be used to enhance techniques in any way. The chakra/senjutsu released back into the user does not replenish their chakra or senjutsu reserves. Only working to release foreign chakras and genjutsu under one of the two presented methods.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
“How dare you manipulate our minds!” Kōtetsu roars, now able to move as the wave of fire covered by wind overpowers the wave of Scarlet Rot and continues on in a weakened state. At six meters from Zenitsu, the Inuzuka simply stares down the technique as it dissipates just before reaching him, and decides to release a shockwave of his own. He stores chakra into his right hand he releases it with pinpoint timing upon punching the surface. The ground beneath them rumbles and the loose sand whips into a frenzy and blasts ten meters outward in all directions, leaving him standing in the middle of a wide crater cradling his creation's limp body as she'd succumbed to the mental damage and fallen unconscious.

( Chakura Chikara ) - Chakra Enhanced Strength
Rank: C - S (S)
Type: Supplementary
Range: Short
Chakra: 60 - 100 ( +30 to non-chakra CQC ) (100)
Damage: 60 - 100 ( +30 to non-chakra CQC ) (100 + 30 + 15 + 2.2 = 147.2)
Description: A technique that uses the refined chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet, and releasing it onto the target with pinpoint timing. Because of the amounts of chakra stored and released, this technique can deal massive amounts of damage at one time, causing widespread impact damage. This allows the user to deal blows to the earth that causes craters with the impact, starting at 5 meters at C rank and increasing by 2 meters per rank up to 10 meters at S rank. This technique, however, cannot be combined with other chakra based Taijutsu techniques or Ninjutsu techniques due to the chakra control needed to execute this. When used alongside non-chakra enhanced Taijutsu, this adds 30 damage to them and the user spends an additional 30 chakra, although only 10 of this can be applied towards the technique.
Note: Can only be used by Sakura, Sarada or Tsunade bios.
Note: S ranked attacks can only be done five times per battle. When used alongside non-chakra enhanced Taijutsu, this counts as an A rank ability and counts as a passive jutsu, used once per turn in this manner.
Health
Kōtetsu: 210 + 15
Muninn: 0

Chakra
Kōtetsu: 2,645 - 125
Muninn: ???​
Movement Speed
Kōtetsu: 14 (56)
Muninn: 2

Tracking
Kōtetsu: 70
Muninn: 6

Solaris: 70/80
Void Harvester: (Dormant)
Void Infusions: 2/3

Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
 
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The onslaught continues as his prowess is showcased even more, as he releases a powerful blast to the ground, shattering its very core. The desert sand would rise to monumental heights, releasing his anger. Clearly did not like being messed with, especially with Genjutsu. Nonetheless, a passive seal would sap a quarter of the oncoming shock waves' strength, as Zenitsu merely points his hand forward, releasing a powerful blast of Lightning. This causes the very Earth to rip apart once more, as it travels towards Kotetsu, moving on from the shockwave's impact. At the same time, Zenitsu would release a smaller chakra script to follow the Lightning shortly behind, aiming to cause an explosion at a lower angle and damage Kotetsu. The effects of his various techniques now taking a toll on Zenitsu's body, affecting him greatly. He was indeed strong. Zenitsu remains quiet.

(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80+30+20 = 125 (-5 for Dmg)
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
Fuuin: Bachi no Kindachi) - Sealing Technique: Damocles, The Curse of Kings
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (80 chakra for double usage)
Damage: N/A
Description: The user will have four seals on their body (must be stated in the biography) with the Kanji for “Curse” that can be passively activated (instant but still counts as a move) whenever the opponent uses a technique. The seal will will release an intangible barrier that expands outwards in all directions. The barrier instantly reaches long-range in every direction and serves to absorb chakra from the given technique in order to weaken it by a quarter . The amount of chakra absorbed is proportional to the power of the technique but one thing that remains the same is that the remaining technique will fall to three-quarters it's original power i.e. a 120 damage technique would fall to 90 damage (Forbidden Rank). The barrier is destroyed soon after coming into contact with the technique if it exceeds a traditional S-Rank in power but not before it leeches a quarter of it’s chakra in order to weaken it by the same degree. The user can instead activate two barriers rather than one to reduce the targeted technique to half it’s original power rather than a quarter. This will count as two of the user’s three moves per turn. This means this technique does not counter other jutsu in itself but rather aids the user in countering more powerful techniques by weakening them. Due to the barrier’s intangibility, it will can work on solid techniques as well as liquids, gases and energy-based techniques. It will also only shatter against non-physical techniques due to their ability to clash with the intangible barrier. The reason this seal needs to be passively activated (still counts as a move) is so the user can use a technique in the same-timeframe to counter the opponent's weakened jutsu. This technique can be used thrice per battle, be it three usages of the single version, three usages of the double version or any variation/combination of the two.
Note: Can only be used three times per battle
Note: No Fuuinjutsu techniques can be used in the user's same and next turn (when single version is used)
Note: No Fuuinjutsu techniques can be used in the user's same and next two turns (when double version is used)
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30+30 = 55 (-5 Dmg)
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).

Statistics

Speed: 25
Tracking: 70 - 10 = 60

Chakra: 1190 - 80 = 1110
Health: 120 - 10 = 110
 

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His attack is weakened by a sealing technique and easily overpowered by the resulting lighting blast, but it was of little consequence. He could not be beaten and shows Zenitsu just how futile his resistance is. Instead of defending or countering the attack, he cradles his creation's limp body to his chest to shield her, while removing and dropping a specially marked kunai at his feet. He takes both attacks head-on and is blasted four meters back, where his body rolls to a stop. While his natural damage shaving reduces some, he takes 145 damage, dropping his health to 80 and causing him to suffer up to 60% of the fatigue effects from the health system.

He shakily raises to his feet with his right arm outstretched, showcasing the black tribal tattoo of a wolf's head that glows momentarily before the double-edged axe crafted from Tiamat’s ivory bones appears in his hands. “I will show you what it means to despair,” he says to the boy who'd suddenly gone quiet, and he grips the haft of the axe. “To fight against an unrelenting force. The futility of standing in my way!”

Kōtetsu swings the blade horizontally with incredible strength, activating the relic weapon's intrinsic ability that combines the power of Roiling Blood with his own overwhelming life force and is augmented by the Sanguine Maw. Manifesting in the form of a wide-ranged crescent blood wave following the path of his swing that rushes toward Zenitsu at 24 speed. With its damage correlating to 125% of the Inuzuka's lost health (160), the attack deals a devastating 200 damage.

(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.
As soon as the attack is released the Inuzuka's body begins to dance with flames flickering from their skin, with embers raging off of it as they flow outward and his Will to Survive is activated, allowing him to enter and an empowered state of spirit and soul. His sclera shifts toward a brilliant yellow and the drawbacks from the fatigue effects from the health system are removed.

(Ishi no Ikinobiru: Taika) – Will to Survive: Blaze
Type: Mode
Rank: S
Range: N/A
Chakra: N/A (-20 per turn)
Damage: N/A (+30)
Description: Will to Survive is an empowered state of spirit and soul, strengthening the user on multiple combat dimensions. The potency of the mode is divided between three different levels depending on the user’s mastery over their Atavistic Flame. Entering this form is comparatively complicated to Sage Mode even though the modes are similar in functionality. Atavistic Flame is recognized as humanity’s collective will to persevere; because of this it is actually optimal to activate the Will to Survive when the user is at their weakest, rather than at their strongest as is with Sage Mode. Upon activation Blaze will take the user’s missing Health Points from their maximum and multiply that value by 6. This value represents the user’s total reserves from the use of Atavistic Flame techniques and the mode’s sustainment. The mode is deactivated once the user has expended these reserves. While active the user becomes resistant to all sources of damage, reducing them by 25 points. The user becomes able to passively sense sources of life around their position with enhanced tracking, reflexes, perception, and speed by x3. Their usage of Atavistic Flame techniques is enhanced further, strengthening them by an additional 30 damage. The user’s body will dance with flames flickering from their skin, with embers raging off of it as they dance outward. Their sclera shift toward a brilliant yellow. While active the user regenerates their missing Health Points at a rate of 40 per turn, applying to both physical and spiritual damage.
Note: Atavistic techniques used in this mode still inflict recoil damage if they do by default. Atavistic effective Chakra value is reduced from the total mode's resources while in use.
Note: While active the user does not suffer from Health Fatigue, spiritual or physical, at all.
Note: Usable only by Masters and Grandmasters of Atavistic Flame. Blaze can be used twice per battle. Masters and Grandmasters can use a third activation on their Hollow Flame.
Note: The activation of Will to Survive is not restricted by Combat Fatigue.
Health
Kōtetsu: 225 - 145 + 40

Chakra
Kōtetsu: 2,520 - 15
Atavistic Reserves: 960 - 20​

Movement Speed
Kōtetsu: 42

Tracking
Kōtetsu: 70

Solaris: 80/80
Void Harvester: (Dormant)
Void Infusions: 2/3

Physical Durability: 40
Spiritual Durability: 30
Free Dodge range: 10 meters
 

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Hit by the attack, Kotetsu would still be able to muster the strength to retort. The beast was capable of great things. Zenitsu eye would passively form into the Rinnegan and activating his paths, as the weapon is swung, unleashing a chakra unlike anything Zenitsu had seen before. An immense power roared forward, and despite his increased visual prowess, this was indeed a difficult one to surmount.

Nonetheless, without the need for hand seals, and strategically timing it, Zenitsu would switch his own body, with that of Kotetsu - leaving him in front of the mercy of his own techniques' embrace right before it strikes. To further cement the assault, Zenitsu would pull Kotetsu slightly upwards and into the technique, relieving him of his mobility and autonomy.

( 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.
( 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.
( Gakidō ) - Preta Path
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.
( Amenotejikara ) - Heavenly Hand Power
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 60 - 140
Damage: N/A
Description: With his left eye, Sasuke instantly shifts the location of himself, others, objects, and ninjutsu within a certain range. Due to its speed, this technique has proven to be especially useful for launching surprise attacks against enemies. In addition, it has the psychological effect of throwing opponents off guard by confusing them when the user runs their technique into an empty space. This technique not only switches the position, but the momentum and direction of the switched targets as well.
Short Range - The user is able to shift the location of himself anywhere within short range, instantly appearing in the new location. He can also use this ability to instantly switch positions with anything within short range of himself.
Mid Range - After spending 40 more chakra, the user is able to change his position and reappear anywhere within mid range of his original location. By targeting specific objects, the user can switch places with it instantly. The user can use this to shift his location up to 2 landmarks away if he is not in battle.
Long Range - Spending an incredulous 140 chakra, the user is able to shift his location and appear anywhere within long range, be it three landmarks away or entire countries away should he not be in battle. He is also able to switch positions with any object within long range in battle.
Note: Can be used up to 5 times, once every 3 turns.
Note: After long range use, the user must wait one additional turn between usages.
Note: Can only be used by Sasuke Uchiha bios.
Note: Requires Rinnegan to be active.
Note: User cannot switch places with items on the opponent's body or in hand.
( Bensho Ten’in ) - Universal Pull
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to use Deva Path's gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Unlike Shinra Tensei, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him. The technique follows the same nature of Shinra Tensei but used on a focused manner and instead of pushing, pulling the enemy.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Rinnegan Bios with the (Tendō) - Deva Path active

Statistics
Speed: 25
Tracking: 74

Chakra: 1110 - 160 = 910
Health: 110 - 5 = 105
 
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Thanks for accommodating my inactivity due to moving.
His victory close at hand, a sly smirk paints the Inuzuka's face as he watches the powerful wave of blood rush forward. Suddenly, the world shifts around him, and he finds himself face-to-face with his own overwhelming attack with little time to react. Before the gravity technique can be used Kōtetsu drops Munnin's body and makes use of the specially marked kunai he'd deployed just moments before, entering a dimensional void and vanishing in a flash of crimson before instantly reappearing above it, four meters away from Zenitsu as he returns The Sanguine Maw to the seal on his hand.

( Hiraishin no Jutsu ) - Flying Thunder God Technique
Rank: S
Type: Supplementary
Range: Short - Long
Chakra Cost: 40 ( +40 for every additional person teleported )
Damage Points: N/A
Description: The Flying Thunder God Technique is a space–time ninjutsu created by Tobirama Senju and used by Minato Namizake. Before the Flying Thunder God Technique can be performed, users must first mark a target with their technique formula. The formula is applied after the merest touch and cannot be removed; it will remain in place even after the user has died. By entering a dimensional void, users can instantly teleport to a formula's location whenever they please, regardless of distance. Anything or anyone that the user is holding, contacting, or that is linked with their chakra will teleport with them, but this requires additional chakra to do; particularly large objects can require so much chakra that a separate technique is required, placing a limit on how far away the user is able to teleport. Users can choose to teleport to a different location than the objects, or they can teleport objects without teleporting themselves. Minato's use of the Flying Thunder God Technique creates a yellow flash, in reference to his moniker.
Note: Can only used by Minato, Tobirama, and custom bios with access to it.
Note: FTG Marks last one entire arc.
Immediately upon appearing the Inuzuka reinforces his body with Yang energy, empowering his physical abilities to the outermost limits as he leaps forward and spins at ferocious speeds in the form of a drill toward Zenitsu, aiming to tear into his chest.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (B)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (40 + 40 + 30 + 20 + 15 + 16.5 = 161.5)
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice per Ninken and Inuzuka and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.

Health
Kōtetsu: 100 (passive +20 healed from SW) + 30

Chakra
Kōtetsu: 2,505 - 155​
Movement Speed
Kōtetsu: 49

Tracking
Kōtetsu: 60

Solaris: 80/80
Void Harvester: (Dormant)
Void Infusions: 3/3

Physical Durability: 80
Spiritual Durability: 5
Free Dodge range: 10 meters

Specialized roll success. +1 void infusion
 
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Detective L

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The sudden appearance of the beast right above Zenitsu would come as a surprise - not a welcome one either. His approach had been constant and relentless - he was not holding back in the slightest. Nonetheless, with his sudden appearance above Zenitsu, there was only one way to revert his approach.

"Shinra Tensei!"

A calm, yet stern voice came from Zenitsu. The often times weak willed boy, released a powerful wave that would not only push back but aim to shatter the man. The wave enhanced with a cover - aiming to boost its defensive/offensive capabilities. The dropped kunai, the sand of the desert and any living thing up to Long Range would feel his wrath. A massive crater, one even bigger than Kotetsu's, would be created - leaving Zenitsu at its center.

( Shinra Tensei ) - Divine Punishment

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A 160+20 = 180
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again, becoming when the technique ends.

Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.

Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use of any gravitational related techniques for the remainder of the fight and is unable to mold chakra for Rinnegan techniques and S ranks and above for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active
( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance

Statistics:

Speed: 25
Tracking: 74

Chakra: 910 - 80 - 20 = 810
Health: 105 - 5 = 100
 
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