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Goetia

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Open and official, LoK's R&R

Starting mid-range, the terrain will be a flat plain in the middle of a desert, no water source. Using Rider in signature. You can have the first move.
 

Delta

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Using https://animebase.me/threads/raven-uchiha-raven-of-the-rinnegan.766948/
ill be using my Hades personality, shown here - https://animebase.me/threads/hades-olimpos-demon-king.769230/ (if you'll allow me to use my updated version even though its unapproved, if not all good)Also no stealing, aint about that life.

Muramasa on my left hip, charged with ligghtning. Gunbai on my back. Twin jaguars on my left and right, 1m apart(if you allow them, if not all good) Everything is found in my bio, i have no passives

Hades stood across from his opponent, the desert wind kicking up the sand, its gravelly texture scratching his skin. His opponent would likely be feeling the same, however his outfit suggested he might be more used to it than Hades himself. Hades was not one for small talk, passively shifting his eyes into his 3t sharingan. Locking onto the mans chakra signature with his eyes, Hades smirked, softly. He hated violence, generally, but enjoyed fighting. Weirdly hypocritical, but he enjoyed the art of combat, not the blood and gore of violence. Without any warning, Hades bent down, slamming his hands onto the ground. From directly below the man, a pillar of Hades special Element, Adamantine, would shoot up, coiling around the mans body, locking his legs and arms to his sides, and wrapping around his shoulders, before contracting, cracking the mans legs, arms, ribs, and shoulders. The splintering would also crack and damage the mans spine. All the while, Hades soft smirk would remain, as he spoke, with his hands down.

Shall we begin then?


( 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.


(Kongoton: Etoku Ijin) - Adamantine Release: Grasp of the Devil
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 40
Damage Points: 60 (-10 to user)
Description: The user slams their palms on the ground causing a pillar of adamantine to shoot out of the earth and wrap around the target. The pillar rapidly wraps around the target and binds them with enough pressure to crack bone. As is with most adamantine techniques it strains the user.
~Can only be used twice per battle.


Chakra: 2350-70=2280
 

Goetia

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Using Hades is fine. Haven't fought in a long time so mistakes will probably be made lol

This is all that needs posting, everything else can be found on my bio:

Type: Supplementary
Rank: N/A
Range: N/A (Short)
Chakra: N/A
Damage: N/A
Description: Unfinal Shapes is a basic, supplementary application of Osmium combined with Fūin, designed to enhance its utility to mimic the usage of Sand Ninjutsu by Gaara. By having the element itself pre-made, and kept stored in a gourd or container of some kind, it is carried on hand by the user. The element carries a small amount of the user’s chakra sealed inside it via Fūinjutsu, which can be unlocked simply by flushing it with more of their chakra. In this manner, the user is capable of performing any Osmium technique using this premade reserve of the element. However, this can only be done once per turn, regardless of the rank of the technique used, and costs a move. Should they choose, the user can use that same source of Osmium for another Osmium technique, and it will behave according to its new rank/power, simply requiring that the user expend the stated amount of chakra, as if they were using the technique normally. Use of Unfinal Shapes requires that it be posted in the user’s bio, and at the start of battle.






The heat of the sun bore down on the pharaoh and the one standing opposite him. He was the living incarnation of the burning star that gave life to all things in the world. He would show that power to the horned one. The rumbling of the ground and the shaking of the sand beneath his feet alerted him to an attack from below. Raising his right arm to the sky, Ozymandias opens his hand and manifests a shimmering aura of blue energy around his body, which grows rapidly in size, reinforcing it through the use of his special armor and an infusion technique which granted it the capability of self-regeneration. The metal which would have struck at his body instead collided with the energy the pharaoh had conjured, disintegrating as it emerged from the earth. Through shape manipulation, the energy mass adopted the form of a large (5 meter tall), winged humanoid wearing a falcon mask and wielding a scimitar in its right hand. Floating in the center of its head, Ozymandias mentally calls the crook on his back to his hand through the use of the seal placed on it, gesturing to his opponent with his left arm, mentally commanding the familiar to advance on him. Once within range, the falcon-like humanoid would raise its weapon arm and swing it down on the opponent's head, with the pseudo-tangibility of the construct slamming the man into the ground, crumpling his body.

...

Type: Offensive / Defensive / Supplementary
Rank: D – S (F)
Range: Short – Long
Chakra: 10 – 40 (50) (-10 per turn)
Damage: 20 – 80 (90)
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.


Type: Supplementary
Rank: A
Range: N/A
Chakra: 30
Damage: N/A
Description: Fields of Aaru is a supplementary infusion technique which derives its function from one of Dendera Light’s natural qualities; its capacity to self-sustain by constantly generating intense oscillations. By infusing an additional amount of chakra into a chosen energy-based technique, be it in the same timeframe as the creation of that technique, or anytime it is on the field, that jutsu will be bestowed with the passive ability to regenerate itself upon sustaining damage. Should an interaction with another jutsu result in it being weakened in any way, but not neutralised entirely, it will naturally restore itself to its original strength and physical state prior to the interaction. This technique can be used once per turn, up to four times per battle, and each usage lasts for the same amount of time as the targeted technique.


Type: Supplementary
Rank: C
Range: N/A (Short – Long)
Chakra: 15
Damage: N/A
Description: The Oathbound Insignia is a seal with supplementary purpose, and is designed to be utilised in tandem with one’s weapons or tools. The seal can be placed on any piece of equipment or item of the user’s, or even ones they do not own, provided they make physical contact with said object. Once placed, the seal creates an invisible, form-fitting barrier on the object which is able to exert directional force and pressure on it, similarly to that of Infinite Embraces. This allows for the weapon to be controlled in a manner visually similar to that of the Lightning Blades Levitation, but through manipulation of a barrier, rather than an infusion of elemental chakra. This saves the user the trouble of having to physically reach for their weapon, and makes retrieval from a holster or from afar much easier. The user possesses total control over the behaviour of movement through the barrier, able to freely manipulate a marked object as they see fit. The speed at which a marked object can move via the barrier is 1.5x the user’s base speed at maximum, and always moves at this speed unless otherwise stated, allowing for swift recovery of the object. The user is able to mark their weapons and tools, but it must be stated in the user’s biography, otherwise one must manually place the seals during battle or when the situation allows. Only three objects can be marked at any given time, living targets cannot have this seal applied to them.

 

Delta

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Thats a pretty cool CE o.o



Hades had started off lightly, just wanting to see what the man could do, how he would react, and it seemed he reacted well. Hades watched the mans chakra spike, a decent amount, but his eyes could not fully understand what the chakra was, as it wrapped around the man in a blue light. It appeared to be some sort of energy, but the colors of the jutsu where strange, a mixture. This was likely an Advanced element like Hades own Wood release, or maybe even a an element the man had created, like Hades Adamantine, he couldnt be sure. However, the elements seemed to behave like sentient light, or an energy of some sort, but looking at its chakra, it looked more like blue light than anything. Deciding this coarse of actions, Hades made his next move. With a flick of his tongue, Hades crushed a medical pill in his mouth, surging his chakra and adding more power to his ninjutsu. At the same time, Hades would passively shift his 3t to his EMS, increasing his tracking. At the same time, Hades would channel his suiton into his mouth, before spewing out a huge tsunami of water, which would smash the ground, and create enough water to flood the entire sandy area. Using his chakra control, the wave would surge forwards at extreme speeds, and collide with the energy familiar. Due to the sheer size of the wave, the familiar would have no where to run, as it collided with the wave. To Hades, the logical idea was to trap the light inside the water, forcing a kind of refraction and forcing the familiar to destabilize as its whole body refracted in the wave. On the other hand, being unsure, Hades went with sheer brute strength. Even if his guess was wrong, and his assessment proved false, the wave was more than powerful enough to completely cripple the familiar, regardless of its strengths. As this happens, Hades would speak.
Not a big talker i see, i too prefere to observe, but i hope you'll at least enjoy your final battle with me.


( 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: Controlling a Bijuu is an exclusive ability of Madara Uchiha and can only be done once per battle. Once the control ends, the EMS reverts back to a 3T Sharingan. If the control is done on a complete form Jinchuriki, then the user can't do any other technique while controlling the enemy.
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.

(Heishi Piru) Soldier Pills
Type:
Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiration of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns with no enhanced effects due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants. Can only be given out to up to 4 times, excluding the user's use.
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
-Costs a move per turn to use.

Suiton: kujo tsunami nami (Suiton: destructive tsunami wave)
Rank: s
Type: attack
Range: Short-long
Chakra Cost: 70
Damage Points: 100(+15)
Description: it?s a mixture of Suiton:Baku Shuishouha)-Water Style:Bursting Water Wave, the user creates a Hugh tsunami while performing the bursting wave, that can level the entire area. It moves at high speeds, can break the opponents bones, and drown them in the water . variations : mud (the wave is mixed wit earth to create a mud tsunami wave, after its over the mud hardens and bury the opponent in mud) lightning ( the wave is mixed wit lightning and it can shock a large army)

Chakra-2280-70=2210
2210x2=4420.
4420-70=4350

Current Speed=11
Current tracking= 55
EMS turn 1/10
Solider pill turn 1/4
 

Goetia

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Show me that you are worth my breath.

Posing his challenge to the man below, Ozymandias raises his right arm, imbuing a small portion of additional chakra into the familiar engulfing his body as it continues striding in the direction of the enemy. As this occurs, the winged humanoid takes to the skies, abandoning its original form due to the infusion lowering its refractive index. Now simply a large, shapeless aura of light, it rises into the sky, above the reach of the great wave of water created by the opponent. At its height of its ascent, the former familiar and its master hover 25 meters into the air, looking down upon the horned one. Pointing to his enemy, crook in hand, Ozymandias commands the energy to descend upon the man, the energy crackling wildly as it soars through the air, adopting the shape of a miniature pyramid with its vertex pointed towards the enemy. Though not of great size, it was still large enough to hold the pharaoh inside, and would be sufficient to crush the opponent. Releasing his index and middle finger from gripping the crook, Ozymandias manifests another construct of Dendera Light, this time conjuring an ornate spear of a darker coloration than his former familiar, being purple rather than sky-blue. This was caused by an infusion of a unique element, one that he performed in the same time as performing the technique itself. Upon its creation, 7 meters behind the enemy, it immediately surges forward, aiming to skewer its target through the chest, where they would then be met by Ozymandias' ethereal pyramid. With two empowered constructs aimed upon the man, Ozymandias watched on, curious to see whether or not his opponent would crumble beneath the weight of the pharaoh's might.

Type: Offensive / Defensive / Supplementary
Rank: D – S (F)
Range: Short – Long
Chakra: 10 – 40 (50) (-10 per turn)
Damage: 20 – 80 (90)
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively (same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.


Type: Offensive / Defensive / Supplementary
Rank: D - S (F)
Range: Short - Long
Chakra: 10 - 40 (50 + 20 = 70) (-10 per turn)
Damage: 20 - 80 (90 + 20 = 110)
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.


Type: Supplementary
Rank: B – S (A)
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

 

Delta

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Show me that you are worth my breath.

Posing his challenge to the man below, Ozymandias raises his right arm, imbuing a small portion of additional chakra into the familiar engulfing his body as it continues striding in the direction of the enemy. As this occurs, the winged humanoid takes to the skies, abandoning its original form due to the infusion lowering its refractive index. Now simply a large, shapeless aura of light, it rises into the sky, above the reach of the great wave of water created by the opponent. At its height of its ascent, the former familiar and its master hover 25 meters into the air, looking down upon the horned one. Pointing to his enemy, crook in hand, Ozymandias commands the energy to descend upon the man, the energy crackling wildly as it soars through the air, adopting the shape of a miniature pyramid with its vertex pointed towards the enemy. Though not of great size, it was still large enough to hold the pharaoh inside, and would be sufficient to crush the opponent. Releasing his index and middle finger from gripping the crook, Ozymandias manifests another construct of Dendera Light, this time conjuring an ornate spear of a darker coloration than his former familiar, being purple rather than sky-blue. This was caused by an infusion of a unique element, one that he performed in the same time as performing the technique itself. Upon its creation, 7 meters behind the enemy, it immediately surges forward, aiming to skewer its target through the chest, where they would then be met by Ozymandias' ethereal pyramid. With two empowered constructs aimed upon the man, Ozymandias watched on, curious to see whether or not his opponent would crumble beneath the weight of the pharaoh's might.

Type: Offensive / Defensive / Supplementary
Rank: D – S (F)
Range: Short – Long
Chakra: 10 – 40 (50) (-10 per turn)
Damage: 20 – 80 (90)
Description: Hand of Anubis allows the user to create familiars composed of Dendera Light in either it’s flame-like or plasma-like state. These familiars are controlled by the user, acting as minions to serve various purposes on the battlefield. Their shape and size are at the behest of the user, and can be made to fight directly alongside the user as smaller humanoid figures or as larger beings, up to the size of the Great Stone Golem, and can be shaped according to the user’s desire. These familiars are able to utilise Dendera Light techniques up to their own rank (e.g. an A-Rank familiar can only use A-Rank Dendera Light or below). Due to being composed of the element itself, they are capable of utilising techniques of Dendera Light on the level of an Apex Handseal specialist. The familiars themselves are able to passively shape certain parts of themselves into appendages resembling weapons etc, even after they have manifested. Additionally, the user is capable of manifesting these familiars around his person, similarly to that of Susano’o, with the user floating in the chakra anywhere in the body of said familiar. Unless otherwise stated, the user will always be located in its head. Familiars of B-Rank and higher require seals (B - 1 , A - 2 , S - 3) and all usages above B-Rank can last up to four turns at maximum. Once an S-Rank usage of this technique ends, this technique cannot be used again for one turn to create a familiar above A-Rank strength. S-Rank usages can be performed thrice per battle.


Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: The Spine of Osiris is a supplementary infusion, performed in the same timeframe as another energy-based technique, or anytime one is on the field (requires a handseal), which allows the user to manipulate their jutsu through what is called a ‘refractive index’. A refractive index is a scale which indicates how focused the energy is. Energies with a higher refractive index are more focused, whilst energies with a lower refractive index are less focused. Differences in refractive index, how focused the energy is, can have varying effects on how it performs or behaves. This technique allows the user to passively (same timeframe, but occupies a move slot) manipulate the refractive index of a jutsu, allowing for different behaviour and capabilities. Should the user choose to increase the refractive index of a target jutsu, the energy will become more focused, reaching speeds equivalent to the 2x the user’s base speed. Should the refractive index be lowered, the energy will become less focused, but as a result, its shape will gain an extent of malleability, being able to passively alter its physical characteristics while it is on the field. This can be used to make a jutsu more difficult to deal with, changing its shape to evade attacks, changing the travel path and size of the technique, even maneuvering around defences and obstacles to reach a target. Spine of Osiris is compatible with AE and CE, but they must possess Lightning or Fire as a component, and can only be utilised once per turn, but each infusion lasts for the same duration as the targeted technique.


Type: Offensive / Defensive / Supplementary
Rank: D - S (F)
Range: Short - Long
Chakra: 10 - 40 (50 + 20 = 70) (-10 per turn)
Damage: 20 - 80 (90 + 20 = 110)
Description: Key of Eternity is a jutsu which deals with basic applications of Dendera Light, encompassing usage of the element’s more compressed, plasma state. The user is able to create basic shapes and attacks made of compressed, solid-like energy, and form constructs possessing more geometric form, including armors. Energy may be created anywhere on the battlefield, except for within short-range of the opponent, unless the user is also within short-range of them, and the crackling, sizzling sound of the area where energy is manifested is made serves to warn anyone nearby of its manifestation. Due to the energy being highly compressed, it does not flow or stream like flames, but crackles and tears through matter as it moves. It is more akin to Lightning Release in this sense. It easily rends flesh and bone, destroying solid matter it comes into contact with. These constructs possess an aspect of tangibility, meaning that the user is able to create appendages that would assist with mobility. Usages of B-Rank and higher will require seals to be formed (B - 1 , A - 2 , S - 3), and all usages of this jutsu will last for up to four turns at maximum. S-Rank usages can be performed 4 times per battle and cannot be used in consecutive turns.


Type: Supplementary
Rank: B – S (A)
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

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