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Vayne

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Askin Nakk Le Vaar struts into the field equipped with his Holy Bow in it's default state across his chest. He stops ten meters from the big guy and flips the bird.

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
 

ZandaT

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Askin Nakk Le Vaar struts into the field equipped with his Holy Bow in it's default state across his chest. He stops ten meters from the big guy and flips the bird.

(Hairihhi Bōgun) - Holy Bow
Type: Weapon
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Curated for marksmen, the Holy Bow is composed of a highly malleable and adaptive unknown material, labeled Reishi, granting the bow a unique set of abilities that work to both protect and enhance a marksmen's combat capabilities, severely improving the lethality of those who properly wield it. Holy Bow has three forms, but throughout all of them multiple sealing scripts appear on it, relating to the bow's functions. In it's default state, the Holy Bow is in the form of 3 collared layers of Reishi in silver coloring with a tint of purple. In it's partial release, it assumes the shape of silver coloured bow that can also be used in close quarter combat in place of a bladed weapon. The user can also form the Bow. In it's full release, it's shape undergoes another drastic change, now taking on the shape of numerous molecular sequenced purple Reishi that appear on the majority of the marksmen's upper body in the form of belts, bracelets, wings, and other basic shapes up the user's discretion. In this form, the user would not need to physically act to fire off arrows, but would simply pay 5 additional chakra to fire off of his arrows, with them being released from the circular portions. Up to ten circles can be made, with the user gaining the ability to fire off multiple arrows at a single go, but naturally splitting the power between them.

(Za Desudīringu) - The Deathdealing
The Bow's first and passive ability, present in all of it's forms, it is the Bow's inane function of detecting and absorbing toxins, poisons, and other inhibiting chemical/biological substances that enter short range of it through an invisible barrier. Through The Deathdealing, the user is able to absorb said substances and infuse them into the Holy Bow at increased potency, allowing attacks performed through the Holy Bow to carry said traits. In regards to the increased potency aspect, the substances would either have their offensive capabilities increased by a rank/next level if applicable, or have their defensive capabilities increased, making them more resistant to cures or attacks that seek to destroy it. This comes at the cost of decreasing the time the substances would have lasted by a turn, with the infusions themselves lasting that duration. Notably, each substance can only be enhanced by one quality of the two. In it's passive usage, The Deathdealing is capable of taking in any unranked substance from an opposition, whereas it can take in any of the user's own regardless of it's rank, consuming 5 chakra points. Should the user wish to absorb ranked substances from the opponent, they can up to three times per battle, at a cost of fourty chakra, separated by a turn interval. While The Deathdealing serves no offensive purpose in the Bow's default state, in it's partial and full releases, the infusion's add an overall lethality to the user's attacks through the traits they may add upon the bow. Notably, the DeathDealings cap for absorbed substances is five, with only two substances being absorbable per turn.

(Hairihhi Pufairu) - Sacred Destruction Arrows
Only usable in the Bow's partial and full releases, Hairihhi Pufairu is the Bow's main combat function, enabling the user to release arrows up to long range away, at varying strength levels, starting at freeform, and capping at fourty chakra points, wherein A ranks levels can be used thrice, and S rank levels can be used twice, but separated by a turn interval. Through the sealing scripts on the weapon, the user is capable of summoning arrows from their personal armoury, negating the need to carry arrows on their person. Alternatively, the user can fire off chakra based arrows, carrying the traits of the used chakra type, but costing an additional 10 chakra to utilise. In the Bow's full release, the fired off arrows would emerge from the circular points of the Reishi, functioning without any impediment to range and power. Naturally, the summoning of arrows itself does not take up a move slot. The arrows, be it physical or chakra based, carry a detonation function, having the arrows explode either on contact or through the user's will, with physical arrows having the infused substances released in a short range raduis, whereas chakra based ones would release both the chakra and infusions. This means physical arrows would not cause pure damage to the afflicted area, whereas chakra based ones would depending on it's used rank.

(Hasuhain) - God's Posion Taster
Only accessible in the bow's full release, Hasuhain is the Bow's final supplementary function, relating to manipulating the Reishi into various different forms, such as a a staff, or other simple manipulations, enabling the user to shape the Reishi into other weapon forms that would be capable of firing off Hairihhi Pufairu through the circular portions. What makes this function dangerous is the user's ability to remotely control the Reishi, somewhat akin to the Lightning Blades Levitation technique, but on a more specific level wherein the user can control each individual Reishi up to long range, allowing the user to potentially fire off attacks from the opponents blindspots. Notably, this costs five chakra per turn per each individual Reishi the user chooses to manipulate. Due to the interconnected nature of the bow and the seals on it, the effects of Deathdealing would not be restricted to around the user, but around each Resihi circle, with the effects being shared across the different Reishi points through one of the intricate Fuin seals that serve as gateways for the Reishi to one another.

Holy Bow carries an S Rank durability, with lower ranked attacks on it not weakening it, but breaking from anything higher, with the user naturally not being able to use that for defensive purposes. When in it's full release form, specifically in Hasuhain, the power of the Reishi would be split amongst each circle of Reishi and it's chosen shape. Changing between the weapons forms is passive, costing five chakra points, with the weapon itself consuming five chakra points to be considered active.
Heddohejjihogguāmā | Head Hedgehog Armor
Type:
Weapon
Rank: S
Range: N/a
Chakra: N/A
Damage:
Description:
Woven from the quill of a mythical resilient hedgehog said to have extraordinary powers that could rival a boss summon the H.H. Armor is a unique cw fashioned as a tunic, or close-fitting short coat, designed to aid shinobi of the Akimichi clan in battle through the incorporation of the tunic's features. Sleeved to the elbows and reaching to the user's knees, appearance wise the tunic is covered in numerous beautiful, tan and black sharp hedgehog quills with the Akimichi symbol branded in gold on the back. Specializing in the manipulation of the coats area of cover body-wise, and the extension and projection of its sharp needle-like quills, during battle the tunic and its numerous quills acts as an extension of an Akimichi user and is even able to increase in size proportionate them like any other item on an Akimichi's person. The combination of an Akimichi's secret techniques and/or basic taijutsu combined with the manipulation of the H.H. Armor joins to make a specialized form of close quarter combat that is more destructive in nature verses the normal, basic usages. Besides the usages that can be achieved through activation, users of the CW can also passively activate it's effects to a minor degree once per turn within the same time frame as another Akimichi/Taijutsu technique. Passive activation adds +10 chakra points to the Tai/Akimichi jutsu used in unison with, increasing its damage accordingly as the coating of needle-like quill further hardens and sharpens as the tunic stretches to encompass the entire limb(s) or abdomen before use thus boosting its effectiveness.
Quill Extension ( A rank ) | Short Range
A simple manipulation jutsu that can be activated after paying the appropriate chakra. Upon activation the quills of the H.H. Armor sharpen, harden, and extends outwards within a 5m radius puncturing all, except the user, within its grasps. It is best used as a follow up technique after attacking a target who may choose to block instead of evade. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 1 turn cooldown with each use.

Quill Projection (A rank | Short-Long)
Yet another simple manipulation jutsu of the H.H. Armor but this technique requires a bit more focus and is triggered after paying the appropriate chakra. Upon activation 1-4 dense, sharpened quills of the tunic are fired off at high speeds in any linear direction aimed for with great accuracy in attempts to skewer the desired target(s). It is best used as a follow up technique after attacking a target who may choose to evade instead of block, and while in trajectory the quills move as fast as a lightning technique. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Has a 2 turn cooldown with each use and can be used 6 times per battle.

Human Hedgehog (S rank | -10 Chakra per turn | +20 to Tai/Akimichi)
The supreme use of its passive activation and also the main noted skill of the H.H. Armor is the advanced manipulation of the tunic in order to completely coat the body in the armors dangerous quills from head to toe. Offensive, defensive, and supplementary in nature the armor once activated protects the user from C rank and below physical damage due to its supremely dense nature, all quills becoming a dark black color, which also reflects the damage boosts given to the CQC fields listed. Akimichi's further benefit from the armor's advance activation because of the fact that the quills of the tunic extend an additional 1m from the body, also serving as its activation cue, which also slightly extends the range of expansion techniques accordingly. The size of the quills are relative to the user's body size and can range from as small as a needle while normal size, as big as an arrow in regular Expansion, but can grow to the size of a thick spear while in Super Expansion form.
►Lasts for 5 turns upon activation ►Can be activated 2x per battle ►After 5 turns the user is hampered to B rank and below tai/akmichi/quill jutsu for the next 2 turns
Note: Use of any of the weapon's three abilities cost a move per turn.

Jishin sensā | Seismic Sensor (Active)
Type:
Tool
Rank: A
Range: Short-Long
Chakra: {-15 with Def. Activation} (-10 Cp per Turn)
Damage: N/A
Description: The Jishin sensa is a specialized technological device fashioned to take the form of a medium sized circular watch designed to attach to the user's wrist. Needing chakra to be constantly fueled in order to function, this specialized watch has the technological ability to not only register the seismic activity in the ground around the user, but it also registers the type of chakra being used and its relativity to the user who acts as the device's signal dispatcher as long as they remain in contact with the ground. The signals being transmitted from the user pick up any below surface activity happening in real time as it then differentiates the location and the cause of activity in terms of source origination. Although the device itself is advanced in its design and its ground based detection applications, the Seismic sensor can only detect if the chakra is basic, of the basic 5, or unnatural which is the category for everything else. Costing a move with its activation the Seismic Sensor, with the user's help, is able to amplify the chakra signal that it releases into the surface below subsequently making them more destructive thus allowing the device to combat and neutralize basic chakra as well as the basic 5 elemental chakra being manipulated underneath the user by a foreign source. This move only has affect over the below area short range underneath the user at the time of activation, acting as a defense against ground based attacks. However, the watch can only combat jutsu of the same rank and lower a limited amount of times per battle.
NOTES
►Device can be passively activated at anytime at the cost of having to be constantly fueled, but can be deactivated at any time
►The watch's defensive maneuver costs a move slot at -15 chakra points to the user who aids the device, and can only be done 4x with a 2 turn cool-down
►Only works when the user is connected to the ground or other sustainable surfaces

Rījentoāmā | Regent Armor (Activated)
Type:
Tool
Rank: A
Range: Self
Chakra: (-10 per turn)
Damage: N/A
Description: The Regent Armor is a scientifically modified underarmor worn by shinobi, fitted and designed to supplement the body while also monitoring the chakra source within, linking the suit and its user together. It resembles a divers suit in appearance, all black hugging the body close, but this armor leaves the hands and head exposed. Woven from a lightweight, flexible metal that is also highly dense and durable, this scientifically modified suit is further altered to passively negate paralyzation factors via electrical currents due to its minor ability to seperate and ground itself to the earth with small cable like cords that extends from the feet area. However, that feat is only accessible when in contact with the ground. The suit is embedded with a CPU integration system that allows the armor to easily connect to other systems, not only on a processing level, but physically to the suits surface as an attachment if desired. Once foreign chakra enters the user's system from another source, the suits defense protocols activates and releases a repetitive beeping sound from a part of the suit near the neck area, alerting the user to the imminent threat within. That is when the user has the ability to activate the suits defensive feat. Holding pre-stored water chakra within, the Regent Armor's defense system upon activation releases the held water chakra out into the user's circulatory system, infiltrating it as it cycles throughout the enitre body cleansing the system before releasing out from the body via the suit as a force of expelled mist. This water ninjutsu acts as a body cleansor from all foreign sources like Kai, able to combat illusions of all ranks, excluding the usually higher bared illusions via MS.
NOTES
►Defense activation counts as a move and can be done 4x per battle
►Fueling the suit contributes to the armors ability to register the body's vital signs, and stops when ceased
Hmm!? Looks like you want me to beat some respect into you huh??

Burgess utters as the weird looking man flicks him off in utter disrespect. The Akimichi would quickly retort with action instead of words, waving 3 swift hand seals, summoning a a massive amount of water that raises from the earth behind him high into the air as it forms into an enormous leviathan. The creature erects swiftly at blinding speeds, standing 50m high with a cylinder shaped body that is 25m in diameter, dwarfing both fighters in its shadow before the water beast crashes down into the earth from above into Burgess' opponent with such a great force that it shatter the earth beneath him before spiraling around the man's location, trapping him in the massive amount of water.
(Suiton: Suishū Gorugon) - Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 to sustain)
Damage: 80+25= 105
Description: After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.

Note: Can only be used by Water Primary Specialists.

(Suiton: Mizu kakujuu) - Water style: Water expansion
Type:
Attack/Defence
Rank: A
Range: Short - long
Chakra Cost: 30
Damage Points: +25
Description: After releasing a water jutsu the user will perform 2 handseals as they release there chakra into the water jutsu. In doing so, the user will increase the power and size of the water jutsu boosting any water jutsu by 25 damage points. By the increase in chakra the water gains more power as the wave of water increases in size and the power and speed of the water is increased.
Note: Can only use used on water the user or the users summon has created
Note: Can only be used once one each water jutsu creates
Note: can only be used 3 times

-90 cp projected usage
Cp Usage = 0
 
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