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Skorm

ιn ѕιlιco
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The King of Beasts in signature. Muninn resting on my shoulder, and Solaire standing a meter to my left side.
Ayo :)



Alucard and Lilith had met with a familiar face. Or well, atleast two of them with the owl-esque life form resting on Kotetsus shoulder was.. A new face. Needless to say it seemed like the man had become more equipped since their last trial in the grand tournament. By scanning the creature thoroughly with his Tenseigan it resembled Lilith in it's chakra pool, it could only mean..

Aye, who's this little fellow? Chotto matte, don't tell me. Indulge us through might!
Lilith pressed her open palms towards her cheeks in admiration as she looked directly at the creature resting on Kotetsus shoulder. Indeed, if it was the same thing as her.. Yin/Yang really was an open minded field indeed. Without much need for introductions on their side atleast, Alucard decided to start the encounter. This was noticed by Lilith as through their mental bridge he told her to begin. In conjunction, Lilith and Alucard both gathered up their chakras simultaneously. Alucard weaved a single handseal and placed all targets in an elementally infused Genjutsu. While the Genjutsu would normally only target the sense of sight, because it was elementally infused with Liquid Krypton it would also encase each target in an ocean of sub-zero liquid. This would cut off any sense such as physical touch, smell, hearing as well as put them in a position where they would freeze their balls inwards (metaphorically speaking.. Cus it's cold af mate). He also took his time to grant himself a single void charge.

( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30 + 10 = 40
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

(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.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
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.

Lilith on the other hand spawned a Great Phantom Dragon on her left side. The dragon was made out of Dark release making it jet black aesthetically. It would intrinsically carry the Hungry Ghost parasite as it launched itself towards the trio infront of them who at the same time had to deal with Alucards illusion. Unaware of the assault of Lilith's dragon, atleast through mundane senses, her dragon would deal critical damage to them all as it curled around them like a tornado. It would aim to strike Kotetsu first, having him victimized via Hungry Ghost. Due to the dragon consisting of Dark release it also gained a damage boon from her sword, Darkiscie as well as a chakra boon. Both moves occurring in the same timeframe.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) + 20 = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Alucard: HP - 200, Chakra - 1,520, Tracking - 80, Speed - 16, Void charges - 1/3
Lilith: HP - 150, Chakra - 1,840 - Tracking - 20, Speed - 4, Void Charges - 0/2

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

Mercy of Ahamkara - Worn by Lilith
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin on the wie
lder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. Even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

Eye of Riven - Worn by Lilith
Type: Tool
Rank: A
Range: N/A
Chakra: 30(-10/turn)
Damage: N/A
Description: The Eye of Riven is an advanced tech that is in the form of a very modernly designed monocle that is on the user either at all times or whenever they feel like using it. As the tool is small and easy to put on, it doesn't cost the user a moveslot to activate it. It draws from the users chakra immediately as it activates. The Eye of Riven is actually a spectrum of advanced technology that lets the user see different patterns through the monocle if they are behind a wall, behind a raging storm, mist or even underground.
The system works not unlike aircraft radar. But instead of bouncing off planes and returning to the ground, the signal here travels through the wall, bounces off a human (as we’re full of water), and comes back through the wall and into a detector, which is in this case the monocle. By using chakra, the user can interpret the signals coming through the monocle and browse through layers of material they are looking at through the monocle.
Note: Can only be made by Skorm.

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

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

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

Note: Can only be used by Skorm
 

Ańbu Juniør

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(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

Kōtetsu's path through the mountain was blocked by a familiar duo. Alucard and his daughter Lilith, who expressed interest in one of the newer members of his pack, but before the Inuzuka could answer everything suddenly went completely dark. A cold the likes of which he'd never experienced before took hold of him, cutting off his senses. A quick check with Solaire and Muninn through their mental connection confirmed that they were experiencing the same. In addition to that, the ability to sense chakra granted to him through Yin-Yang release allowed him to perceive the Phantom Dragon heading in their direction and the precise location of his pack.

Noting the sudden loss of light to reason they've been placed in an illusion, Kōtetsu leaped atop Solaire and reinforced his body with Yang energy that broke the illusion and enhanced his physical capabilities. The ninken uses its newfound speed to dodge the dragon, dashing to his left in an arc that saw him enter within 8 meters of the opponents, a distance he maintains as he moves around them, careful not to run back into the dragon as Alucard and Lilith fall prey to his packbrother's overwhelming presence (-2 base speed). At the same time that this occurs, the Inuzuka passively releases his leg weights and makes use of his sharp nails to dig into his knee, dealing 30 damage to himself to break the illusion while Muninn releases herself from it as well by spiking her chakra.

(Yōton: Kokū no Zantō - Shinsei) Yang Release: Remnants of the Void - Nova
Type: Supplementary
Rank: A
Range: Short
Chakra: 70 (-20 per turn)
Damage: N/A (+30)
Description: Derived from the Power of The Sun technique, Nova is a supplementary technique created by Kōtetsu Inuzuka in order to empower the physical abilities of his ninken. Through direct physical contact, he reinforces their bodies with Yang energy that surges throughout them, resulting in an increase in their strength, speed, and granting them resistance to physical damage. The physical strength boost they gain equates to an addition of +30 to their physical attacks, their base speed increases by x3, and they become able to reduce 40 damage from incoming attacks. Unlike with Power of The Sun, the ninken aren’t granted passive healing from this technique, and their inexperience with handling Yang energy results in their base speed being reduced by -3 and a damage reduction of -20 from their physical attacks for two turns when this technique ends. Additionally, while under the effects of Nova, Ninken will be incapable of merging with their Inuzuka partner.

Notes:
- This technique can be used once per Ninken.
- This technique lasts for four turns.
(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.
(Taijutsu: Ryūketsu) Body Art: Bloodwhetting
Type: Offensive
Rank: D - B (D)
Range: Short
Chakra: N/A
Damage: 20 - 40 (20 + 15 + 30 = 65)
Description: A technique developed by Kōtetsu Inuzuka to escape genjutsu by causing physical pain on himself or an ally, Bloodwhetting makes use of medical knowledge to inflict damage on parts of the body sensitive to pain to avoid dealing widespread and potentially hindering damage. Using their sharp nails, and even their teeth, and injuring parts of the body such as the knees, fingertips, and forehead, the user can escape or break an illusion by dealing the required damage to themselves or an ally. By using their medical knowledge, the damage suffered from this technique allows the user to ignore up to the 20% threshold of the adverse effects of the drawbacks from missing health depending on the part of the body damaged. If the damage done exceeds that threshold, then the full effects of the drawbacks will occur as normal.

Notes:
- This technique requires mastery of Medical Ninjutsu.
- This technique requires a one-turn cool down between use.
- The B-ranked version of this technique can be used up to five times per battle.
( Genjutsu: Kai ) - Illusion Technique: Release
Rank: C-S (S)
Type: Supplementary
Range: Short
Chakra Cost: 15-40 (40)
Damage Points:
N/A Description: The user does one hand seal to focus and then proceeds to disturb his chakra flow by forcefully stopping it momentarily and then "spiking" his chakra, causing an imbalance. This dispels any genjutsu set upon the user except MS Eye Techniques, Paralysis-like Genjutsu and Demonic Illusion: Toad Confrontation Chant. The effectiveness of this technique is dependent upon the skill of the user. Academy Student rank ninja can dispel Genjutsu up to C-rank. Genin rank ninja can dispel Genjutsu up to B-rank. Chunin rank ninja can dispel Genjutsu up to A-rank. Jounin rank user can dispel Genjutsu up to S-Rank. The user may use this technique through physical contact on others to dispel them from Genjutsu. The technique can only be used once per turn and the user still needs to fully follow the logic as to why he figured out it was an illusion.

Health
Kōtetsu: 240 - 30 + 20
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 3,000 - 180
Muninn: 2,000 - 40​
Movement Speed
Kōtetsu: 16
Muninn: 4
Solaire: 39

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

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

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

Chakra Siphon: 20 chakra stored
 

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The pack had left their original position in an attempt to dodge the black dragon that Lilith had spawned. Yet to make contact, it would not have been able to utilize it’s tether. Yet, anyway. Without knowing where the opponents were directly, Lilith commanded her dragon to returned to her as a shield. It would surround her covering all angles except above her. Meanwhile, Alucard was still able to make out what was going on and just like himself, the pack would also face a base speed drop of -2 due to the rift once they entered 8 meters or less to his vicinity. They weren’t attack just yet atleast.

Keep the dragon close..

Since it was obvious that the Inuzuka pack opted for speed, as Alucard noticed Kotetsu had dropped what seemed to be Leg-Weights his tactics would have to simply be to keep up with it. He had two ways of doing so, but he didn‘t want to be the one to pop a mode this early in the game either. Instead he would make use of their close proximity to them. He utilized his earth style, after forming two handseals A massive swamp of mud would expand from his and his daughters vicinity in all directions up to long-range away forming a small island for the two of them to stand on. The swamp would be spongy in consistency allowing for the mass of the pack to get stuck in it rather immediately.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden
Range: Short - Long
Chakra: 30 - 50
Damage: N/A (60)
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can only be used by Primary Earth Specialists and can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one turn, taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Jiraiya and Komi bios. It can only be used 2 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks. After ending, the user cannot use for 2 turns.

As the the swamp was being created, Lilith would would weave three handseals and make use of her Liquid Krypton release to form several spikes that surrounded the targets. The spikes formed from thin air around them (as close as allowed? 5m i guess) and would skewer them from all sides while her Dragon from previous turn would attack from above. Together with Alucards technique the opponents were attacked from all angles and without a moment of peace.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80 (80)
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.
Alucard: HP - 200, Chakra - 1,480, Tracking - 80, Speed - 14, Void charges - 1/3
Lilith: HP - 150, Chakra - 1,790 - Tracking - 20, Speed - 2, Void Charges - 0/2
 
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Ańbu Juniør

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A rank Swamp only reaches up to mid-range, meaning it'd only reach about 7.5 or so meters in all directions around you.
The Inuzuka and his pack suddenly found themselves stuck in the all too familiar chakra-infused mud—the tactic of lesser men who feared exchanging blows. Alucard and Lilith seemed intent on ending their battle quickly, because around them appeared cyan spikes, and from above came a black dragon. Deciding to deal with it first, Kōtetsu removed Muninn from his shoulder and had her clutch onto the back of Solaire's foreleg as he passed an FTG-marked kunai into the Ninken's mouth. He jumped from his back, dodging the incoming spikes (free dodge), and rotated his body in a saw-like fashion to execute a backward spinning kick that connects with the dragon's face. The sheer force of his attack caused the dragon to dissipate as the curse of the hungry ghost takes hold.

(Jūjin Taijutsu Ougi: Ochita) Beast Human Martial Art: Fell Cleave
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 35 + 30 + 20 + 15 + 1.5 = 161.5 )
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short range, Fell Cleave makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will jump and rotate their body in a saw-like fashion, dodging the technique while executing a falling axe kick as they exit their spin that slams the target into the ground upon contact. Alternatively, the user can also perform the technique as a backward spinning kick where they instead kick the target from below, sending them airborne while increasing their distance.

Notes:
- This technique can be used four times per battle.
- This technique requires a two-turn cooldown between each use.
At the same time that his packbrother leaped from his body, Solaire channeled chakra into his skin and fur to form a powerful makeshift armor that could also be used to deal damage on contact, though he manipulated it in such a way that left Muninn protected but unharmed. Using this, he withstood the attack of the cyan spikes while Munnin channeled chakra into the earth after partially sinking into the mud. Her chakra overpowered and flushed out Alucards, allowing her to manifest her Liquid Caesium chakra in the form of a ten-meter-high four-winged dragon that raised them from the now chakraless swamp before flying towards Alucard and Lilith.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 30 + 20 + 20 = 150)
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type: Offensive/Defensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: 20 - 40 (40)
Damage: 40 - 80 (80)
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities vary in size and can mimic the form of anything the user has seen or can come directly from their imagination, but can be no larger than the Great Stone Golem. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Though these entities hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage, allowing them to be used for travel and other means outside of battle.

Notes:
- Created entities can last up to four turns per usage of this technique.
- A-rank entities can be created four times per battle, and S-rank ones can be created thrice.
- Creating B-rank entities require a single hand seal and cost -5 chakra to sustain, A-rank requires three and cost -10, and S-rank requires four and cost -15.

Health
Kōtetsu: 230 + 10
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,820 - 45
Muninn: 1,960 - 40​
Movement Speed
Kōtetsu: 14 (56)
Muninn: 2
Solaire: 33

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 20/80
Void Harvester: 20%
Void Infusions: 1/3 (Specialized Infusion success)

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

Nova: 2/4
Fenrir's Armament: 1/4
Chakra Siphon: 40 chakra stored
 

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A rank Swamp only reaches up to mid-range, meaning it'd only reach about 7.5 or so meters in all directions around you.
The Inuzuka and his pack suddenly found themselves stuck in the all too familiar chakra-infused mud—the tactic of lesser men who feared exchanging blows. Alucard and Lilith seemed intent on ending their battle quickly, because around them appeared cyan spikes, and from above came a black dragon. Deciding to deal with it first, Kōtetsu removed Muninn from his shoulder and had her clutch onto the back of Solaire's foreleg as he passed an FTG-marked kunai into the Ninken's mouth. He jumped from his back, dodging the incoming spikes (free dodge), and rotated his body in a saw-like fashion to execute a backward spinning kick that connects with the dragon's face. The sheer force of his attack caused the dragon to dissipate as the curse of the hungry ghost takes hold.
(Jūjin Taijutsu Ougi: Ochita) Beast Human Martial Art: Fell Cleave
Type: Offensive/Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 60 (60 + 35 + 30 + 20 + 15 + 1.5 = 161.5 )
Description: Developed to be used as a standalone taijutsu strike or as a means of counter-attacking an opponent in short range, Fell Cleave makes use of an Inuzuka’s rotational ability but to a lesser extent. When faced with an incoming technique the user will jump and rotate their body in a saw-like fashion, dodging the technique while executing a falling axe kick as they exit their spin that slams the target into the ground upon contact. Alternatively, the user can also perform the technique as a backward spinning kick where they instead kick the target from below, sending them airborne while increasing their distance.
Notes:
- This technique can be used four times per battle.
- This technique requires a two-turn cooldown between each use.
At the same time that his packbrother leaped from his body, Solaire channeled chakra into his skin and fur to form a powerful makeshift armor that could also be used to deal damage on contact, though he manipulated it in such a way that left Muninn protected but unharmed. Using this, he withstood the attack of the cyan spikes while Munnin channeled chakra into the earth after partially sinking into the mud. Her chakra overpowered and flushed out Alucards, allowing her to manifest her Liquid Caesium chakra in the form of a ten-meter-high four-winged dragon that raised them from the now chakraless swamp before flying towards Alucard and Lilith.
Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 30 + 20 + 20 = 150)
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.
Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
(Seshiumuton: Surtr No Fōsuobukaosu) Liquid Caesium Release: Surtr’s Forces Of Chaos
Type: Offensive/Defensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: 20 - 40 (40)
Damage: 40 - 80 (80)
Description: The user channels their chakra and performs the necessary handseals to create entities made of Liquid Caesium that rise from the earth or are produced through the user’s body. These entities vary in size and can mimic the form of anything the user has seen or can come directly from their imagination, but can be no larger than the Great Stone Golem. They can use their body to attack directly, dealing damage according to their rank, and are capable of performing Liquid Caesium techniques equal to their rank without the need for handseals. Though these entities hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage, allowing them to be used for travel and other means outside of battle.
Notes:
- Created entities can last up to four turns per usage of this technique.
- A-rank entities can be created four times per battle, and S-rank ones can be created thrice.
- Creating B-rank entities require a single hand seal and cost -5 chakra to sustain, A-rank requires three and cost -10, and S-rank requires four and cost -15.
Health
Kōtetsu: 230 + 10
Muninn: 150
Solaire: 100
Chakra
Kōtetsu: 2,820 - 45
Muninn: 1,960 - 40
Movement Speed
Kōtetsu: 14 (56)
Muninn: 2
Solaire: 33
Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39
Solaris: 20/80
Void Harvester: 20%
Void Infusions: 1/3 (Specialized Infusion success)
Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
Nova: 2/4
Fenrir's Armament: 1/4
Chakra Siphon: 40 chakra stored
Yeah, good point :D. That was a last minute reply tbh so it was messy..


As Alucard's swamp formed and Lilith's dragon attacked from above with the Liquid Krypton spikes forming around the pack, Alucard noticed a marked Kunai being placed into the K9's mouth. What sort of deviousness was this he thought to himself and shared the information with Lilith through their mental link. Making short work out of her dragon, Kotetsu swung upwards and kicked it in the face with enough force to destroy it leaving him tainted with the Hungry Ghost parasite. This meant that Lilith would only be able to boost her techniques through one source while it was applied to the target. At the same time, the K9 and Muninn went down into the swamp which they protected themselves with through means that was rather spectacular. Vibrating hairs? The conclusion of it was that it provided Solaire as well as Muninn a defence against the swamp and liquid krypton spikes. The owl formed a massive dragon out of liquid metal that lifted the pack upwards out of the way for the muddy chakraless swamp. Lilith was tasked to corrupt the kunai that Kotetsu had given his K9 and as her dragon was destroyed she could make use of her dark release once again. She expelled a rift of dormant dark release that covered the entire field and would act as a foreign dark release mark as it struck the particular kunai inside of the K9's mouth.

(Meiton : Otakebi) - Dark Release : Warcry
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra Cost: 40 (+20 per usage) (+10)
Damage Points: N/A
Description:
The User expels a intangible instant pulse of Dark chakra which covers the whole field and does no damage whatsoever; all this pulse does it imbue dark chakra into weapons and tool all over the battlefield with dormant Dark chakra - basically cosmetic. The Dark Chakra only becomes one with all of the user's projectiles on their person and on the battlefield and ONLY on the opponent's tools when they've been used and discarded - for example thrown shuriken or a sword they have stabbed into the ground and let go of. As long as the tool has no foreign chakra coating/imbued in it then it can be infused or ISN'T on the opponent's person.These projectiles can be activated as soon as they pulse has made contact with them and all they simply do is absorb large amounts of chakra, capable of taking down large scale techniques depending on the amount of projectiles that are used and of cause Dark Release's Elemental Strengths and Weaknesses. This Dormant Dark Chakra within the tools gives them an edge over ordinary tools, if a Warcry imbued kunai were to go against a normal kunai then it'd be beaten for example; also to this if it were to go against an ordinary kunai with explosive tag the dark chakra would make the tag useless and wouldn't explode as intended. Warcry Imbued Tools can still have other chakra channeled through them, allowing them flexible use as the dark chakra remains dormant until the user gives the go ahead.

Using one of the user's moves they can fuel the chakra of the warcry imbued tools by specifically focusing extra chakra into it causing them to be powered by it. This tool or number of tools unleashes it's true potential, around said object a vortex is created which can absorb an intended technique or techniques (According to Dark Release Absorption Strengths and Weaknesses) from those points within a short range, giving the dark user a better range for their defenses. Another thing with these cards is that they cannot be destroyed as collateral damage, say for example an explosion sweeps the area, the tools would still be usable afterwards for they are just debris and would be blown away with the explosion or force; they'd still be there just not in their original locations. If a technique is being used on a tool and it were to suffer being defeated, the tool and dark chakra would still be there this allows a defensive/counter mechanism to come into play and will occur straight after a defeat if the user so wishes then the dark chakra will activate and cause an absorption effect against the oncoming technique (still takes the chakra and turn up).

- Can only be used three times
- 5 Turn Cool Down
- No A-Rank Dark Release in the Same Turn as initial activation
- Can only absorb from a tool(s) once per turn, no dark release A-Rank and above on the same turn.
- If multiple tools are selected then the power is split between them.
- Absorption/Vortex ability takes a slot in the time frame.
- Must be taught by LonelyAssassin

Meanwhile, Alucard weaved two seals and clapped his hands together shortly after. He had added additional chakra into his mighty Chidori Jinrai, which he used to simply delete the metal bird infront of him and his daughter along with it's riders as he aimed towards them.


(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap.
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80 + 20 = 100
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.

(Raiton: kiri kakujuu) - lightning style: lightning expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +20
Description: At the end of one of their lightning jutsu the user will perform 2 handseals, and in the same time frame release their chakra into the lightning jutsu. In doing so, the user will increase the power and size of the lightning jutsu boosting any lightning jutsu by 20 damage points. By the increase in chakra the lightning gains more power as the power of the electrical current is increased.The user can also choose to perform this technique after their lightning jutsu has already been created, so that this jutsu occurs in a separate time frame.

Note: Can only use used on lightning the user or the users summon has created
Note: can only be used 3 times

Alucard: HP - 200, Chakra - 1,400, Tracking - 80, Speed - 14, Void charges - 1/3
Lilith: HP - 150, Chakra - 1,740 - Tracking - 20, Speed - 2, Void Charges - 0/2
 
Last edited:

Ańbu Juniør

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Thanks for accommodating my weekend getaway.
Kōtetsu landed on the four-winged dragon as it rushed toward Alucard and Lilith, only to notice a massive thunderbolt heading their way. In addition, his chakra sensing had allowed him to perceive the earlier released pulse and the foul chakra that clung to the kunai in Solaire's mouth. The Inuzuka used the void-infused artifact that took the form of a ring to gain a single void infusion while producing two additional FTG kunai that he tossed ten meters to his left and right sides.

At the same time, the dragon halted its approach after reaching eight meters from the opponents as Solaire launched toward them, furiously rotating his body in the form of a drill that traveled at the duo aiming to strike Lilith, while overpowering the lightning bolt with the strength of his spin. Moving faster than she could track, his attack would critically injure her.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
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.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (S)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (80 + 30 + 20 + 20 = 150)
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.
Simultaneously, Muninn targeted Alucard, aiming to pay him back for the illusion they'd been placed in earlier. She performed three handseals and placed him in an illusion where he was hit by a massive pillar of what should have been freezing cold water from above, but with the incorporation of Fire chakra, the water was now scolding hot. The force of the water pinned him to the ground so he faced upward with his vision obscured by the unending burning stream, and any sound from outside the illusion drown out by the noise of it falling. In reality, he was simply paralyzed, unable to mount an active defense of his daughter in her time of need.

(Genjutsu: Asshuku Mizu) l Illusionary Arts: Pressure Water
Type: Supplementary / Genjutsu
Rank: A Rank
Range: Short - Mid
Chakra: 30 (30 + 10 = 40)
Damage: 60
Description: The user begins by forming 3 handseals, channeling their chakra into their opponent's chakra network, manipulating it to make the opponent believe they are hit by a large constant freezing ice cold stream of water from just above them that is large enough to cover their body. In the genjutsu the freezing ice cold water stream pins them to the ground facing up, under the force of the water the victim is rendered immobile. Also within the genjutsu the water the victim is hit with is freezing cold, so much so that it is like the water found in the Arctic, this water makes the victim feel terribly cold, numb. However in reality, the victim is left standing, paralyzed due to the power of the stream that pins them within the genjutsu. If the user does not escape the genjutsu in one turn they will suffer great mental damage , from the ice cold water. If the victim is unable to escape in the second turn they will not be able to cope with the mental stress that has now accrued and will pass out.

Note: No genjutsu of any rank can be used in the next turn
Note: Can only be used two times a battle
Note: Can only be taught by Strawberry
(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.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,775 - 45
Muninn: 1,920 - 95​
Movement Speed
Kōtetsu: 14 (56)
Muninn: 2
Solaire: 33

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 30/80
Void Harvester: 30%
Void Infusions: 2/3

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

Nova: 3/4
Fenrir's Armament: 2/4
Chakra Siphon: 60 chakra stored
 
Last edited:

Skorm

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No worries, hope you had more fun than it was to think of a cool counter to that move >_>.


Alucard and Lilith stood firmly planted on their little island. He watched everything appearing in slow-motion to him, attaching himself to every detail. Noticing how Kotetsu prepared yet two other sus kunais he threw to the sides and seeing the little owl weaving handseals. His Yin specialty made him aware of the Genjutsu he had been placed in and with his chakra sensory he could sense the beast being en-route to him and Lilith with the latter being the primal target it would seem. Without many options to spare as the Genjutsu also had paralyzed him, Alucard would fluctuate Yang chakra throughout his body, breaking the Genjutsu in an instant while also granting him speeds that would outmatch the dog's. As Lilith was right next to him on his left, he grabbed her by the waist with his left arm utilizing the free-form dodge movement to rotate both of them in a counter-clockwise movement. This would put them out of the way from the vinyl record that came towards them in an arc to their left, with the dog on a trajectory to their right by the end his dodge. With his right hand, Alucard drew out his katana as soon as the dog crashed into the ground right next to him. With the blade he unleashed a horizontal swipe that would cut the dog in half before they could react to it and thus dealt critical damage, ending it's life.

(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.

(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 + 40 = 100
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.

He pointed his bloodied blade towards Muninn as he applied a creepy smile on his face.


Cute combo..

Alucard: HP - 200, Chakra - 1,170, Tracking - 80, Speed - 49, Void charges - 1/3
Lilith: HP - 150, Chakra - 1,740 - Tracking - 20, Speed - 2, Void Charges - 0/2
 

Ańbu Juniør

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Kōtetsu could see it. The moment the Yang chakra surged through Alucard’s body and enhanced his physical capabilities. He saw the man grab his daughter’s waist and rotate out of the way to dodge Solaire, but instead of striking the ninken at the same time, he waited until it crashed into the ground before executing his swing. The blade sliced through the air, but instead of connecting with flesh and drawing blood, it hit nothing, for the Inuzuka had utilized the FTG seal in the ninken’s mouth to teleport it back to his side, as two more marked kunai were stored in his waist. At the same time, Munnin performed four handseals and created a wall of Liquid Caesium that spanned eleven meters in width and height that she launched toward Alucard and Lilith. The dragon advanced behind the wall, aiming to reach six meters away from the duo.

( 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.
(Seshiumuton: Sōsa Jörð) Liquid Caesium Release: Manipulation of Jörð
Type: Offensive/Defensive/Supplementary
Rank: C - S (S)
Range: Short - Long
Chakra: 15 - 40 (40)
Damage: 30 - 80 (80)
Description: The user channels chakra and performs the required handseals in order to create constructs such as basic weapons, pillars, orbs, walls, or tendrils of Liquid Caesium that can be used to attack, defend, or for supplementary purposes. These constructs can resemble anything within the user's imagination and can be made from their body or the ground. Though these constructs hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage when used for supplementary purposes.

Notes:
- A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice.
- B-rank Liquid Caesium Release techniques require a single handseal, A-rank requires three, and S-rank requires four.
With his ninken safe and their advance continuing, Kōtetsu also reinforced his body with Yang chakra, enhancing his own physical abilities and freeing him from the tether of the hungry ghost. At his side, Solaire appeared weakened as the Yang chakra surging through his body dissipated, leaving him to deal with the side-effects that reduced his abilities for some time.

(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.
Health
Kōtetsu: 240
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,730 - 185
Muninn: 1,825 - 55​
Movement Speed
Kōtetsu: 49
Muninn: 2
Solaire: 33

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 40/80
Void Harvester: 40%
Void Infusions: 2/3

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

PoTS: 1/4
Nova: 4/4
Fenrir's Armament: 3/4
Chakra Siphon: 80 chakra stored
 

Skorm

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Kōtetsu could see it. The moment the Yang chakra surged through Alucard’s body and enhanced his physical capabilities. He saw the man grab his daughter’s waist and rotate out of the way to dodge Solaire, but instead of striking the ninken at the same time, he waited until it crashed into the ground before executing his swing. The blade sliced through the air, but instead of connecting with flesh and drawing blood, it hit nothing, for the Inuzuka had utilized the FTG seal in the ninken’s mouth to teleport it back to his side, as two more marked kunai were stored in his waist. At the same time, Munnin performed four handseals and created a wall of Liquid Caesium that spanned eleven meters in width and height that she launched toward Alucard and Lilith. The dragon advanced behind the wall, aiming to reach six meters away from the duo.
( 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.
(Seshiumuton: Sōsa Jörð) Liquid Caesium Release: Manipulation of Jörð
Type: Offensive/Defensive/Supplementary
Rank: C - S (S)
Range: Short - Long
Chakra: 15 - 40 (40)
Damage: 30 - 80 (80)
Description: The user channels chakra and performs the required handseals in order to create constructs such as basic weapons, pillars, orbs, walls, or tendrils of Liquid Caesium that can be used to attack, defend, or for supplementary purposes. These constructs can resemble anything within the user's imagination and can be made from their body or the ground. Though these constructs hold the effects of Liquid Caesium, the user and those designated as allies are able to come into contact with the substance without receiving damage when used for supplementary purposes.
Notes:
- A-rank constructs can be created four times per battle, and S-rank constructs can be created thrice.
- B-rank Liquid Caesium Release techniques require a single handseal, A-rank requires three, and S-rank requires four.
With his ninken safe and their advance continuing, Kōtetsu also reinforced his body with Yang chakra, enhancing his own physical abilities and freeing him from the tether of the hungry ghost. At his side, Solaire appeared weakened as the Yang chakra surging through his body dissipated, leaving him to deal with the side-effects that reduced his abilities for some time.
(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.
Health

Kōtetsu: 240
Muninn: 150
Solaire: 100
Chakra
Kōtetsu: 2,730 - 185
Muninn: 1,825 - 55
Movement Speed
Kōtetsu: 49
Muninn: 2
Solaire: 33
Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39
Solaris: 40/80
Void Harvester: 40%
Void Infusions: 2/3
Physical Durability: 35
Spiritual Durability: 5
Free Dodge range: 10 meters
PoTS: 1/4
Nova: 4/4
Fenrir's Armament: 3/4
Chakra Siphon: 80 chakra stored
Azu convinced me to finish this so i'll go back into hibernation again as this reply is done. Apologies for the delay my friend.


Alucard slashed through thin air. It would seem like the K9 had teleported to one of the other two kunais that Kotetsu had tossed to the side. He began to realize what the trick was.. An eye-opener for sure. Restless to say, both he and Lilith noticed the liquid caesium that came towards them. As a response, Alucard deactivated his Yang technique out of will as Lilith used her Dark release to absorb the technique through her marks and could use the chakra to launch a counter offense in the future, if there was to be one..

(Meiton: Kyūkyoku no Kyūketsukō) Dark Release: Ultimate Inhaling Maw
Type: Defensive
Rank: S-Rank
Range: Short
Chakra: 40 + 10
Damage: N/A
Description:
The user, when facing an attack, will clap his hands together and separate them right after. As he separates his hands, a small dark sphere will be between them. The user maintains his hands close to sustain the small sphere while it siphons any enemy technique or enemy chakra within range towards itself. The sphere is a "void" made by activating both absorbing markings in the users hand at the same time and opposing them to each other, which creates this effect. This technique is essentially a more advanced and powerful version of Dark Release: Inhaling Maw and enables the user to absorb higher ranked techniques. However, when used, the user needs to wait one turn to use Dark Release absorption related techniques.

Seeing Kotetsu using the same Yang enhancement as he had just rid himself out of he thought it was perfect timing to bust out his Yin release once again and followed the moving metal dragon, not letting it gain any distance between the two. Through his Ghoulspine technique which he enhanced in damage via his void charges in order to attain slightly higher damage, his body turned into a black abyss of eyes. He morphed his arms and attacked both the dog and Muninn at the same time from different angles. The attack would deal pure spiritual damage. This form could only be interacted with through purely energetic elements such as wind/lightning/fire or raw chakra and other variants as such giving him an upper edge against the opponent. Even though his speed would be naught in comparison.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void (Passive)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next five offensive techniques by 20 damage.

(Yami no Yōsō) - Aspect of Darkness
Type: Supplementary/Defensive/Offensive
Rank: S-rank
Range: Short-Mid
Chakra: 60
Damage: 120 + 5 + 20 = 145
Description: Aspect of Darkness encompasses Ghoulspine's heart in the Close Combat ranges. This technique will let the user morph their own limbs and turn into Ghoulspine chakra for great flexibility but also for the opportunity to use it in hand-to-hand combat. They may also morph their limbs into any form they want, shields, swords etc. Akin to the style, the limbs becomes ethereal - unable to be touched physically but only through means of energy elements or raw chakra. Also akin to the style, the users limbs will start to deal mental damage rather than physical. This is because of the Yin element that is incorporated into the ethereal style. When an opponent is touched by Aspect of Darkness, their mind takes the damage as the morphed limbs travels through the target similarly to a solid object and thus does not deal physical damage. Aesthetically, the technique will of course let the user morph their body into several tendrils or whatever tools they want but it contains the theme of a pitch black gooey mass that reshapes to the users will. In this pitch black abyss, endless eyes can appear and cause a freezing effect akin to what is described into the Ghoulspine style itself. However, activating these eyes costs an extra turn of the overall duration of the technique. The eyes will freeze a target that are physical contact with the technique by essentially casting the target into a genjutsu that may be broken by the traditional genjutsu means. The illusion itself will be experienced as if one is drowning in an endless sea of eyes with no control over your own body’s movement. However, since this technique contains Yin chakra it's naturally of a higher tier of genjutsu and thus must be countered as such. Fully body surges of the same amount of chakra of the technique, external surges of the same chakra will work as well.

Note: Can only be used twice per battle with a three turn cool-down.
Note: While in use and for two turns after use, the user cannot use Shikotsumyaku or Yin release above B-rank

Alucard: HP - 200, Chakra - 1,100, Tracking - 80, Speed - 14, Void charges - 0/3
Lilith: HP - 150, Chakra - 1,690 - Tracking - 20, Speed - 2, Void Charges - 0/2
 
Last edited:

Ańbu Juniør

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Tell Azu I owe her one.
Alucard’s hands morphed into a pitch black gooey mass that attacked both Munnin and Solaire, who was still facing the aftereffects of the rampaging yang energy that had filled his body. Grasping Angurvadal, the Inuzuka pulled it from the clasp on his back and swung the blade high in a large horizontal arc, drawing upon his spirit and manifesting the Atavistic Flame over the blade as he did so. Imbued with fire, the gleaming black blade tore through both arms, vastly overpowering them. As the attacks dissipate and his swing comes to a stop, Kōtetsu’s blade shuddered momentarily and then shattered to pieces, forcing him to drop the ivory handle and command Munnin to release the dragon of Liquid Caesium to avoid corroding the blades pieces while Solaire takes hold of her.

(Kaen Kakkusei Iden: Nokoribi no Hosuto) – Atavistic Flame: Host of Embers
Type: Offensive/Supplementary
Rank: B
Range: Short
Chakra: N/A
Damage: N/A (+20 damage to chakra-less Taijutsu)
Description: Host of Embers is an Atavistic Flame technique that augments the user’s chakraless CQC attacks such as Kenjutsu, Bukijutsu, or Taijutsu. The user will focus the Atavistic Flame by drawing upon their spirit and manifesting it over their body or weapon in the form of a dimly glowing yellowish-orange aura that appears as cracks in the skin or on the weapon, making them searing hot to the touch. This aura moves with the user and allows their physical attacks to deal an additional 20 damage. Once activated at the cost of fifteen spiritual Health Points this technique lasts four turns, with the user recovering five spiritual Health Points every other turn while active. This technique can be used regardless of proficiency level, but cannot be used in conjunction with Glowing Fists.

Notes:
- This technique requires a four-turn cool down after it ends, and can only be used three times per battle.
- Upon expiring the user is unable to use Atavistic Flame techniques above B rank for two turns.
(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 (60 + 40 + 30 + 20 + 20 = 170)
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.
The group fell through the air, but knowing that the Ninken’s armor would protect both Muninn and himself, the Inuzuka focused solely on Alucard and Lilith. He rotated his body to spin at incredible speeds as he launched himself at the duo, aiming to tear into them both at the same time due to their close proximity.

(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (A)
Range: Short - Long
Chakra: N/A
Damage: 40 - 80 (60 + 40 + 30 + 20 + 15 + 10 = 175)
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 - 15
Muninn: 150
Solaire: 100

Chakra
Kōtetsu: 2,545 - 45
Muninn: 1,770 - 15​
Movement Speed
Kōtetsu: 49
Muninn: 2
Solaire: 10

Tracking
Kōtetsu: 70
Muninn: 16
Solaire: 39

Solaris: 50/80
Void Harvester: 50%
Void Infusions: 3/3

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

PoTS: 2/4
Fenrir's Armament: 4/4
Chakra Siphon: 100 chakra stored
 

Corazon

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I was asked to check this by AJ. Imma keep it short. Ngl it was difficult to pick a winner, both of you did well overall. It was back and forth, but I feel AJ did more to push the pace of the fight, he tried to close the distance and came at it from different angles so I'm gonna say he wins, but only just. Skorm did well in this fight.

Winner : Anbu Junior. I'm not using those shit characters in your name.
 
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