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Pervyilicious & Vayntastic

Vayne

Active member
Legendary
Joined
Dec 14, 2011
Messages
16,394
Kin
512💸
Kumi
788💴
Status
Using Usurper, with Med & September on my person.
Normal Official Battle Rules w/o HR
All Out, with stealing/fuckery
3 Day Time Limit, Mid Range, in Nara Clan Forest at a small circle clearing of 15 diamters, at DAWN!
I think thats everything...
(Kyuu-tsuki ) - September Prestored with 200 Senjutsu
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
After his monthly check and piss on Hidan's head ritual being wrapped up successfully, Vayne would sense foreigners entering the forest. He would make way towards them, reaching a small clearing just before they enter it from the opposite side.
Taking l first moveo I guess
 

The Pervy Sage

Supreme
Joined
Oct 22, 2009
Messages
39,873
Kin
4,039💸
Kumi
361💴
Using Usurper, with Med & September on my person.
Normal Official Battle Rules w/o HR
All Out, with stealing/fuckery
3 Day Time Limit, Mid Range, in Nara Clan Forest at a small circle clearing of 15 diamters, at DAWN!
I think thats everything...
(Kyuu-tsuki ) - September Prestored with 200 Senjutsu
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provided senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use it's drain ability.

Drain: Alternatively if a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally through this draining ability the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of drain will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
After his monthly check and piss on Hidan's head ritual being wrapped up successfully, Vayne would sense foreigners entering the forest. He would make way towards them, reaching a small clearing just before they enter it from the opposite side.
Taking l first moveo I guess
Lmfao.... you actually went with the forest at dawn, you a real one lmao.


My weapon/tech/guns etc can all be found in the bio. Starting with Preta and Deva path active on Zeref. Tobirama is the human path. Both with rinnegan active. Both have sensory passively active. Anything else that might be relevant is in the bio anyway:

Zeref:
( Tendō ) - Deva Path
Type: Supplementary
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Deva Path which grants him the ability to manipulate attractive and repulsive forces allowing it to repel or attract objects or people, mimicking at some extent gravity. The path allows him access to the various gravitational abilities such as Shinra Tensei, Bansho Tennin and Chibaku Tensei.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.

( Gakidō ) - Preta Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Preta Path which grants the ability to absorb any chakra based attack using the Blocking Technique Absorption Seal, the user could absorb an infinite amount of chakra in any form. And the technique can be used in direct physical contact and absorb their chakra from their body or to create a barrier around them to absorb incoming Ninjutsu techniques.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. Dispicted as the eyes of the SO6P, the Rinnegan awaken on Madara Uchiha after he obtained his EMS and implanted Hashirama's Senju cells in himself. Having both lineage from the SO6P allowed him to awake the Rinnegan. When Madara activates the Rinnegan, he seems to not suffer any kind decrease in his EMS abilities in terms of tracking speed, clarity of perception or seeing chakra. Eventually his eyes were bestowed upon Nagato Uzumaki and in him manifested lower abilities (equal or comparable to a 3 Tomoe Sharingan). While Nagato was never able to deactivate his eyes, Madara could switch at will between his EMS and Rinnegan eyes, although he wasn't able to go from 3 Tomoe to Rinnegan directly. Eventually Obito transplanted Nagato's (and subsequently Madara's) Left Rinnegan into himself. By doing so he gained access to both Doujutsu at the same time although losing the ability to deactivate the Rinnegan and as such, losing chakra constantly to maintain it.
Note: Constantly passively active in Nagato and Obito bios
Note: Requires activation ( spending move ) for Madara bios but remains active indefinetely afterwards if the user chooses to. After having a complete Madara bio with Rinnegan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated EMS before and had it active for 1 full turn.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.


Tobirama
( Ningendō ) - Human Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user activates the Human Path which grants him the capability of mind reading, amongst other abilities, simply by placing its hand over the target's head, and could extract any information or secret being hidden by the victim against his/her will. However, using the technique will inevitably pull the soul out of the target's body, causing instant death.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continously activated.

(Chakra Henkanshi no Jutsu) - Chakra Sensing Technique
Type: Supplementary
Rank: C
Range: Short - Long
Chakra cost: 15 (- 5 per turn)
Damage points: N/A
Description: This is a very advanced of advancing the ability to feel and sense chakra. The technique allows the user to concentrate and detect someone's chakra. Users can use this to determine the nature of a jutsu used as well as sense masses of chakra. The use of this can be compared to Sharingan's brutish level of sensory, able to sense collection of chakra but not the level of clarity and precision Byakugan has.
Note: Can only be used by bios with Sensory ability.
Note: After having on a bio for 1 month, users gain the ability to activate Sensory passively.

Chakra: 3750

Zeref and tobirama entered the clearing on the west side of the opening,both stepping into the only sunlight in the clearing that cast back into the trees behind. This forest seemed familiar but Zeref wasn't sure why, something felt... wrong. Instead tobirama would turn around and stand back to back with Zeref looking behind him. It didn't feel right.

[First move is all yours]
 

Vayne

Active member
Legendary
Joined
Dec 14, 2011
Messages
16,394
Kin
512💸
Kumi
788💴
Status
LOOL, #NaraLife
Phone reply just to get things rolling

As the two foreigners appear and assume a defensive decision, Vayne would take action, believing the two are here for some sort of invasion.

Without wasting a beat, Vayne would apply pressure on one of the ink bottles at his ankle(mentioned in bio), activating the usage of Ink Flow. This Ink Flow was a bit different though, as the properties and constitutes of the ink was greatly improved, granting it numerous different abilities and traits. The blood mixed ink would contain the traits of Ars Chasseur, making it invisible, whereas Calling Out to Within and Touch of colour would contribute to the overall damaging aspect of the sentient snakes. The snakes would carry the elemental properties of Earth and Fire, making contact with it result in increased weight and scolding to the skin. As for Re:Life, it would grant the snakes a degree of versatility later on if it came down to it. Anyways, the summoned snakes would appear from below the duo, rising in stealth in an attempt to completely restrict and bind them, while also biting & and moving to enter through each and EVERY opening in an attempt to, well, **** up their shit.

In conjunction, with his left hand, Vayne would throw a snake tagged shuriken towards the dup, aiming to slice through Zeref’s throat. The shuriken would have a string attached to it, and the weapons, alongside with the rest of Vayne’s equipment would be passively infused with Dark Times of Dream Sand.(Mentioned in bio)

...



(Ninpou: Sumi Nagashi ) – Ninja Art: Ink Flow
Type: Supplementary
Rank: B
Range: Short – Mid
Chakra cost: 20
Damage points: N/A
Description: The user will pour Ink onto the ground, and summon several ink snakes to strike from underground and restrain the opponents. Should the opponent prove to be strong enough to break the binds, the snakes can reform around the target, making struggling pointless.

(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.

(Inkpo: Re:Seikatsu) Ink Arts: Re:Life
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.


(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.

The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used once every two turns. The second variant can only be used four times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.


(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns, although elements strong/weak to eachother can not be infused at the same time. The damage increase remains at +20 to the ink technique.
-Can't be coupled with other Ink boosts.

(Sōshuriken no Jutsu) - Manipulated Shuriken Techique
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: 15
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.

Reference
Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Spoiler
Type: Offensive

Rank: E Rank

Range: Short

Chakra: 5

Damage: 10

Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.

Note: Must post this in the user bios to be able to use them

Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.
 

The Pervy Sage

Supreme
Joined
Oct 22, 2009
Messages
39,873
Kin
4,039💸
Kumi
361💴
LOOL, #NaraLife
Phone reply just to get things rolling

As the two foreigners appear and assume a defensive decision, Vayne would take action, believing the two are here for some sort of invasion.

Without wasting a beat, Vayne would apply pressure on one of the ink bottles at his ankle(mentioned in bio), activating the usage of Ink Flow. This Ink Flow was a bit different though, as the properties and constitutes of the ink was greatly improved, granting it numerous different abilities and traits. The blood mixed ink would contain the traits of Ars Chasseur, making it invisible, whereas Calling Out to Within and Touch of colour would contribute to the overall damaging aspect of the sentient snakes. The snakes would carry the elemental properties of Earth and Fire, making contact with it result in increased weight and scolding to the skin. As for Re:Life, it would grant the snakes a degree of versatility later on if it came down to it. Anyways, the summoned snakes would appear from below the duo, rising in stealth in an attempt to completely restrict and bind them, while also biting & and moving to enter through each and EVERY opening in an attempt to, well, **** up their shit.

In conjunction, with his left hand, Vayne would throw a snake tagged shuriken towards the dup, aiming to slice through Zeref’s throat. The shuriken would have a string attached to it, and the weapons, alongside with the rest of Vayne’s equipment would be passively infused with Dark Times of Dream Sand.(Mentioned in bio)

...




(Ninpou: Sumi Nagashi ) – Ninja Art: Ink Flow
Type: Supplementary
Rank: B
Range: Short – Mid
Chakra cost: 20
Damage points: N/A
Description: The user will pour Ink onto the ground, and summon several ink snakes to strike from underground and restrain the opponents. Should the opponent prove to be strong enough to break the binds, the snakes can reform around the target, making struggling pointless.

(Inkupo: Arusu Shasuuru) Ink Arts: Ars Chasseur
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A ( +10 Infusion)
Damage: N/A
Description: A rather unique technique that naturally has no inherent offensive nor defensive power - but rather is a tool utilized by those who are capable of utilizing Ink Ninjutsu. This selective brand of ink is different from the others used, as it's intention is to capture the true essence of an animals predatory sense - in which the ink has the ability to form invisible works of art. This isn't to be confused with true invisibility but rather a contribution of the ink's ability to retract light away from it due to the translucent coloration and a minor infusion of chakra. Once the ink is used, the creation is formed, preventing the enemy from being able to see said work of art and thus is ideal for stealth attacks though it should be known that when within short range of the opponent, the creations cameo is easier to see due to distortions in the air or even from moving along the ground causing prints to appear etc.

The user is able to also apply this to his/her ink techniques within scrolls by simply having it pre-drawn or even conceal ink created tattoos on their body in which the user simply has to pay an extra infusion of chakra to "activate" the effect. Must be posted in user's bio or at the start of battle, though this only pertains in carrying the ink where as the infusion requires a move. The cameo affect only lasts for three turns before naturally a wearing off.

(Inkpo: Re:Seikatsu) Ink Arts: Re:Life
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.


(Inkupo: Koiru) Ink Arts: Calling Out To Within
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra: N/A (+10 Infusion)
Damage: N/A
Description: A technique that seeks to enhance the nature of ink based techniques, through which this technique comes in two different forms. The first version of this technique is aimed towards turning ink based techniques into more “offensive” versions of themselves, in which when creating a work of art - the user will have drawn the technique in a far more aggressive way as opposed to the normal elegant and expressive manner. This actually comes into play, as with this technique - the drawings they create are far more “shaper” to the touch, in some cases delivering a more “blunt” hit as opposed to normal, while some, in terms of animal like creations, gain the characteristics of the former mentioned but they are also drawn to be more “feral” or “wild”, and thus attack more violently as opposed to normal. What this seeks to do is, through the expression of emotion and creativity, as seen that emotional states of the user can indeed influence the way techniques are created, allows for their own works of art to inherit such unique traits for their own purpose. This turns techniques which are usually labelled with “N/A” as damage in order to gain power. The damage is equal to and rivals the ranking of the original technique i.e A Ranks will deal 60 damage. This technique can be applied to any sort of works by the user, whether they are drawing it on the moment, have it pre drawn or even in the form of ink tattoos. The characteristics must be mentioned when using this technique in order to get a more detailed idea of how the works will be dealing damage. The most notable example of this is when Sai was unable to utilize a certain ink technique due to his mind not being mentally prepared/emotionally ready in order to do so, showing that emotions can indeed have an influence on one's ink techniques upon creation.

The second part of this technique is much like the first, but instead it applies it to already damage-dealing techniques in the same way. What this version seeks to do now is increase the damage output of the technique, allowing it to increase the rank of an ink technique by one rank, or in the case of S-ranks and above, getting an additional +20 damage.

The first variant is a passive skill, not taking up a move nor a slot in time frame and must simply be mentioned as a reference when performing the desired technique, though it can only be used once every two turns. The second variant can only be used four times per battle, needing a cool down of one turn between each use, and acts as an infusion technique, thus being able to be performed within the same time frame of another technique. When applying the second variant to pre-drawn/tattoos, the user simply needs to infuse the same amount of chakra in order to “activate” the augmented state.


(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns, although elements strong/weak to eachother can not be infused at the same time. The damage increase remains at +20 to the ink technique.
-Can't be coupled with other Ink boosts.

(Sōshuriken no Jutsu) - Manipulated Shuriken Techique
Rank: D
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: 15
Description: With this technique a translucent string, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.

Reference
Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Spoiler
Type: Offensive

Rank: E Rank

Range: Short

Chakra: 5

Damage: 10

Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.

Note: Must post this in the user bios to be able to use them

Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.

With his rinnegan it was easy for Zeref to perceive not only the creation of the ink snakes but to generally see the chakra in them, no matter how the light was used to blend them into the ground. Zeref would drop down to a kneel whipping out his gun and shooting but a single bullet along the round aimed between your legs. The bullet shot was using the ability Magnus. It would pass through the snakes releasing it's seal absorbing all the chakra from them drawing them in, sealing this chakra within. As it passed through them completely negating the Ink and leaving none behind before they can spread out, it reaches you and the bullet explodes in a burst of raw chakra exploding short range around you. This would pass through the snakes exploding before the rest of your move goes through.

Morujion | Mortarion
Type: Offensive Tool
Rank: S
Range: Short - Long
Chakra Cost: X
Damage Points: X
Description: Mortarionis a drum-barrelled energy blaster and the preferred sidearm of Zeref. It is of unknown origin. Mortarion is a rather bulky handgun to use as a medium for releasing the powers of the rinnegan. Through this handgun he created small projectiles in the form of canisters which he sealed away abilities of his rinnegan to be shot as projectiles. This gun was created through augmenting the powers of the Asura path and is able to shoot a projectile or stream of chakra in the form of a laser, the same type that is released through the powers of Asura path but on a smaller scale. This laser can be passively shot, dealing 20 damage to a target, being able to be used once per turn. Zeref also created two unique projectiles that are loaded into the gun.

Magnus: Magnus is a small canister projectile created from the absorbing abilities of the Preta path. The abilities are sealed into the projectile with Fuuinjutsu being able to be shot at will. Upon being shot this projectile can act in two ways, firstly it can come into contact with another jutsu, releasing the seal and creating an orb around the bullet 1ft in diameter, absorbing the jutsu, breaking it down completely, drawing it all into the seal, as the projectile passes through it. The user can also activate the seal on the projectile at any time with a single handseal. The second ability of this bullet is that after it's passed through a jutsu and absorbed it, the user can then detonate the seal at any time, releasing a small range blast, 5m around the projectile, releasing damage equal to what the projectile absorbed. These projectiles can absorb only a single jutsu S rank and below. If this were to hit another shinobi, the seal can be released in their body, absorbing up to 80 chakra points into the seal if not destroyed or removed.

Angron: Angron is a projectile based on the abilities on the Nakara path, the ability to effect the mind of the target. Placed onto the projectile with a seal. When this hits it's target it releases the seal with a small portion of chakra contained in it with the powers of the Nakara path which would be released through the targets body, in a form of a shock surge, knocking this spirit and mind out of sync with their body for a mere moment. In doing this it would cause the ultimate distraction and leave the target out of sorts for one turn. Due to their disorientation, they'd be unable to use jutsu above A rank for the following turn as they regain control of their body. This is A rank. With a single handseal, the user can release the seal, releasing the chakra within in a short range burst, disorientating any targets within 5m for one turn, much like a flash bang grenade without the blinding abilities as their minds are shocked, stopping them from using jutsu above A rank for one turn.


Note: The user must possess the rinnegan to be able to use this weapon. This counts as the user's custom weapon.
Note: Magnus can only be used 3 times per battle, with three turns between uses. Detonating the projectile would cost one of the users three moves per turn, and the user can't use Angron powers in the same turn. Detonating the seal costs 10 chakra points.
Note: Angron can only be used 4 times per battle, with two turns between uses. It will not work on clones. This counts as one of the users three moves per turn. Detonating the seal costs 10 chakra points.

At the exact same time as Zeref bending down, with his linked vision, Tobirama acts in unison, he creates a wolf of water behind you out of thin air, that bites down on your neck pinning you in place, while crushing your neck as the bullet blows up with your own damage:

(Suiton: Mizu Shishi) - Water Release: Water Beast
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60+20=80
Description: The user after performing the Dog → Horse → Monkey → Ram handseals and by manipulating a pre-existing water source, transforms it into a giant wolf-like beast. The beast can launch powerful streams of water from its mouth equivilant to B-rank, or sweep the area with its claws to let a powerful torrent of water to wash away the enemies.

Note: The Water Beast remains active for three turns. Each stream counts as a move.
 

Vayne

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Seeing the man drop down to pull a gun, and sensing the shadow of the mass of water just outside short range behind him, Vayne would utilise his shadow and ink abilities to deal with both. Through raising his hands, and essentially performing a few extra hand seals above his head, three things would happen. The natural light illuminating the field would lead to the shadow of Vayne's hands being essentially cast at the water technique, enabling him to swiftly spread his shadow both inside and outside of the water beast, allowing him to basically override the water with his shadow, making it his own personal shadow beast. The additional hand seals performed would result in the beast being stronger than when it was originally created, while also resulting in the creation of two intangible shadow clones, one on the ground, and the other manifesting on the field. Erebus would also come into play, reverting Vayne to a state in between physical and shadow like, where only the thin outer layers of his body is physical shadow, whereas the vast majority is in an actual shadow state. As for the ink aspect, it would come in the form of one the body tattoos passively coming to life, specifically that of the Hawk. The Hawk's direction would be facing towards the beast, moving Vayne towards it's direction as it elevates and quickly gains height.

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In conjunction, Vayne would utilise his weapon to deal with the fired shot, supplying it with 29 chakra to have it build up on top of eachother, resulting in it's defensives and offensive capabilities getting bolstered, even beyond those granted by Dark Times. Defensively, the cloth would form around Vayne, covering his entire body up and head up, barring the frontal part of his face which would have an opening on his mouth, nose, eyes, and ears. Offensively, a portion of the garb would take the form of a fast moving net that was meant to separate from the rest of the garb and continue on to deal with the bullet while also clashing the duo. (not completely sure if it would continue or it would get fully absorbed since dark times is also in play) This would prevent the bullet from reaching it's original targets. In addition to this, the tags of the previous shuriken would release the snakes on the duo, sending out ten tiny snakes that each explode with the force of a normal explosive tag. The snake explosions should prevent some counters and provide a hindrance, as their explosion would throw of some hand seals, while also dampening their hearing due to the close proximity.

Following the aforementioned simultaneous sequence, Vayne would send the now shadow water beast toward the duo, directing it to flank them from their right side, violently striking both of them in the same instance, while Vayne himself would be raining down snake tagged kunais on the duo. Vayne would be atop the Hawk, as it circles the duo from eighteen meters in the sky. Additionally, Vayne would be focusing his sensing on the duo, carefully monitoring them to notice any changes. As for the shadow clones that were created, the one that remained as a shadow on the ground would have moved to sixteen meters behind the duo, whereas the one that manifested in a physical form would attempt to flank the duo from their left side, attempting to deliver a powerful spinning left foot side kick towards Zeref's head, in efforts to potentially knock him out, or, at the very least disorient him enough to prevent a proper counter to the water shadow beast that would be striking moments later from the opposite side.

You're trespassing...

(Kage: Toukai No Fuzen) - Shadow Arts: Extirpation of Sin
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Due to the very nature of shadows they can exist/be inside any non-opaque construct. . Naturally, this would only work on techniques that the user's shadow appear in, such as a water technique originating from beneath the user.Using this fact the user can use his shadow to attack and destroy structures from the inside out. Depending on the user’s need two main ways of using the technique exist. In the first the user would expand his shadow inside the structure while solidifying it. Depending on what the user desires the shadow can completely break down the structures into nothingness, separate them, or simply render them useless. The second manner of usage is to manipulate the shadow to begin spreading inside and outside the structure. The shadow would intricately bind the structure and maintain its shape. However, the moment the shadow’s bind on the structure is stopped/interrupted, the previous structure would be rendered useless. This usage allows the user to take control of the constructs and move them as they desire. For example if used on a crystal fist technique the user would attack the target with the broken down crystals that are held together and surrounded by the users shadow. The beauty of this usage is that it adds more danger to the opponent, albeit in the form of a D ranked 'blast' of the material that the countered technique was composed off.The technique is usable three times per battle. The second manner of usage can be maintained for a cost of 10 chakra points per turn. No S-Rank or above Shadows in the next turn.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.

References & Passives
(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependent on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependent on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Spoiler
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.

Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
 

The Pervy Sage

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Seeing the man drop down to pull a gun, and sensing the shadow of the mass of water just outside short range behind him, Vayne would utilise his shadow and ink abilities to deal with both. Through raising his hands, and essentially performing a few extra hand seals above his head, three things would happen. The natural light illuminating the field would lead to the shadow of Vayne's hands being essentially cast at the water technique, enabling him to swiftly spread his shadow both inside and outside of the water beast, allowing him to basically override the water with his shadow, making it his own personal shadow beast. The additional hand seals performed would result in the beast being stronger than when it was originally created, while also resulting in the creation of two intangible shadow clones, one on the ground, and the other manifesting on the field. Erebus would also come into play, reverting Vayne to a state in between physical and shadow like, where only the thin outer layers of his body is physical shadow, whereas the vast majority is in an actual shadow state. As for the ink aspect, it would come in the form of one the body tattoos passively coming to life, specifically that of the Hawk. The Hawk's direction would be facing towards the beast, moving Vayne towards it's direction as it elevates and quickly gains height.

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In conjunction, Vayne would utilise his weapon to deal with the fired shot, supplying it with 29 chakra to have it build up on top of eachother, resulting in it's defensives and offensive capabilities getting bolstered, even beyond those granted by Dark Times. Defensively, the cloth would form around Vayne, covering his entire body up and head up, barring the frontal part of his face which would have an opening on his mouth, nose, eyes, and ears. Offensively, a portion of the garb would take the form of a fast moving net that was meant to separate from the rest of the garb and continue on to deal with the bullet while also clashing the duo. (not completely sure if it would continue or it would get fully absorbed since dark times is also in play) This would prevent the bullet from reaching it's original targets. In addition to this, the tags of the previous shuriken would release the snakes on the duo, sending out ten tiny snakes that each explode with the force of a normal explosive tag. The snake explosions should prevent some counters and provide a hindrance, as their explosion would throw of some hand seals, while also dampening their hearing due to the close proximity.

Following the aforementioned simultaneous sequence, Vayne would send the now shadow water beast toward the duo, directing it to flank them from their right side, violently striking both of them in the same instance, while Vayne himself would be raining down snake tagged kunais on the duo. Vayne would be atop the Hawk, as it circles the duo from eighteen meters in the sky. Additionally, Vayne would be focusing his sensing on the duo, carefully monitoring them to notice any changes. As for the shadow clones that were created, the one that remained as a shadow on the ground would have moved to sixteen meters behind the duo, whereas the one that manifested in a physical form would attempt to flank the duo from their left side, attempting to deliver a powerful spinning left foot side kick towards Zeref's head, in efforts to potentially knock him out, or, at the very least disorient him enough to prevent a proper counter to the water shadow beast that would be striking moments later from the opposite side.

You're trespassing...

(Kage: Toukai No Fuzen) - Shadow Arts: Extirpation of Sin
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: Due to the very nature of shadows they can exist/be inside any non-opaque construct. . Naturally, this would only work on techniques that the user's shadow appear in, such as a water technique originating from beneath the user.Using this fact the user can use his shadow to attack and destroy structures from the inside out. Depending on the user’s need two main ways of using the technique exist. In the first the user would expand his shadow inside the structure while solidifying it. Depending on what the user desires the shadow can completely break down the structures into nothingness, separate them, or simply render them useless. The second manner of usage is to manipulate the shadow to begin spreading inside and outside the structure. The shadow would intricately bind the structure and maintain its shape. However, the moment the shadow’s bind on the structure is stopped/interrupted, the previous structure would be rendered useless. This usage allows the user to take control of the constructs and move them as they desire. For example if used on a crystal fist technique the user would attack the target with the broken down crystals that are held together and surrounded by the users shadow. The beauty of this usage is that it adds more danger to the opponent, albeit in the form of a D ranked 'blast' of the material that the countered technique was composed off.The technique is usable three times per battle. The second manner of usage can be maintained for a cost of 10 chakra points per turn. No S-Rank or above Shadows in the next turn.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

Kagemane Bushin | Shadow Imitation Clone
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short
Chakra: -100 per clone
Damage: N/A
Description: Developed as an advanced variant of the Shadow Clone technique, the Nara Clan's manipulation of shadows created the concept for the Shadow Imitation Clone technique. The user begins by concentrating chakra into their shadow while preforming three hand seals (Ram-Hare-Dragon). Chakra is fed into the user's shadow which is imitating the hand seals and rather then the user creating a actual tangible clone, the shadow will begin to replicate itself into one or more additional intangible shadows of the user imparting 100 chakra each. This technique may be preformed within the same time frame of another shadow technique, and upon creation, or while in use, the clones may stay upon the ground like normal shadows or manifest themselves above ground depending on the needs of the user. These literal shadow clones move separate from the user and move as fast as a standard Kage shinobi or faster depending on the time of day (being twice as fast at dawn and midmorning). The silhouette clones are capable of blending into other shadows to hide and surmount a surprise attack from an opponent's blindside or bind the opponent in place and manipulate their movements counting towards the user's move count. The shadowy clones also move without producing sound and are able to materialize into a solid 3 dimensional form with up to steel like quality counting towards the user's total move count. This allows them to confuse the enemy by making them believe it's the user and/or preform the user's known taijutsu, kenjutsu, or other physical based non-elemental attacks while giving them the binding properties of the shadow and granting said techniques an additional +10 damage due to the hardness. The shadow/user retains complete control over this, and can make all or only part of their body solidify allowing things to pass through them, or blocked entirely (only effective on ninja tools/weapons/physical attacks). Unlike the normal shadow clone technique, these clones cannot be destroyed by physical means as they are purely shadows. The clones can also preform Shadow Techniques, using their bodies as a source. However unlike the parent technique, these clones are only capable of preforming shadow manipulation and physical based non elemental techniques up to A-rank.
Note:
-Only usable by Nara Clan biographies.
-Counts towards the user's total clones per battle.
-Only up to 2 "shadow clones" can be created at a time.
-As with all Nara techniques, Nara clan members have a sensory link at all times with these clones.
-Each clone last three turns, at the end of these turns or if they are destroyed prematurely the clone's unused chakra is returned to the user.

References & Passives
(Kage: Erebus) - Shadow Arts: Erebus
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn
Damage: Dependent on the technique that activated it
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependent on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: Dependant
Range: Dependant
Chakra: 10 per turn | Up to forty for specific abilities
Damage: -
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for examole), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon.

Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.

(Sunēkutagu o Bakuhatsu) - Exploding Snake Tags
Spoiler
Type: Offensive
Rank: E Rank
Range: Short
Chakra: 5
Damage: 10
Description: These are special exploding tags created by the Sage of Snakes. These tags are blue with a snake tattoo and scaly look. The user will use these instead of normal exploding tags. When these tags go off the release 10 tiny snakes (2 inches in length) that have explosive scales. The snakes will bite down and wrap around the nearest body part and than explode. The explosions each have the power of a normal explosive tag.
Note: Must post this in the user bios to be able to use them
Note: When attached to a kunai, these tags can be countered in a free form way the same as normal explosive tags. The snakes are treated the same and may be countered with sword slashes ect.

Yumeton | Dākutaimuzu) - Dream Sand: Dark Times
Spoiler
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.
Quick question chief cause... well... way you post is confusing af lmao
 
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