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Pervyy

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Me vs Zaph
Mid range
Terrain: Konoha forest (classic)

Post your bio, if you wanna go first too, fee free.

Salamander sat on Horus's shoulder. Brook is stood next to him.


TSB floating behind Horus.
 

Zaphkiel

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Arjuna.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

Having arrived in a flash of purple light, Arjuna surveyed his surroundings drearily before his eyes came upon the strangest thing: a young man with a creature on his shoulder, orbs levitating behind him, and a lanky skeleton beside him. Well isn't this a surprise. The Berserker was more than curious, activating his Inner Sonar passively as he forms the seal of confrontation and begins pouring a thick mist from his body that would blanket the forest in time while also masking Arjuna's appearance from his opponents. "What do you say we play the oldest game, the three of us?" Arjuna called out to them. The oldest game was simply, really, "A stranger approaches, looking to cure his boredom..." He takes a step backward into the fog as he forms five hand seals and slams his hands on the ground to form a large barrier around the man and his companion, Brooke, trapping them within with a immense pressure and strength, whilst also siphoning their chakra.

"How will you respond?" his voice echoes through the mist.

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60 (+10) = 70
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (+5) = 35 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

Chakra: 1600 - (10 + 30 + 30) = 1530
 
Last edited:

Pervyy

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Arjuna.

(Ototon: Naiteki Ne no Jutsu) - Sound Release: Inner Sonar Skill
Rank: D
Type: Supplementary
Range: Short-Long
Chakra Cost: 10 (-1 per turn)
Damage Points: N/A
Description: The user will enhance their hearing by infusing his ears with sound chakra. Then, by utilizing chakra and enfacing his lungs, the user will be able to control the frequency and intensity of the sound emitted from his simple breathing. This low frequency, inaudible sound is passively emitted and has no effect other than emerging from him and bouncing off of objects. Using the enhanced hearing, the user is able to know where everything is around them, effectively creating a sonar effect through the rebound and reflection of sound waves. The hearing and the sonar effect is precise enough so that one can effectively use it to substitute one's vision in battle if needed. Despite being very effective, specially if the user has any of his other senses hindered, it also leaves the user vulnerable to sound genjutsu or sound attacks which will be much more drastic in its effects.
Note: Lasts 6 turns

Having arrived in a flash of purple light, Arjuna surveyed his surroundings drearily before his eyes came upon the strangest thing: a young man with a creature on his shoulder, orbs levitating behind him, and a lanky skeleton beside him. Well isn't this a surprise. The Berserker was more than curious, activating his Inner Sonar passively as he forms the seal of confrontation and begins pouring a thick mist from his body that would blanket the forest in time while also masking Arjuna's appearance from his opponents. "What do you say we play the oldest game, the three of us?" Arjuna called out to them. The oldest game was simply, really, "A stranger approaches, looking to cure his boredom..." He takes a step backward into the fog as he forms five hand seals and slams his hands on the ground to form a large barrier around the man and his companion, Brooke, trapping them within with a immense pressure and strength, whilst also siphoning their chakra.

"How will you respond?" his voice echoes through the mist.

(Seraphumizuton: Tamieru no Shitsumei; Fumetsu Kiri)- Seraphic Water: Tamiel's Blindness; Undying Fog
Type: Supplementary/Offensive
Rank: A
Range: Short-Long
Chakra cost: 30 (-10 per turn)
Damage: 60 (+10) = 70
Description: With a single hand seal the user will release either from his body or any existing Seraphic Water sources within mid ranged of his position an immensely thick variant of the release: mist. Although technically fog due to its density, the technique more or less behaves like mist where it greatly hampers the opponent's visuals. When active, the Undying Fog renders anyone (other than the user) within it unable to see past 4m of their position in any direction. Doujutsu is also ineffective as the fog is permeated with the user's chakra, acting like a screen both to natural and supernatural senses. What makes the technique noteworthy though are three things: true to its name, the Undying Fog is seemingly limitless in that so long as the user keeps the chakra upkeep it will keep spewing from its source (be it the user's body or a Seraphic Water source) and is able to last more than the turn it is created up to 5 turns at a time. The second is that the fog carries with it the regular properties of the Seraphic Water element, where if it comes in contact with living things it immediately gets to work desiccating the opponent(s) from the outside, with emphasis on moist tissue/areas such as the eyes, exposed flesh, etc. But on the inside... If the fog is breathed, ingested, or taken into the body by other means, it causes great nausea in the first turn, preventing opponent(s) from performing techniques above A ranked. On the second turn the nausea turns to uncontrollable vomiting, which needless to say prevents the opponent from doing most things such as standard rotary movement like walking or forming more than two hand seals at a time. On the third turn diarrhea kicks in. By this time the opponent(s) would lose almost half of their bodies' natural water and will begin to look mummified. By the third turn the aforementioned effects would have almost doubled along with the opponent having very blurry vision as the moisture is sucked from their eyes. If the opponent doesn't leave the mist or remove it by the end of the third turn they will perish unless immediate medical attention is had, at which point the technique would come to an end. If the opponent manages to leave the Fog the turn it is performed then they would escape before any of it harmful effects take hold. However, if the target fails to flee or dispel the Undying Fog after one turn, any of its effects (i.e the nausea, vomiting, etc) will linger for one turn after, even if they manage to leave. But not to be entirely linear, the Undying Fog can also be used as a source for other Seraphic Water techniques by having it condense back into mostly liquid. However, if used to fuel a Seraphic Water technique above A ranked, it is immediately terminated and will go on a three turn cool down. Regular usage places it on a two turn cool down.

Note(s):
- Can only be performed three (2) times, with a two (2) turn cool down between uses.
- If used as a source for other Seraphic Water techniques above A ranked it is ended and goes on a three (3) turn cool down instead.
- Lasts 3 turns.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (+5) = 35 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.

Chakra: 1600 - (10 + 30 + 30) = 1530
With his foe deciding to go full dick mode from the start, it seemed Horus didn't have much choice but to subdue them. With his rinnegan passively activating, Horus draws his sword, passively extending it to make a spare for his bisento cfs. With this he could see and sense (yy sensory) his foe making a weird mist around the terrain. Being so passive that he didn't care he decided to swing his blade (Yaru) and use one of his personal techniques. He would swing his blade releasing a shockwave up to mid range from him, wiping the mist away and striking his foe in the process. This would be empowered by his six paths senjutsu and his weapon. This would stop the rest of their move.:
( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye - Passive
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

(Gudōdama) - Truth-Seeking Ball - always active
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 80 (-15 per turn once activated)
Damage: 140 each
Description: Truth-Seeking Balls are spheres of malleable black chakra composed of all five nature transformations and Yin-Yang Release. Each is about the size of a fist and hides within it the power to complete obliterate a forest. The Truth-Seeking Balls function as a technique that is always on standby once activated. The technique creates a fixed number of orbs; no more or no less can be created. If they are somehow destroyed or otherwise not retrieved by the user, they become permanently lost. Once created the user can manipulate each of the individual balls at will. The balls can be shaped into a variety of forms, and the many natures comprising them can be combined to produce various effects. They are able to serve a variety of functions, such as forming shields and weapons, platforms, launching as high-speed projectiles, and rapidly expanding to produce massive explosions (mid-range in diameter). Users are able to combine orbs to enhance individual damage. At most only two Truth-Seeking Orbs can be controlled for offensive use at any given time; but any number of orbs can be used for defensive purposes to protect the user. Using the orbs outside of reshaping them requires one of the user's three moves per turn.

As the chakra comprising them is highly durable, the balls can serve as an effective defense. Due to the nature of possessing Yin-Yang Release the Truth-Seeking Balls have the ability to nullify any ninjutsu they come into contact with, making them impervious to Ninjutsu techniques. Only Senjutsu techniques that exceed an individual ball in damage are capable of harming and neutralizing an orb. When wielded by a user of Six Paths Senjutsu, the Truth-Seeking Balls become a potent weapon against invisible enemies in the world of Limbo, as well as other spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. The user’s ability to control the Truth-Seeking Balls diminishes as it goes further from them and thus an effective way of combating them is to transport them away with certain types of Spacetime or teleportation jutsu.

Note: Can only be used by biographies that were shown using it.
Note: Acquisition of the Truth-Seeking Balls occurs through one possessing Six Paths Sage Mode, becoming the Jinchuuriki of the Ten-Tails, or Yin-Yang Release.
Note: The negation effect of the orbs works on all forms of ninjutsu but does not work on techniques that are enhanced with Senjutsu or natural energy.
Note: Wielders gain six orbs that can be used up to long-range. Beyond mid-range, however, the user loses the ability to actively manipulate the orbs, only being able to call them back. However, if the orbs go beyond 40 meters from the user they will be lost until the user comes within range to manipulate them again.
Note: Once activated the orbs remain on standby until destroyed or the user dies. The user can manipulate an orb for two turns before they are unable to control it, returning to standby for the same amount of time.

[Yaru: Night] - My weapon for reference
Rank: S
Type: Weapon
Range: short - long
Chakra Cost: (-5 per turn)
Damage Points: N/a
Description: Yoru is a black blade forged by a great smith who infused it with yang release making it sentient. Yoru is an ornately decorated and very long blade with a total length of at least 6 feet. On the hilt of this blade is a cross guard, though the bars between the blade and the hilt are much longer than average. The blade itself is pitch-black with a very strong sheen, a single-edged long sword with a slight curve at the end of the blade. Overall, Yoru looks like a large black cross. Though the blight was forged in such a way to remain light.

It was forged with a large portion of yang chakra giving it it's own sentience. With this the sword came to life in its own unique way, it was still a sword, solid like steel, sharp enough to slash flesh, but it was more than just that. Yaru could bend it's shape completely, sliding around like a snake having it's own form of movement while still being a blade, much like how Samehada can bend it's shape and still be sharp with it's scales. Though, it's intent wasn't always pure, having used to have a white handle, he served many owners, though those he deemed unworthy he would kill, staining his handle until it was blood red. This sword held a few unique powers:
  • Being able to absorb and store chakra he can also sense chakra within short range of it knowing the difference between each one, the type and who it belonged to. It can sense anything that has a life force. It can absorb jutsu be releasing a black aura around it, this aura will negate jutsu and absorb the chakra into the blade storing it which it can then be used to cast jutsu with that require sword, rather than using the user's charka. The sword slashes as the aura spreads out acting like a vacuum drawing in the chakra causing jutsu to dissipate. This can only be used 3 times costing a move each time. This vacuum can reach up to short range (5m), it can absorb a maximum of 60 chakra per use though only store up to 100 chakra at a time in total. Anything with more than 40 chakra will fail to be absorbed. Two turns between uses. Counts as a move per usage.
  • Being infused with Yang, it is granted a form of great vitality, durability and strength. Due to this, it's kenjutsu techniques are passively increased by 20 damage, this would include any jutsu that require the sword to be used as a medium, flowing through it. Freeform attacks are excluded from this boost.
  • The sword would have a mental link with it's owner sharing what he could see and the chakra it sensed.
  • The sword handle has a unique ability where the user can extent it to form a spear, allowing the user to fight with extra range and use it for jutsu requiring a spear/Bisento. This can be done passively.

[Yari no Michi | Dai 5 no fōmu Shōgeki] - The Way of the Bisento: Fifth form, Shock
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Mid
Chakra: 30
Damage: 60+30+20=110
Description: This is a jutsu based on using pure force alone to create devastating attacks. In this way the user will use their bisento as an extension of their own body swinging it as though it was an extra or extended limb. Using their chakra the user will swing the spear weapon using the momentum and range of it to their advantage, enhanced by their chakra for devastating strikes. What makes this unique is, the bisento will be swung with such force that it will release a directional, visible shock wave of sorts that is just to result of the motion, similar to the leaf dragon god technique playing on terms with any elemental attack. This wave will contain no chakra though, the chakra is within the users body to give them the strength to swing the bisento with such force.

Note: Can be used once every two turns, up to 5 times per battle
 

Zaphkiel

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It was sudden, and powerful, the man's reaction. Arjuna was forced to flash another hand seal and hold out his hand, creating a spiraling dragon-shaped tunnel of water before sending it directly at the incoming shockwave to clash with it before it could come close enough to his body. The collision of both techniques would be loud, due to the density of SW hitting like a solid force. Arjuna uses this to his advantage as he ducks to the left among the trees, spreading even more mist from his body to make up for the significant amount displaced from the man's shockwave, as he channels Sound chakra into his legs and amplifies the sounds of his stomps, causing them to sound like continuations of the clash prior: loud, echoy booms that shake the ground and serve to take away the man and his companion's balance--hurt them too if they don't leave the ground.

(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (+10 VoG) (-10 per turn)
Damage: 30-80 (+10 MND +20 VoG) = 110
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal
(Oto-Seraphumizuton: Eikō no Koe no Sandarufon) - Sound/Seraphic Water Release: Sandolphon's Voice of Glory
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: (+20 to technique)
Damage: N/A
Description: Using Seraphic Water's unique relationship with Sound, Voice of Glory is meant to supplement the element through a passive infusion. When performing a Seraphic Water technique the user may infuse a trace amount of their Sound chakra by paying extra chakra (+20) and have acoustic vibrations propagate throughout the affected jutsu. These are high energy, Destructive Sound Waves that are absorbed by the Seraphic Water and converted into heat energy. This allows the technique being performed up to A-ranked to gain a rank boost and +20 for S-ranked techniques. Vouce of Glory is incompatible with Forbidden ranked Seraphic Water techniques. The first perk that the affected jutsu gains with this infusion is an almost total lack of sound, similar to (Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure. This is because the sound waves are being absorbed and converted as quickly as they're produced, which leads to the second minor perk which is heat. Voice of Glory allows the affected Seraphic Water technique to be many times over the boiling point of regular water, thanks to its heat capacity of over a thousand degrees, able to burn and dessiccate opponents at the same time. The user will be unable to perform any other Sound techniques above A-ranked during the turn Voice of Glory is actiavted. Can be performed four times with a turn cool down in between uses.
( Ototon: Jakkuhanma ) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

Chakra: 1560 - (50 + 30 + 10 + 1) = 1469
 

Pervyy

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It was sudden, and powerful, the man's reaction. Arjuna was forced to flash another hand seal and hold out his hand, creating a spiraling dragon-shaped tunnel of water before sending it directly at the incoming shockwave to clash with it before it could come close enough to his body. The collision of both techniques would be loud, due to the density of SW hitting like a solid force. Arjuna uses this to his advantage as he ducks to the left among the trees, spreading even more mist from his body to make up for the significant amount displaced from the man's shockwave, as he channels Sound chakra into his legs and amplifies the sounds of his stomps, causing them to sound like continuations of the clash prior: loud, echoy booms that shake the ground and serve to take away the man and his companion's balance--hurt them too if they don't leave the ground.

(Serafimu no Kyōgi-kai) Council of The Seraphim
Type: Supplementary/Defensive/Offensive
Rank: C-S
Range: Short-Long
Chakra cost: 15-40 (+10 VoG) (-10 per turn)
Damage: 30-80 (+10 MND +20 VoG) = 110
Description: The most basic technique of the special element. By focusing Seraphic Water chakra throughout the body and/or surrounding earth/water bodies, the user is able to create constructs of flowing Seraphic Water. These can range from simple waves, domes, walls, and pillars while the element can even be made dense enough to form traditional weaponry like kunai and swords, as well as other complex shapes. They can be formed from water sources as well as the ground within mid ranged of the user. The size of these creations are directly proportional to the amount of chakra expended with S ranked variants ranging as big as the canon 'Water Bullet Technique'. As per the properties of Seraphic Water, whenever the element comes in contact with any of if its strong to elements, namely organic matter like people or insects, the brine can suck away the moisture present within these things, leaving behind empty husks. With the seal of confrontation the user can manipulate/maintain control of said constructs up to long ranged of his person.
Note (s):
- S ranked version can only be used 3× per match and requires the Ram hand seal to perform.
- No A-Rank or above Seraphic Water techniques on the next turn (if the S-Rank version is used)
- A rank usage requires the ram handseal
(Oto-Seraphumizuton: Eikō no Koe no Sandarufon) - Sound/Seraphic Water Release: Sandolphon's Voice of Glory
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: (+20 to technique)
Damage: N/A
Description: Using Seraphic Water's unique relationship with Sound, Voice of Glory is meant to supplement the element through a passive infusion. When performing a Seraphic Water technique the user may infuse a trace amount of their Sound chakra by paying extra chakra (+20) and have acoustic vibrations propagate throughout the affected jutsu. These are high energy, Destructive Sound Waves that are absorbed by the Seraphic Water and converted into heat energy. This allows the technique being performed up to A-ranked to gain a rank boost and +20 for S-ranked techniques. Vouce of Glory is incompatible with Forbidden ranked Seraphic Water techniques. The first perk that the affected jutsu gains with this infusion is an almost total lack of sound, similar to (Seraphumizuton: Bōsei no Hasmed; Shizuka Shōkyo)- Seraphic Water: Tyranny of Hasmed; Silent Erasure. This is because the sound waves are being absorbed and converted as quickly as they're produced, which leads to the second minor perk which is heat. Voice of Glory allows the affected Seraphic Water technique to be many times over the boiling point of regular water, thanks to its heat capacity of over a thousand degrees, able to burn and dessiccate opponents at the same time. The user will be unable to perform any other Sound techniques above A-ranked during the turn Voice of Glory is actiavted. Can be performed four times with a turn cool down in between uses.
( Ototon: Jakkuhanma ) - Sound Release: Jackhammer
Rank: A
Type: Offensive
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A (60 if contact with the ground remains)
Description: The user charges Ototon chakra into their feet as they run, releasing it as each foot hits the earth and makes sound. As each steps sound off, low frequency waves are released, each wave causing an immense vibration to propagate through the ground and into any enemy, making their bodies lose balance as the waves collide with the target repeatedly. As the waves continue to hit the target, the vibrations increase and cause internal pain, almost as if each wave is drilling into the target's body, causing the target to also become nauseous from the continuous waves. Despite its danger, the technique can easily be defended by simply severing ones contact with the ground.

Chakra: 1560 - (50 + 30 + 10 + 1) = 1469
It would seem his foe wasn't as weak as he thought. He conveyed these thoughts to his salamander pet sat on his shoulder. With them on the same page, in the same timeframe, Salamander would infuse Horus with a burst of chakra as he swung his sword unleashing a mass of breakdown towards his foe, locking onto them as their target, following them where ever they should go. This blast would be large enough to cover a large summon. This would wipe out everything before Horus:


( Uchiwaketon: Daisansetsu - Hadesu Hanketsu ) | Breakdown Release: Third Verse - Hades Judgement
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60+10
Damage: 60 - 120+30+40+15= 205
Description: This jutsu revolves around the use of a bladed weapon, be it a sword, dagger, scythe, etc. The user will release a surge of Breakdown chakra into the blade, coating it in Breakdown Release, this can range from B - S rank, costing 40 chakra at B rank due to the Yang component, going up in increments of 10 per rank. With the Yang within Breakdown, the damage is naturally higher than normal jutsu. This technique focuses purely on the offensive aspect of Breakdown. With the blade as a medium, the user can swing their blade releasing the Breakdown in different forms, from a spread out wave to a focused slice depending on their needs. These waves will have the unique properties of Breakdown in the sense that they give off no heat and will follow their target if they try to dodge. Along with the damage applied on contact, Breakdown will burn away at a targets chakra system. This will affect enemies negatively, causing degenerative effects :

Degenerative:
  • B Rank: Prevent the use of F rank jutsu, reducing the target's current speed by 20%
  • A Rank: Prevent the use of S rank jutsu & above, reducing the target's current speed by 30%
  • S Rank: Prevent the use of A rank jutsu and above, reducing the target's current speed by 40%
Note: B rank can be used 4 times per battle. A rank can be used 3 times per battle, with a turn between uses. S rank can be used two times per battle with two turns between uses with all effects lasting for 3 turns. Following the use of S rank the user can't use Breakdown in the same turn. A rank usage warrants a 1 turn cool down of Third Verse - Hades Judgement, S rank usage warrants a two turn cool down.

( Chakra Tensõ no Jutsu ) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique0 by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
 
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