Ramesseum Tentyris

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
You must be registered for see images

(Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Factor of the Dragon is a supplementary ability applied to Wood Release techniques, either in the same timeframe as their creation or anytime they are on the field. Principally, it is similar to how the Wood Dragon technique is used to augment the Wood Human technique, but it can be applied to any of the user’s Wood Release jutsu. When applied to a technique, Factor of the Dragon reinforces it by growing additional wood through the infusion of an additional 10 chakra points, strengthening it by +1 Rank, or +20 damage for techniques above S-Rank. Defensive techniques, or those without a stated damage value, become capable of defending against techniques and attacks of greater strength in accordance with the enhancement granted by Factor of the Dragon. Cosmetically, the technique will darken in appearance, the bark changing in shape to resemble scales. In the case of Wood Release techniques which burrow into the ground, or occur from within the ground, techniques which alter the terrain such as Great Moving Earth Core will be unable to take effect, due to the structures of Wood Release holding them in place. This can be overcome if the terrain-altering technique in question possesses higher chakra to the Wood technique it's is faced against. Factor of the Dragon can be used up to four times per battle.

Approved here: [x]

(Mokuton: Inkyubasugairu) – Wood Release: Incubus’ Guile
Type: Supplementary
Rank: B
Range: Short – Long
Chakra: 20
Damage: N/A
Description: Incubus’ Guile is a supplementary ability, activated passively, that affords the user even greater control of their Wood Release. By infusing a Wood technique with 10 additional chakra points, that technique is granted the ability to merge with other Wood Release structures, including the user themselves, where they can be stored away and used later in battle, or allow other Wood Release techniques to be merged into them. At the user’s behest, without costing a move slot but taking a place in the timeframe, techniques can be released in any manner they choose. Techniques with a duration will last for as long as the technique they are merged with, and in the case of both techniques having a duration, each will last as long as the technique with the greater duration. This technique can be used four times per battle, once per turn.

Approved here: [x]

(Mokuton: Yōsei no Okurimono) – Wood Release: Gift of the Faeries
Type: Offensive
Rank: C
Range: N/A (Self)
Chakra: N/A
Damage: N/A
Description: Gift of the Faeries is an offspring technique of Advent of a World of Flowering Trees, allowing the user to produce flowers from their body. By default, these flowers, like those in Advent, are able to release pollen which can render a target(s) unconscious within a turn when inhaled, appearing as a violet mist. The spread of the pollen can be controlled by the user, so as not to affect their allies, themself being immune to its effects. However, the pollen is only released with the user's mental command, and when released can only fill the field up to a short-range radius around the flower producing it. These flowers can also be removed from the user's body and given to or placed on others or the field, allowing for territorial control. The flowers and their pollen can be produced incredibly quickly, only taking a moment to occur, not costing a move slot but taking a place in the timeframe. Gift of the Faeries can be used once every two turns, and whilst there is a flower on their body that is actively releasing pollen, the user cannot create another flower.

Approved here: [x]

(Mokuton: Mizumi no Gensō) – Wood Release: Phantasms of the Lake
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-5 per turn)
Damage: 20 – 80
Description: Phantasms of the Lake is the ability of Wood Release users to produce structures of Wood from their own body, serving as offensive or defensive armaments. These constructs can be created in any number and can possess unique designs or characteristics to suit the user’s needs. They can be wielded by the user or shot from anywhere on the body at a target, but can be no larger than five meters in length or width. A unique aspect of these Wood structures is that they carry the pseudo-sensory properties of the seeds in Wood Release: Tracking Seeds. The structures can detect phenomena such as movement (through vibrations sent through the air or ground), physical pressure or energy (e.g. chakra and techniques) within a fifteen meter radius, making them a unique reconnaissance tool. Due to being made from the user’s DNA, anything the structures detect is mentally relayed back to the user, conferring precise awareness of each structure and what happens around them. Constructs created through Phantasms of the Lake also exhibit the ability to absorb Bijū techniques, such as Bijūdama, their cloaks and techniques based on these skills. Constructs can be sustained by passively spending five chakra points per turn. The A-Rank variant can be used five times per battle, and the S-Rank variant three times per battle, with the latter requiring a single turn cooldown between usages. No Wood above A-rank for one turn after S-rank variant.

Approved here: [x]

(Senpō/Mokuton: Inkyubasu no Haku) – Sage Art/Wood Release: Grasp of the Incubus
Type: Offensive
Rank: S
Range: N/A (Self)
Chakra: 60
Damage: 120
Description: Grasp of the Incubus is a relatively simple technique, combining the user's ability to create Wood from their body with the unique qualities of the Gate of the Great God technique. Through Grasp of the Incubus, the user can create up to four tendrils of wood that sprout from their back, each one capable of extending itself to reach mid-range distances in order to smash, stab, or constrict targets. The damage is not split between each tendril, but attacking a single target with more than one tendril will not deal more than the technique's stated damage, and the destruction of individual tendrils will not end the technique. These tendrils are similar in size to the wooden branches of the Great Forest technique, and possess the unique chakra sealing and absorption capabilities of the Gate of the Great God technique, allowing them to restrict the target's use of chakra with physical contact. This effect is immediate, and so long as physical contact is maintained, the target(s) cannot mould chakra for techniques above A-Rank, and will experience chakra drain at a rate of 30 points per turn, which will be added to the user's reserves. Once physical contact is broken, the effect will cease, returning full chakra control to the target. These effects are exacerbated when used on a Jinchūriki, making chakra moulding for techniques above B-Rank impossible and increasing the rate of chakra absorption to 45 points per turn. If the target is in their Initial Transformation state, it will be forcibly cancelled. If the target is in their Full Transformation state, they will be forced to revert to the Initial Transformation state. This technique lasts for four turns, and can be used twice per battle with a three turn cooldown. In the turn after deactivation, the user's Wood Release is restricted to B-Rank and below, though this doesn't deactivate Sage Mode.

Approved here: [x]
 
Last edited:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
You must be registered for see images

(Inton: Yumemiru) – Yin Release: Dreamwalking
Type: Supplementary
Rank: B
Range: N/A (Short – Long)
Chakra: 40 (-10 per turn)
Damage: N/A
Description: Dreamwalking is symbolic of the user's greater attunement with the spirit; the ability to manipulate their own spiritual energies, as well as that of others. Reminiscent of Sasuke's ability to transmit himself into the isolated dimension which housed the Kyūbi, the user is able to project a fragment of their own consciousness into other places which exist on a spiritual plane. In order to perform it, one concentrates a portion of their own chakra, manipulating its balance to favour Yin, and sends it into a target. This establishes a spiritual tether, not unlike that of Hungry Ghost, though it is benign by comparison. The user is able to project their consciousness into any living thing within the same landmark, so long as they are aware of its exact location, manifesting an avatar of their desired form that can communicate with the spiritual avatar of the individual whose consciousness they have entered, or any other entities that are housed in the body via sealing or other means, such as a Bijū. The user can also peer into the subconsciousness, revealing their deepest thoughts and even their dreams. If the user so chooses, this technique can be used on multiple targets, up to a maximum of four. Due to the abstract nature of these internal spaces, one can seemingly spend hours within the spiritual plane whilst only moments may have elapsed in the real world. The user, and by extension the targets of this technique, can still move and act as normal in the real world while Dreamwalking is active. The tether established by this technique can only be broken by surges of Yin (40 chakra), Yang (30 chakra), Yin-Yang (30 chakra), Anutu and components (20), or Senjutsu (40 chakra), with each value decreasing by 10 per target. While Dreamwalking is active, the user's Yang and Yin-Yang Release is restricted to A-Rank and below.

Approved here: [x]

(Inton: Ikite Iru Kage) – Yin Release: Living Shadow
Type: Supplementary
Rank: S
Range: N/A (Short)
Chakra: 100
Damage: N/A (90)
Description: Living Shadow is an ability drawing on the concepts of spiritual manipulation and giving form to the formless. It allows the user to draw forth their inner darkness, echoing the nature of the Waterfalls of Truth, and grant it corporeal form through Yin Release. When performed, a black miasma will bubble out from the user's body, coalescing into a dark silhouette resembling the user. This shadow can be touched and interacted with, being an animate simulacrum of the user that is physically identical to them in every respect, armed with the same tools and weaponry as the user, though possessing none of their special properties. For example, Kunai and shuriken will possess the same lethality, but paper bombs and explosive devices will not function, and items such as Custom Weapons will have none of their unique abilities, being rendered equivalent to basic freeform items. Furthermore, the entity is not marked by any body seals the user has. Functionally it is similar to a Shadow Clone, though unlike a flesh and blood clone it is without sentience, instead being a wrathful construct that obeys the will of its creator. Without mental command, it will relentlessly pursue and attack opponents, but its behaviour can be manipulated by the user, whether to render them docile or to direct them to a more suitable target or purpose. In terms of abilities, it moves at standard S-Rank speed for Universal Abilities, and is capable of utilising Taijutsu, Bukijutsu (within reason) and Yin Release up to S-Rank. The shadow can withstand up to 90 damage, upon which it will disperse. Living Shadow lasts for four turns, though it can be deactivated upon the user's will, and can be used twice per battle on a two turn cooldown. While it is active, the user cannot perform Yang Release or Yin-Yang Release techniques above A-Rank, and in the turn following deactivation the user's Yin Release is limited to A-Rank and below.

Approved here: [x]

(Inkyubasu no Chi) – Blood of the Incubus
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Blood of the Incubus is not a conventional ability, but a trait carried by those flowing with vitality. Those such as Senju Hashirama, who was a descendent and the reincarnation of Ōtsutsuki Asura, possessed great life force, which granted potent regenerative abilities. It can be seen as an extension of these regenerative capabilities, having a direct effect on the process of aging. Through constant regeneration and repair of one’s cells, the body does not experience physical aging, and one’s lifespan is extended far beyond the limits of normal humans, granting the ability to live for centuries. In a similar manner to Birth of Nature, one’s overflowing vitality can affect the external environment, such as causing flowers to blossom from the ground with each step they take.

Approved here: [x]

(Inkyubasu no Niku) – Flesh of the Incubus
Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 40 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. The woodskin itself allows the user to convert more of their own chakra reserves into Sage Chakra per turn, an additional 5%, for a total of 10% per turn. This technique can be kept active to continue generating Sage Chakra at an increased rate beyond the minimum threshold, up to its maximum, though the Mode will not empower the user or their techniques, as per the normal method of meditation and usage. While Sage Mode is in proper use, the woodskin will no longer generate Sage Chakra, though its other properties will remain active. In order to utilise Flesh of the Incubus, the user requires the Yang Release specialty. Flesh of the Incubus can be used a total of three time per battle, lasting 5 turns per usage as well as a three turn cooldown in between usages.

Approved here: [x]

(Fūin/Yō/Mokuton: Jinchi Sakusei) – Sealing/Yang/Wood Release: Territory Creation
Type: Defensive
Rank: S
Range: Mid
Chakra: 70
Damage: N/A
Description: Territory Creation is principally inspired by Wood Release's ability to create and manipulate wooden structures, and its unique interaction with Yang Release in the form of Birth of Nature. Through the use of chakra that has been moulded to favour physical energy through Yang Release, the user will create a field of flowers spanning 15 meters in all directions. Upon creation, the flowers will all release a unique form of pollen, which will fill the air around the user and their field of flowers in a dome-like manner, akin to a barrier. Unlike the pollen of Advent of a World of Flowering Trees, this pollen serves a more defensive purpose. The flowers, altered by the user's Yang-enhanced chakra, carry the properties of Yang Release: Birth of Nature, able to naturally repel incoming techniques possessing 'life'. This encompasses fields such as Yin-Yang and its component Yang Release, and the Sea of Life. Upon interaction with the pollen, the influence of Yang's life-giving properties causes it to spiral out of control, transforming them into harmless flowers possessing no special capabilities or powers. So long as the flowers born through Territory Creation are on the field, they will continue to produce the pollen, making their destruction necessary to the pollen's removal. Due to the presence of Yang-favoured energy in the flowers, they will continue to grow back if they aren't all destroyed in a single blow. This ability is effective on techniques possessing up to 70 chakra points, and for each subsequent turn this technique is active, it will drain 20 chakra from the user's reserves. This technique can be used twice per battle with a three turn cooldown between uses. Finally the absorption is limited to one technique or 70 Chakra per turn.

Approved here: [x]
 
Last edited:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Custom Element Japanese Name: Eauton
Custom Element English Name: Eridian Release
The Element is based on: Water Release, Yang Release, Fūinjutsu

Facts that prove the element to be possible (in the manga context):

Eridian Release is composed of Water and Yang Releases, as well as Fūinjutsu. The series has demonstrated on multiple occasions that Yang Release commands the user’s ability to grant life, vitality, and control physical energy. It is through this, as well as its combination with Water Release to grant Eridian’s basic shape and form, that Eridian gains its principle ability: the power over aging. The concept of aging is directly related to Yang Release. Through Yang one is able to give or take away physical vitality and can even cause one to age or age in reverse.

How it works:

Eridian Release is formed through the simultaneous combination of one’s Water Release chakra and Yang, with added characteristics of Fūinjutsu. The basic nature of Eridian Release, by the merit of its composition, is very similar to Water Release. Like with Suiton, Eridian Release is primarily formed in three ways: by directly expelling it from the user’s body, manipulating an existing source of water or Eridian Water, or by concentrating it in an area to take control of water molecules in the air. Eridian will typically manifest in a liquid state, much like Water Release. But it can, with proper manipulation, manifest as a vapor or mist.

In terms of its physical characteristics in either its liquid or vapor states, Eridian appears as a deep and magnificent cyan, giving it a much richer and blue appearance than even Water Release. Much like the other standard Water techniques, Eridian is very dense, sticky, and extremely cold to the touch. Extended contact with the element can induce hypothermia, which is often a side effect of the aging properties of the element. Eridian also lacks any discernable smell. Much like normal Water Release, Eridian is an effective conductor of electricity. This makes it useful in combinations that involve Lightning Release or other elements that are efficient conductors and currents.

Eridian Release’s principle property is based in the concept of aging. This concept is directly achieved through Yang Release, the skill that governs physical energy. The anatomical property of age is directly correlated with life, vitality, and physical energy. Through Yang Release the user of Eridian is afforded the ability to directly manipulate the ratio between physical and spiritual, either adding physical energy or removing it, in order to achieve either aging or reverse aging. This concept can be applied to the user, their allies, opponents, or even other techniques. By removing physical energy from a target the user can effectively increase their age, or achieve the opposite by adding physical energy.

Eridian Release classifies individual targets as living beings (humans, animals, and summonings), Edo Tensei, clones and their various Ninjutsu variants, and familiars created through Yin-Yang or Yang Releases. Against these targets the concept of aging takes on a much more literal definition, achieved by directly adding or removing physical energy and manipulating the target’s energy ratio. By removing physical energy the user increases the ratio of physical to spiritual in favor of the latter. This causes the target to age. The effects of aging vary per technique, and on the targets they strike. On those with physical anatomy, like flesh and blood (humans, animals, clones, creations, and other species), their anatomy is significantly weakened. This can create conditions like a weak heart, muscular atrophy, weakened neural capacity which can induce effects like dementia, lower oxygen capacity in the lungs, and so on. This can translate to effects like lowering the target’s maximum health, reducing their fighting capacity, reductions in speed, tracking, reaction time, chakra control, etc. Against sentient familiars, typically those augmented as such through Yang Release, though not possessing physical anatomy (like being formed from a specific element), the effect of aging can even tamper with the bond between creator and familiar, aging the technique.

Because of its relationship to Water Release, which can often act as a siphon for chakra, Eridian’s ability to remove physical energy can also create an alternate effect called Eridian Draining. This application allows the user to actively transfer physical energy from their target, in the case of removing it, to themselves. The reverse can also be applied.

By adding physical energy to an individual target, the user can effectively tip the balance in favor of their vitality. This effect applies aging, but in reverse. The effects of this are two-fold, essentially achieving the opposite of the aging effects. On its simplest level the effect of reverse aging can apply a sort of regenerative effect upon the user or their target. The increased ratio can heal the user, either over time or in bulk amounts, repair lost anatomy, and reversing the effects of spiritual techniques. At its strongest level the waters of Eridian can even return the user to a different point in time through reverse aging, similar to the Sea of Life’s ability to completely heal or restore its user through the Sea’s genetic memory.

Against other techniques (excluding clones, sentient Yin-Yang familiars, though including pseudo-sentient familiars), Eridian can either age or reverse age them. On its simplest level, through manipulation of physical energy, aging techniques through Eridian can achieve technique degradation. This is achieved by disrupting the energy ratio, tampering with or outright destroying the technique itself. For instance if an opponent creates a pillar of earth with no duration, then exposure to Eridian will cause it to decay, applying a turn limit and weakening it over time before it expires. For techniques with preexisting turn limits, including modes, turn limits can be reduced or outright ignored depending on the potency of the Eridian technique. Likewise, the reverse can be applied through reverse aging. However, this effect can only be applied to techniques with a chakra capacity (not including Perfect Sage Mode) like techniques given sentience through Change Into Hell.

As mentioned in its formation, Eridian Release also possesses characteristics of Fūinjutsu, achieved when the element is first created. These sealing properties give Eridian a unique asset called Water Memory, a trait derived from its combination of Fūinjutsu and Yang Release. In simple terms, the greater presence of physical energy within Eridian combined with intrinsic properties of Fūinjutsu allow for a special interaction with any substance and Eridian’s water molecules. Regardless of how diluted a substance becomes in Eridian the element is capable of committing that substance to memory by sealing it within the element. This is because even trace amounts of chakra, and its properties, are sealed within the sealing characteristics of Eridian Release. For instance, should the user’s Eridian Release interact with a poison – either by curing the user of one or by clashing with a Poison technique, Eridian Water can commit that poison to memory and allow the user’s techniques to take on those traits. Because of its unique relationship with Fūinjutsu, Eridian becomes resistant to techniques that seek to seal it. This does not convey an immunity to sealing techniques, but it does mean that sealing Eridian requires an additional ten chakra compared to its base value in each technique. In addition to this, Eridian can be used to age and reverse age the user’s or an opponent’s sealing techniques, body seals, and barriers.

As an element derived from Yang Release it holds neutrality with all natures, regardless of their relationship tangibility, state, or otherwise any characteristic of Eridian Release.

Eridian is also an element that reflects the user’s mastery over Yin-Yang Release. A basic level of mastery over Eridian is possible through mastery over Yin and Water Releases, because the premise of the element is simply adding or removing physical energy through the physical vessel of the element. But because the element, at its core, revolves around manipulating this balance, Yin-Yang Release masters are conferred even greater control. The benefits over Yin-Yang Mastery with Eridian Release begin simply by allowing one to manifest Eridian even in the absence of water on the field. This is because the user is able to apply their imagination and spiritual energy in manifesting the element. Yin-Yang Masters are also able to control the other half of the ratio manipulation, allowing them to use the changed spiritual energy to their advantage and apply even greater level of imaginative use over Eridian’s aging property.

Usage Examples:

(Eauton: Fāsutoōshan) – Eridian Release: First Ocean
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: First Ocean allows the user to generate pools, waves, or even tools of the element. It contains the natural aging properties of the element.

Conditions to be able to use it:

User must have completed training in Water Release, Yang Release, and basic Fūinjutsu.
User must be Jounin Rank or higher.

Weak to: N/A

Strong to: N/A

Co-creator: Drackos

Approved here: [x]




(Eauton: Shuruppaku no Shiji) – Eridian Release: Instructions of Shuruppak
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Instructions of Shuruppak detail the shared effects that Eridian Water has when it makes contact with a target as defined in the element. Eridian’s principal effect is aging through the manipulation of physical energy. This principal is present in all Eridian techniques, and its effects are achieved by either adding or removing physical energy, at discretion of the user. Instructions of Shuruppak is not a technique, it is a reference to the effects of Eridian Water. The effects of aging are twofold; the first inflicts periodic damage as the aging occurs, and the second is the anatomical effects of the aging itself. The first is removed through a surge of either Yin or Yang of equal chakra as the applied technique. The second requires a medical or Yang technique that specifically can heal the damage inflicted by the aging, and last until the effects are healed.

D-Rank: The effects of Eridian are considerably tame. Its reverse aging properties at this rank heal the target for 20 health points over two turns. Likewise, the effects of aging inflict a lingering 10 points of damage over two turns, and lowers their lung capacity which causes shortness of breath and reduces base speed by 2 levels.

C-Rank: Reverse aging properties at this rank heal the target for 30 health points over two turns; the healing can reverse the damage done by cuts, bruises, and even act as a stopper for minor blood loss. The effects of aging inflict a lingering 15 points of damage over two turns, and further weaken the targets combat capabilities. Oxygen capacity is lowered, reducing their base speed by 3 levels, and lower their maximum health reserves by 10%.

B-Rank: Reverse aging at this rank heals the target for 40 health points over two turns; the healing can reverse the damage done by deep cuts, broken bones, and even stop major blood loss. The effects of aging inflict 20 points of damage over two turns. The target experiences muscular atrophy and reduced oxygen capacity, reducing their base speed by 5 levels and their maximum health by 20%.

A-Rank: Reverse aging at this rank heals the target for 60 points of health over three turns; the healing can stop blood loss from lost limbs and restore bones to their perfect state. The effects of aging inflict 30 damage over two turns. Targets experiences muscular atrophy and reduced oxygen capacity, leading to a 30% reduction in maximum health and base speed.

S-Rank: Reverse aging at this rank heals the target for 80 points of health over four turns; this level of healing can restore lost limbs. The effects of aging inflict 40 points of damage over two turns. Targets experience significant atrophy, dementia, and reduced fighting capability. Their maximum health and base speed are reduced by 40%.

Approved here: [x]

(Eauton: Hiyokuna Mikadzuki) – Eridian Release: Fertile Crescent
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60 (-10 per turn)
Damage: 80 – 120
Description: This technique encompasses the basic release for Eridian Release. Fertile Crescent can manifest Eridian anywhere on the battlefield by either taking control of a water source, producing it from the user’s body, or by using water molecules present in the air; it is capable of creating Eridian in either a liquid or gaseous state, though it cannot manifest within short-range of an opponent. Yin Release masters are able to create Eridian without any need for a water source simply by using their imagination. Because the element is created from Yang Release, Eridian Water is self-sustaining and only requires the user to expend chakra per turn to maintain it but allows them to perform other actions simultaneously. S-Rank variants can be performed three times per battle, with no Yang Release or Eridian techniques above A-Rank usable in the following turn. A-Rank applications require two handseals, while S-Rank require three.

Approved here: [x]

(Eauton: Eengura) – Eridian Release: Temple of Abzu
Type: Supplementary
Rank: S
Range: N/A (Self)
Chakra: N/A (50 when using cleansing active)
Damage: N/A
Description: The Temple of Abzu is a modification to the user’s anatomy, capitalizing on the significant amount of water present in the human body. This technique is to be posted on the user’s biography and essentially replaces the water in the user’s body with Eridian Water, allowing them to benefit from a wide range of Eridian properties to their biology. The reverse aging property of Eridian affords the user agelessness. Additionally, the waters provide the user a basic twenty healing per turn passively, able to heal cuts, broken digits, bruises, and stop bleeding. Additionally, toxins, pathogens, and poisons can be removed from the user’s system through the purifying waters of Eridian. This is done at the cost of a move and a single hand seal. The Water Memory intrinsic to Eridian Release allows it to memorize the toxin in the user’s system, affording them immunity to it for the duration of the Arc in the Ninja World.

Approved here: [x]
 
Last edited:

Goetia

Active member
Supreme
Joined
Mar 12, 2014
Messages
34,486
Kin
3,218💸
Kumi
109,579💴
Trait Points
0⚔️
Verugu Avesutā – Verg Avesta
Falsely Transcribed Creation

Type: Ninfūinbukijutsu

Background:

Verg Avesta, alternately known as Falsely Transcribed Creation, is a style embodying the idea that all living things are inherently evil. In ancient times, a small village community had pledged themselves to the worship of a deity, Ahura Mazda, who was the creator deity in the scriptures of Avesta, and a spirit of wisdom and goodness. His opposite, Angra Mainyu, was a destructive spirit of evil and malice. Those villagers were faced with a choice; to worship him, thus becoming pure and good like he, or to shun him and fall to darkness. For them, the spirit was a canvas upon which the colours of good and evil were painted. And just as the body was the vessel that housed one's spirit, it too was a surface upon which good or evil could be transcribed.

As troubled times continued to fall upon the village, be it by famine or natural disaster, its inhabitants became desperate. The hardship that plagued their village came from things which held no agency, they were not good or evil, they simply were. But for those villagers, who believed themselves righteous and pure, they took it as being punishment that was undeserved. They needed a scapegoat to be designated a demon whose existence was the reason for the village's mounting calamities. They chose a quiet youth, taking him from the streets during the day as he wandered aimlessly. They captured him, beat him, carved every word that cursed mankind onto his body, forced every sin imaginable upon him, took out bits and pieces of him slowly, defiled his mind with absolute evil, and held him responsible for all of it in the world. They would not allow him to die until he succumbed to old age. At first, he only hated the ones around him; those responsible for his suffering. And then, over time, he began to hate everything. His hatred became a natural function, rather than an emotion, and his very being was now synonymous with evil; All the World's Evils.

The name and life of that youth is unrecorded in any book, scroll, or archive. The village where he once lived no longer exists. All that remains of that place, that era, that tragedy, is a tablet known as the Verg Avesta.​

Description on the Abilities and Inner Workings of the Style:

The two areas that form the basis for Verg Avesta are Yin Release and Fūinjutsu. Yin Release forms the skeleton for the style for two reasons; the first being its ability to create form from nothing, and its ability to interact with both the mind and spirit through the body. The user produces constructs of chakra from their body, taking on the form of highly flexible black ribbons with red outlines. Because they are made through Yin Release, they are capable of moving and bending in a variety of ways, even in seemingly impossible angles. Owed to their inherently spiritual nature, they're also capable of interacting with other spiritual techniques and entities regardless of their state of matter.

These chakra-constructed ribbons, which are present throughout all techniques of Verg Avesta, carry a mentally polluting curse resembling the effect of Yin Release: Hands of Sloth, which is delivered on contact with a target, this curse being known as All the World's Evils. Where Hands of Sloth simply erodes a target's sense of self and places them in a vegetative state, the curse of All the World's Evils instead turns them aggressive, transforming them into a malignant and destructive entity that is slave to the user's will. Though they retain their sentience, their personality is contaminated by All the World's Evils, manifesting their darker impulses and tendencies. This transformation is not only mental in nature, but physical as well. One's skin grows pale, their eyes turn yellow, and red veins become visible on their body.

While similar to the mentally-debilitating effect of the Hands of Sloth in terms of behaviour, All the World's Evils functions slightly differently. Where the Hands of Sloth progressively weakens a target with successive instances of contact, All the Worlds Evils causes a target to become more offensively-oriented, in line with the curse's pollution of their mind. For example, rather than focus on healing themselves or otherwise undoing any damage or debilitating effect(s) sustained in battle, a target will continue to attack the enemy, even going so far as recklessly endangering themselves in order to do so (e.g. getting caught within a technique's area of effect). Their ability to perform complex thought is also hindered, preventing them from breaking Genjutsu in a single timeframe slot.

Once the curse is applied through physical contact, it will alter the target's mind over time, the rate at which this occurs varying depending on the rank of the technique used to apply the curse. For F-Rank techniques, when the curse is at its strongest, it takes two turns for the curse to completely subjugate a target, and for every subsequent descending rank, this duration increases by one turn (e.g. S-Rank; three turns, A-Rank; four turns, etc.). The turn in which the curse is inflicted counts as the first turn of the curse's progression. If the curse is not broken within the final turn, then the target will be fully contaminated by All the World's Evils. In the context of the curse’s effect, eligible targets include other biographies, summons, Yin-Yang Creations and other sentient entities. The curse itself lasts for ten turns once fully applied to a target, with the effects dissipating thereafter, though this does not include turns in which targets are kept sealed within the ribbons. The curse cannot be extended once applied, though the user is capable of lifting it at anytime. At any given time, up to four targets can be enthralled by All the World's Evils.

To counteract All the World's Evils, one must purge it from the body by flushing their chakra system via full body surge, which can only be done via techniques from Yin-Yang Release and Anutu, their components and Senjutsu of equivalent strength to the technique used to apply the curse. Although, once the curse reaches full effect it cannot be broken or forcibly released.

While the user is producing the black ribbons of Verg Avesta, their features will shift to resemble the appearance of those who are affected by the curse. Though the user is functionally impervious to All the World’s Evils, it being their own curse, the mentally-polluting effect will still turn their personality darker and more aggressive.

The second component of Verg Avesta, Fūinjutsu, serves two purposes. The first takes full advantage of the sealing characteristics of Fūinjutsu, turning the ribbon constructs of the style into a sealing medium of sorts. Once a target has been fully subjected to All the World's Evils, that target can be sealed within the ribbons themselves, appearing as if it were sinking into a dark sea of shadows. At any point, the target can be released from the ribbons, bringing them to the field in a manner akin to summoning an incarnated soul through Edo Tensei. The second purpose of Fūinjutsu's incorporation into Verg Avesta allows the ribbons to perform a similar function to barrier techniques, using them as an additional medium through which to transmit All the World's Evils (to be submitted as CFSJ).​

Example Techniques:

(Verugu Avesutā: Negai no Tanjō) – Verg Avesta: Birth of a Wish
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Self (Short – Long)
Chakra: 60
Damage: 120
Description: Birth of a Wish is the cornerstone technique of Verg Avesta, encompassing the ability to produce black ribbons from one's body that carry the curse of All the World's Evils. In a single usage, the user can create up to five ribbons that can be used for a variety of purposes, whether to attack, defend, or move across the battlefield. These ribbons can be created in a state of tangibility or intangibility, but costs a move to shift between states in the turn after creation.​

Additional effects and Restrictions:

Verg Avesta requires the completion of Yin Release and Fūinjutsu. Specialising in the style enhances the user’s spiritual constitution, preventing the user from being mentally influenced to act or think in a particular way by the effects of an opponent's spiritual techniques.​

Approved here: [x]




(Verugu Avesutā: Negai no Tanjō) – Verg Avesta: Birth of a Wish
Type: Offensive, Defensive
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120
Description: Birth of a Wish is the cornerstone technique of Verg Avesta, allowing the user to produce black ribbons from one's body that carry the curse of All the World's Evils. In a single usage, the user can create up to five ribbons that can be used for a variety of purposes, whether to attack, defend, or move across the battlefield. Being a product of Yin Release, they can move in any way the user imagines, even in seemingly impossible angles, and they're capable of interacting with spiritual entities regardless of their state of matter. When used, the ribbons can phase through the user's clothing if they so choose, and regardless of their state of matter, and will not interfere with or clash with the user's own active techniques, such as armours, barriers or the like. The damage of the technique is not split between each ribbon created, but attacking a target with more than a single ribbon will not deal more than the technique's stated damage. Destroying individual ribbons will not end the technique, but they have a collective durability of S-Rank, thus the more they're split, the weaker each individual ribbon becomes. Once All the World's Evils is applied, it will take three turns to fully subjugate a target, and can be prevented via full-body surges from Yin (60 chakra), Yang (50 chakra), Yin-Yang (50 chakra), Senjutsu (60 chakra), and Anutu and its components (30 chakra). This technique can be used thrice per battle with a two-turn cooldown between usages, and the user cannot use Yang or Yin-Yang Release techniques above A-Rank in the turn after use.

Approved here: [x]

(Verugu Avesutā: Hiretsuna Keshin) – Verg Avesta: Vile Incarnation
Type: Supplementary
Rank: S
Range: N/A (Short – Mid)
Chakra: 150 (-20 per turn)
Damage: N/A
Description: Vile Incarnation is the technique used to summon the servants created through the corruption of All the World's Evils while they are sealed within the ribbons. Servants summoned through Vile Incarnation will manifest through a pool of shadows created by the ribbons that can appear at any location of the user's choosing within mid-range. In battle, they cannot be summoned within short-range of an opponent. The user can have up to two servants summoned at a time, and when the user wishes to return a servant to their sealed state within the ribbons, they will be absorbed back into a pool of shadows, not costing a move slot to perform. Sustaining a servant beyond a single turn requires the user to passively spend 20 chakra each turn. The appearance and personalities of servants created and summoned through Verg Avesta will reflect the corrupting influence of All the World's Evils, and their techniques will also turn red and black.

Approved here: [x]

(Fūin/Verugu Avesutā: Jusōkai) – Sealing/Verg Avesta: Cursed Boundary Layer
Type: Offensive
Rank: S
Range: Short – Mid
Chakra: 70 (-20 per turn)
Damage: N/A
Description: Using ribbons in a manner akin to a sealing tag, the user projects an intangible, spherical barrier spanning a mid-range radial distance that is centered on the ribbon used to create it. The ribbon is equivalent in size and shape to a typical sealing tag and can be manifested anywhere within short-range of the user, due to being a construct of Yin Release, and upon being placed on a suitable surface, it will root itself in place to project the barrier. This barrier is invisible to the naked eye of those outside its confines, reminiscent of the Crimson Mist Barrier technique. Within the barrier the environment is dyed crimson, and the refraction of light through the barrier causes an optical illusion of constant lightning strikes beyond its confines. In truth, what causes the altered colouration of the terrain is a pinkish-red miasma that fills the space within the barrier's confines, carrying the curse of All the World's Evils. In effect, this miasma becomes a substitute for the ribbon-like constructs that would normally be used to transmit the curse, allowing it to an affect a target(s) merely on the condition that they are standing within the barrier. In exchange for ease of use, however, the curse's potency is weakened, meaning that it will take 4 turns to fully enslave a target(s) rather than 3. Dispelling the barrier requires the destruction of the ribbon by overriding it with chakra, ala the Barrier Shatter technique, requiring an equivalent amount of chakra to do so, or 80 damage to destroy the tag. This technique can be used twice per battle, lasts for four turns, and only one barrier can be projected through this technique at a time. While active, the user cannot use Fūinjutsu, Yang Release or Yin-Yang Release techniques above A-Rank, and upon deactivation this technique cannot be used for two turns.

Approved here: [x]
 
Last edited:
Top