[Rift] Fall Of Chungsu: Horus, Shirou, and Zhongli

Lord of Kaos

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Kurama, The Nine Tailed Demon-Fox
Jounin | 330 Health Points | 5060 chakra

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Battlefield: The battle takes place in the ruined city of Chungsu hours after it has been leveled. Much of the populace, or what remains of it, has been evacuated. Buildings stretch in all directions with alleyways, major roads, and destroyed fortifications throughout. During this battle, Kurama will maintain his Final Transformation indefinitely.
( Attōteki Sonzai ) – Overwhelming Presence
Type: Skill
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: This landmark is filled with the evil presence of Kurama, the Nine-Tailed Beast. Referred to as a Chakra Monsters, Kurama was created by the Sage of the Six Paths splitting the power of the Ten-Tails hundreds of years ago. Kurama carries an overwhelming presence, wielding primordial chakra that itself is stronger than even the other Tailed-Beasts. When in the presence of a Tailed Beast, one’s damage is reduced by 30 and their base speed is reduced by 4. Kurama, due to his natural gravitation towards negative emotions and killing intent, feeds on these emotions and energy as it empowers him. For every ninja present in the landmark fighting, Kurama gains an additional 5 damage, 10 health, and 20 chakra. These beasts are more powerful than their lower tiered contemporaries, being able to ignore the powerful suppression abilities of the Sharingan if more than 10% health remain.
Note: This is always active when in the presence of the Nine-Tailed Beast.

( Kyubi Henge no Jutsu ) - Nine-Tailed Full Transformation Technique
Type: Mode
Rank: S
Range: Short
Chakra cost: 40
Damage points: N/A ( +60 to Ninjutsu, Fire and Wind Techniques)
Description: The user borrows chakra from Kurama before a devastatingly powerful layer of crimson and black chakra envelops them as the Nine-Tailed Beast is released into the world. Kurama is a giant red-orange coloured kitsune with black fur around its red eyes that stretch up to its ears, and nine long swiping tails. It also has the upper-body structure of a human, complete with opposable thumbs on its clawed hands. Entering Complete Transformation creates a great deal of energy, producing craters beneath the user and destroying any restraints that might have been placed upon them beforehand while pushing other users back to mid range, inflicting 80 damage gusts of chakra. While active, Kurama is capable of using Taijutsu, Fire and Wind Release, and Tailed Beast Techniques. The strongest of the Tailed Beasts, Kurama has incredible damage reduction, reducing damage by 100. He also moves at swift speeds, traveling at 40 base speed with 800 health. Capable of tracking up to 4 times his speed, Kurama has a separate pool of chakra to use, granting the user 4000 chakra when in Complete Transformation. This pool is doubled when a Ninja World Mod is controlling it.
Note: Each use lasts up to 10 turns before the user wakes up. After waking, he cannot make use of any Jinchuriki or Tailed Beast skills above the basic Chakra Shroud state for 5 turns. Can only be activated twice per arc.
Note: The user is capable of summoning Kurama at any stage of mastery; during initial stages, this causes him to release Kurama in an enraged state, temporarily boosting his power higher than normally but relinquishing all control over him which causes a Ninja World Moderator to then control his actions, gaining a damage boost to a +60 instead of 40. The user is also rendered KO for the remainder of the event. This, however, does not mean he will lose the Bijuu and will retain it the next arc.

Smoke billowed from the rubble and destruction the beast caused. Buildings were destroyed, crushed under the might that was the Nine-Tailed Beast. The wild beast roared as it swiped its massive hand again, causing yet another building to shatter against his force. By now, the survivors were decreasing by the minute as Kurama’s wild rampage continued. It had been several hours since the initial attack and the beast remained as alert and strong as ever. As he rampaged, the beast heard the sounds of three approaching him, causing him to roar once more before firing 4 smaller but powerful Tailed Beast Bombs at the group, aiming to strike them all directly in quick succession, slightly spread out to impact the entire short range radius.

( Bijutsu: Renzoku Bijudama ) - Tailed Beast Skill: Continuous Tailed Beast Menacing Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 60 per Ball ( +60 + 15 = 135 DMG each) or 80 per Ball for Ten-Tails
Description: The Continuous Tailed Beast Menacing Ball is a barrage of multiple consecutive Bijudamas shot at the enemy. Unlike normal Bijudamas, these are less compressed due to the faster rate as which they are created, allowing the user to release them all in the time he would otherwise require to release a normal Bijudama. They can overcome the power weakness in sheer number and speed. Each of these projectiles is equivalent to A-Rank and the user can shoot up to 5 in a consecutive, wide or narrow, spread attack. After further maturing, the Ten-Tails demonstrated the ability to unhinge its jaw, allowing it to unfurl a rafflesia-like appendage that functions as a cannon capable of firing massive and extremely powerful Tailed Beast Balls, capable of heavily distorting even the nigh unbreakable Four Red Yang Formation. The Ten-Tails version can fire 4 Tailed Beast Balls.
Note: Can only be used in complete form.
Note: Can only be used 4 times, twice by the Ten-Tails.

Post your bios as well as your full stats in your first reply.
 

Vayne

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Horus
Mind: 8
Body: 5
Spirit: 5
Agility: 8
Dexterity: 3
Vitality: 0

HP: 200
Chakra: 3000
Speed: 16
Tracking: 8 x(4+7)= 88

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye - active
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.


[Yaru: Night] - 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.




Salamander - Creation:
  • Mind: 6
  • Body: 5
  • Spirit: 5
  • Dexterity: 4
  • Agility: 2
HP: 150
Chakra: 2000 -
Speed: 4
Tracking: 10

𝒁𝒉𝒐𝒏𝒈𝒍𝒊
Mind: 8
Body: 5
Spirit: 2
Agility: 5
Dexterity: 5
Vitality: +1

HP: 200
Chakra: 2,600
Speed: 10
Tracking: 12 x 2.5/apex tracking = 30

Shirou
Mind: 5
Body: 5
Spirit: 6
Agility: 6
Dexterity: 4 (+1)
Vitality: 1 (+1)

HP: 280
Chakra: 2000
Speed: 12
Tracking: 12 x (2.5) = 30
Tracking to shadows via cw: 12 x (2.5 +2) = 54

Personal summons
(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities (senjutsu) as him


The sextuple arrived at the scenes of the once thriving Chungsu; now nothing more than a mere ravaged landscape. It seemed the claims made by Kotetsu were false, or rather simply not applicable. Perhaps it was another iteration of the tailed beast. Regardless, the newly acquainted squad would find themselves facing the rampaging beast...

Swiftly deciding on their roles and how to deal with the unleashed attack, three of the group would spring into unified action. Taking point, Horus and Salamander would retaliate. The former would swing Yaru, sending forwards a wave of empowered Uchiwaketon, while the latter augmented the attack's capability through a transfer of chakra. The wave of Uchiwaketon would cover a 10x10m distance, clashing with the Renzoku Bijudama without losing strength and continuing onwards to the beast's noggin. Should the beast attempt to dodge, the attack would follow him. After unleashing the attack Horus would passively activate Tendō and then Gakidō.

( Tendō ) - Deva Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 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. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

(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 technique 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.
Note: While increasing the Chakra cost of techniques by +20, it's effective potency is only increased by +10
( Uchiwaketon: Hadesu Hanketsu ) | Breakdown Release: Hades Judgement
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60 +10 = 70
Damage: 60 - 120 +30 +40 +15(AP) -30 = 175
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%
This technique, being semi sentient, will only harm those who the user perceives as enemies, while the flames will simply pass over their allies.

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 three 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 Hades Judgement, S rank usage warrants a two turn cool down.

With careful anticipation of his comrade's movements, Zhongli looked on toward the Tailed Beast with steady caution. No doubt this would not be a simple obstacle to overcome, yet it served no purpose to idle on the matter.

With considerable concentration focused around that of Kurama, Zhongli would utilize his opening act as a demonstration of his affinity with the Earthen element. Without the need for handseals and simply through a hand wave, Zhongli rapidly manipulated the terrain in grand fashion. In an instant, the surface upon which Kurama stood turned to a muddy adhesive swamp, bubbling beneath the beast's trapped limbs. The gigantic beast would readily sink into the material disrupting freedom of mobility and granting a window of opportunity for Horus' simultaneous attack to hit an easy target. The swamp's depth would be thrice that of a fully erect Kurama, whereas it's dimensions was 15 meters in each direction with the exception of the area in front of the group, where it was only 5 meters, thus stopping 5 meters from the groupl.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden (S)
Range
: Short - Long
Chakra
: 30 - 50 (40 + 10/chakra fortification) = 50
Damage
: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can only be used by Primary Earth Specialists and can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one turn, taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Jiraiya and Komi bios. It can only be used 2 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks. After ending, the user cannot use for 2 turns.

While his companions tangled with the beast in unison, Shirou would use the opportunity to meditate, getting into a sitting position via controlling his shadow, simply for flair. He would then begin gathering natural energy, preparing to shift into a more proactive gear. He would be behind the trio that took action, with Zhongli a meter to his front right, Horus a meter to his front left with Salamander on his shoulders, and Gokudere & Semiramis a meter behind him.

(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate (Passive)
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.
Specialised VIA roll failed, 1/2
 
Last edited:

Lord of Kaos

Supreme
Joined
Apr 7, 2009
Messages
29,260
Kin
4,695💸
Kumi
92,153💴
Trait Points
25⚔️
Horus
Mind: 8
Body: 5
Spirit: 5
Agility: 8
Dexterity: 3
Vitality: 0

HP: 200
Chakra: 3000
Speed: 16
Tracking: 8 x(4+7)= 88

( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye - active
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.


[Yaru: Night] - 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.




Salamander - Creation:
  • Mind: 6
  • Body: 5
  • Spirit: 5
  • Dexterity: 4
  • Agility: 2
HP: 150
Chakra: 2000 -
Speed: 4
Tracking: 10

𝒁𝒉𝒐𝒏𝒈𝒍𝒊
Mind: 8
Body: 5
Spirit: 2
Agility: 5
Dexterity: 5
Vitality: +1

HP: 200
Chakra: 2,600
Speed: 10
Tracking: 12 x 2.5/apex tracking = 30

Shirou
Mind: 5
Body: 5
Spirit: 6
Agility: 6
Dexterity: 4 (+1)
Vitality: 1 (+1)

HP: 280
Chakra: 2000
Speed: 12
Tracking: 12 x (2.5) = 30
Tracking to shadows via cw: 12 x (2.5 +2) = 54

Personal summons
(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique

(Kuchiyose no Jutsu: Gokudere) Summoning Technique: Gokudere
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: N/A
Description: Gokudere is a snake from Ryuchi Cave who is the same size as Aoda. He is a dark purple color with a white bottom. Gokudere is one of the Sages from Ryuchi Cave that can use Senjutsu and even poison. Being a snake from Ryuchi he can use all normal snake jutsus and having the ability to use senjutsu he can only use Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation. Now he has three perfect abilities that makes him a great partner and ally. He can transfer natural energy to his summoner to allow breaking of a genjutsu(A rank and below) or even entering or increasing Snake Sage Mode by two turns. This can be all be possible with Chakra Transfer Technique. The next ability is to use poison which he can send out as a bite. The poison is slow and painful which would lead to death. The poison attacks the nervous system and the poison makes the person's vision blurry, vomiting, and breath heavy. The poison takes three turns to complete its course to death for respiratory failure. This would count a jutsu slot to use either of the poison methods. The final ability is he can shrink to the average size of an adult diamond back rattle snake passively. With its large size he can still move around with twice the speed of a normal kage rank shinobi and is resilience to damage of A rank and below Taijutsu and B rank and below Ninjutsu(elemental and raw chakra included).
-Only used once per battle
-Last four turns
-Chakra Transfer jutsu required to send chakra to the summoner and the summoner only. This would allow Gokudere to send natural energy to release from genjutsu, enter Snake Sage Mode, or increase duration for Snake Sage Mode by two turns
-Can only be used by those who has learned senjutsu since he is a Sage himself. He would only like to be summoned by those who has the same abilities (senjutsu) as him


The sextuple arrived at the scenes of the once thriving Chungsu; now nothing more than a mere ravaged landscape. It seemed the claims made by Kotetsu were false, or rather simply not applicable. Perhaps it was another iteration of the tailed beast. Regardless, the newly acquainted squad would find themselves facing the rampaging beast...

Swiftly deciding on their roles and how to deal with the unleashed attack, three of the group would spring into unified action. Taking point, Horus and Salamander would retaliate. The former would swing Yaru, sending forwards a wave of empowered Uchiwaketon, while the latter augmented the attack's capability through a transfer of chakra. The wave of Uchiwaketon would cover a 10x10m distance, clashing with the Renzoku Bijudama without losing strength and continuing onwards to the beast's noggin. Should the beast attempt to dodge, the attack would follow him. After unleashing the attack Horus would passively activate Tendō and then Gakidō.

( Tendō ) - Deva Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Gakidō ) - Preta Path (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 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. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

(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 technique 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.
Note: While increasing the Chakra cost of techniques by +20, it's effective potency is only increased by +10
( Uchiwaketon: Hadesu Hanketsu ) | Breakdown Release: Hades Judgement
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Long
Chakra: 40 - 60 +10 = 70
Damage: 60 - 120 +30 +40 +15(AP) -30 = 175
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%
This technique, being semi sentient, will only harm those who the user perceives as enemies, while the flames will simply pass over their allies.

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 three 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 Hades Judgement, S rank usage warrants a two turn cool down.


With careful anticipation of his comrade's movements, Zhongli looked on toward the Tailed Beast with steady caution. No doubt this would not be a simple obstacle to overcome, yet it served no purpose to idle on the matter.

With considerable concentration focused around that of Kurama, Zhongli would utilize his opening act as a demonstration of his affinity with the Earthen element. Without the need for handseals and simply through a hand wave, Zhongli rapidly manipulated the terrain in grand fashion. In an instant, the surface upon which Kurama stood turned to a muddy adhesive swamp, bubbling beneath the beast's trapped limbs. The gigantic beast would readily sink into the material disrupting freedom of mobility and granting a window of opportunity for Horus' simultaneous attack to hit an easy target. The swamp's depth would be thrice that of a fully erect Kurama, whereas it's dimensions was 15 meters in each direction with the exception of the area in front of the group, where it was only 5 meters, thus stopping 5 meters from the groupl.

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden (S)
Range
: Short - Long
Chakra
: 30 - 50 (40 + 10/chakra fortification) = 50
Damage
: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can only be used by Primary Earth Specialists and can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one turn, taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Jiraiya and Komi bios. It can only be used 2 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks. After ending, the user cannot use for 2 turns.

While his companions tangled with the beast in unison, Shirou would use the opportunity to meditate, getting into a sitting position via controlling his shadow, simply for flair. He would then begin gathering natural energy, preparing to shift into a more proactive gear. He would be behind the trio that took action, with Zhongli a meter to his front right, Horus a meter to his front left with Salamander on his shoulders, and Gokudere & Semiramis a meter behind him.

(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate (Passive)
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 35% chance to gain a single Void Infusion, occurring at most once every two turns.
Specialised VIA roll failed, 1/2
There’s a small issue with your invalid Swamp usage, though I will detail it here as it is not critical enough to warrant a void or quote; S rank Swamp cannot be made large enough to be 3 times the size of Kurama or any of the Bijuu as even the smallest of them when on all fours is the 3 Tails where I informed Zatanna during her attempts to punch him in the head that he was more than long range away from her standing on the ground ( 20+ meters) and Kurama is much taller even on all 4 than him. Per your wording, you attempt to make it deep enough to catch him “fully erect” as in standing. Kurama is estimated to be close to 100 meters tall when standing on back legs so I’d reason him on all 4 to be around half of that. You couldn’t make a swamp deep enough to ensnare him ( as in trigger the suffocation clause ) with the limits you gave. Because it isn’t expressively written into the technique how tall he is, I’m willing to let it slide but not without noting this for any future use: S ranked Swamp is NOT deep enough to completely ensnare/suffocate a Bijuu or a Beast of Tiamat without the Forbidden ranked variant being used. This can be argued for Boss Summonings as well, though most of these are allowed to be at max Long range sized so a large majority of Summonings will be capable of being ensnared and very few on a case by case basis won’t suffocate in it. The single landmark line, once the Forbidden ranked edition was added, means it works up to long range distance in all directions and can be wide enough ( not deep enough ) to cover a full landmark within reason. 20 meters deep, landmark distance in size. Keep this in mind, though if need be, I will edit the tech to note it.

As Kurama releases the multiple Tailed Beast Bombs in succession, he notices the change to the earth beneath him, suddenly becoming solid and very swamp like, becoming difficult to move his body while within it. As he attempted to lift his back legs, he noticed he couldnt and smashed his left arm into a building near him, causing debris and rubble to fall as he leaned on the building for slightly better balance and to prevent himself falling into the swamp fully. Even whilst doing this, he is aware of a wide attack being launched towards him, overpowering his own attack.

Snarling and as enraged as ever, Kurama prepares to launch an absurdly powerful attack towards the trio, gathering chakra once more as the attack nears him. With the copious amounts of chakra gathered and released, the attack is timed sufficiently enough that he releases a massive 20 meter wide Tailed Beast Bomb that blasts through the attack with ease and is aimed to collide with the group head on and cause a massive explosion capable of wiping the rest of Chungsu’s partially destroyed buildings. With the release, Kurama would take significant damage and though his attack is capable of causing significant explosions, his attack is launched towards the previous assault on him and collides with it halfway away from both parties. The chakra strain on the tailed beast causes him to fall back towards the partially destroyed building on his left as he continues to slowly sink within the depths of the massive swamp.

( Bijutsu: Kyubi Bijudama ) - Tailed Beast Skill: Nine Tails’ Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: Dependent on User ( 110 )
Damage: Dependent on Chakra Input ( -40 to user + 110 = 150 Self Inflicted Damage ) ( 220 Damage towards Opponent )
Description: Not including their various states and transformation, the Tailed Beast Ball is the ultimate technique of a tailed beast, which can also be used by a jinchūriki while transformed. Tailed Beast Balls are made from an 8:2 ratio of positive black chakra (+の黒チャクラ, purasu no kuro chakura) and negative white chakra (−の白チャクラ, mainasu no shiro chakura). Unique to Kurama, he is capable of supercharging his Tailed Beast Ball, allowing the power to raise significantly as well as the chakra it contains. By infusing chakra directly into the Tailed Beast Bomb, the power and size continues to increase proportionately to the chakra included, being double that of the chakra cost. This allows Kurama to increase the damage by as much chakra he is able to use. However, due to this, he is left noticeably fatigued and can only use 2 jutsu the next turn should he exceed 80 chakra for this technique.
Note: Can only be used by Kurama in his Roaming State
Note: Due to the massive power this technique can possess, Kurama’s Bijuu boosts do not apply to this technique.
Note: This technique creates a long ranged explosion on contact that causes an earthquake in the landmarks directly next to it of 80 damage.
Note: This can only be used 2 times and after each use, the user cannot make use of any Tailed Beast Bomb for 4 turns as well as only 1 jutsu in the next turn.
Note: Should Kurama channel more than 80 chakra, he will take damage equal to the chakra cost

Kurama Health: 330 - 150 = 180 Health
Chakra: 5060 - 180 = 4880 Chakra
Speed: 40
Tracking: 160
 
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There’s a small issue with your invalid Swamp usage, though I will detail it here as it is not critical enough to warrant a void or quote; S rank Swamp cannot be made large enough to be 3 times the size of Kurama or any of the Bijuu as even the smallest of them when on all fours is the 3 Tails where I informed Zatanna during her attempts to punch him in the head that he was more than long range away from her standing on the ground ( 20+ meters) and Kurama is much taller even on all 4 than him. Per your wording, you attempt to make it deep enough to catch him “fully erect” as in standing. Kurama is estimated to be close to 100 meters tall when standing on back legs so I’d reason him on all 4 to be around half of that. You couldn’t make a swamp deep enough to ensnare him ( as in trigger the suffocation clause ) with the limits you gave. Because it isn’t expressively written into the technique how tall he is, I’m willing to let it slide but not without noting this for any future use: S ranked Swamp is NOT deep enough to completely ensnare/suffocate a Bijuu or a Beast of Tiamat without the Forbidden ranked variant being used. This can be argued for Boss Summonings as well, though most of these are allowed to be at max Long range sized so a large majority of Summonings will be capable of being ensnared and very few on a case by case basis won’t suffocate in it. The single landmark line, once the Forbidden ranked edition was added, means it works up to long range distance in all directions and can be wide enough ( not deep enough ) to cover a full landmark within reason. 20 meters deep, landmark distance in size. Keep this in mind, though if need be, I will edit the tech to note it.

As Kurama releases the multiple Tailed Beast Bombs in succession, he notices the change to the earth beneath him, suddenly becoming solid and very swamp like, becoming difficult to move his body while within it. As he attempted to lift his back legs, he noticed he couldnt and smashed his left arm into a building near him, causing debris and rubble to fall as he leaned on the building for slightly better balance and to prevent himself falling into the swamp fully. Even whilst doing this, he is aware of a wide attack being launched towards him, overpowering his own attack.

Snarling and as enraged as ever, Kurama prepares to launch an absurdly powerful attack towards the trio, gathering chakra once more as the attack nears him. With the copious amounts of chakra gathered and released, the attack is timed sufficiently enough that he releases a massive 20 meter wide Tailed Beast Bomb that blasts through the attack with ease and is aimed to collide with the group head on and cause a massive explosion capable of wiping the rest of Chungsu’s partially destroyed buildings. With the release, Kurama would take significant damage and though his attack is capable of causing significant explosions, his attack is launched towards the previous assault on him and collides with it halfway away from both parties. The chakra strain on the tailed beast causes him to fall back towards the partially destroyed building on his left as he continues to slowly sink within the depths of the massive swamp.

( Bijutsu: Kyubi Bijudama ) - Tailed Beast Skill: Nine Tails’ Tailed Beast Ball
Type: Offensive
Rank: S
Range: Short - Long
Chakra: Dependent on User ( 110 )
Damage: Dependent on Chakra Input ( -40 to user + 110 = 150 Self Inflicted Damage ) ( 220 Damage towards Opponent )
Description: Not including their various states and transformation, the Tailed Beast Ball is the ultimate technique of a tailed beast, which can also be used by a jinchūriki while transformed. Tailed Beast Balls are made from an 8:2 ratio of positive black chakra (+の黒チャクラ, purasu no kuro chakura) and negative white chakra (−の白チャクラ, mainasu no shiro chakura). Unique to Kurama, he is capable of supercharging his Tailed Beast Ball, allowing the power to raise significantly as well as the chakra it contains. By infusing chakra directly into the Tailed Beast Bomb, the power and size continues to increase proportionately to the chakra included, being double that of the chakra cost. This allows Kurama to increase the damage by as much chakra he is able to use. However, due to this, he is left noticeably fatigued and can only use 2 jutsu the next turn should he exceed 80 chakra for this technique.
Note: Can only be used by Kurama in his Roaming State
Note: Due to the massive power this technique can possess, Kurama’s Bijuu boosts do not apply to this technique.
Note: This technique creates a long ranged explosion on contact that causes an earthquake in the landmarks directly next to it of 80 damage.
Note: This can only be used 2 times and after each use, the user cannot make use of any Tailed Beast Bomb for 4 turns as well as only 1 jutsu in the next turn.
Note: Should Kurama channel more than 80 chakra, he will take damage equal to the chakra cost

Kurama Health: 330 - 150 = 180 Health
Chakra: 5060 - 180 = 4880 Chakra
Speed: 40
Tracking: 160
Upon the release of Bijudama, Horus would swiftly take action by stepping forward and placing himself in front of the group to utilise the Fujutsu Kyuin technique with his preta path active (from the last move), allowing him to easily absorb the offensive attempt from the beast. This would draw the entire attack into him. Not only would this ensure the group's safety by preventing them from being hit and the subsequent blast, it would also replenish Horus' chakra reserves due to it being Bijuu chakra.

( Gakidō ) - Preta Path - Reference
Spoiler
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 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. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

On the other end of things, Shirou would utilise SM, entering it at 20% capacity and in passive fashion due to his mastery of the mode. Following that and the absorption of Bijudama, he would perform some hand seals and manipulate his shadow to bring forth an empowered Cerberus of 10 meters size besides them. The three headed beast would step forwards 4 meters, standing at the edge of the swamp and attempt to bite down on Kurama's head with it's middle head. Should the attack land successfully, Kurama would suffer a critical hit of spiritual damage due to the modified nature of the shadow via Aether.

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (Passive)
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn) +10 (Fort) = 50
Damage: 80 + 30 (SM) + 20 (Aether) + 5 (AP) - 30(OP) = 105
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

2000
20% SM = 400 - 50 - 40 - 20 (CW) = 290
 

Lord of Kaos

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Upon the release of Bijudama, Horus would swiftly take action by stepping forward and placing himself in front of the group to utilise the Fujutsu Kyuin technique with his preta path active (from the last move), allowing him to easily absorb the offensive attempt from the beast. This would draw the entire attack into him. Not only would this ensure the group's safety by preventing them from being hit and the subsequent blast, it would also replenish Horus' chakra reserves due to it being Bijuu chakra.

( Gakidō ) - Preta Path - Reference
Spoiler
Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 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. This Path allows the user to absorb chakra directly from a Ninja or from a Ninjutsu through a special barrier created around the user.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Fūjutsu Kyūin ) - Blocking Technique Absorption Seal
Type: Defensive
Rank: S
Range: Short
Chakra: 40 ( -100 per turn if used on an enemy )
Damage: N/A
Description: A highly advanced sealing technique that is capable of absorbing any chakra, regardless of any shape or nature transformation, and dispersing it within one's body by spinning the chakra within one's body in the opposite direction. As a result, this technique can absorb any ninjutsu based technique, regardless of power, without harming the user. Should the user get close enough to grab the opponent, the barrier can absorb chakra right out of an individual's body, effectively draining them (similar to the Chakra Absorption Technique). If the user is weakened or injured, he can use this technique to absorb chakra and replenish his chakra resources and restore his stamina and chakra flow. If used to absorb Bijuu chakra, the user can even regenerate by half the amount absorbed, using the special vitality of that powerful chakra to power his body and regenerate. However, the user will also be vulnerable to the effects of chakra he cannot control, such as with Senjutsu. Both these aspects, however, pertain to a direct contact absorption and not technique absorption. When using the technique for direct contact chakra absorption, the user can absorb up to 100 chakra points per turn which he can convert into his own.
Note: Can only be used by Rinnegan bios with the (Gakidō) - Preta Path active.
Note: Can only be used 6 times
Note: Can absorb any Ninjutsu regardless of rank, nature or other properties as long as its within the same timeframe.

On the other end of things, Shirou would utilise SM, entering it at 20% capacity and in passive fashion due to his mastery of the mode. Following that and the absorption of Bijudama, he would perform some hand seals and manipulate his shadow to bring forth an empowered Cerberus of 10 meters size besides them. The three headed beast would step forwards 4 meters, standing at the edge of the swamp and attempt to bite down on Kurama's head with it's middle head. Should the attack land successfully, Kurama would suffer a critical hit of spiritual damage due to the modified nature of the shadow via Aether.

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode (Passive)
Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Inton: Ēteru) - Yin Release: Aether
Type: Supplementary
Rank: S
Range: N/A
Chakra: 50 (+50)
Damage: N/A
Description: Through applying Yin energy (infusion for techniques, 'coating' for others) to a physical/shadow bearing objects/techniques/entities, the user utilizes the connection between Yin and shadows to becomes capable of utilizing the target's shadow as a source of Nara clan techniques of various kinds at increased efficiency. Due to Yin's unique properties, the quality and level of manipulation exceeds that afforded normally to a Nara, enabling a tremendous damage/defensive output increase of 20, whilst also enabling an active shift per turn of the shadow technique's nature. This shift allows it to change from physical/normal shadows to that of a spiritual nature, allowing the techniques to become immune to physical damage, whilst also shifting it's damage to become spiritual in said state, and becoming capable of clashing with other spiritual entities. Aether can be applied in the same time frame as another shadow technique. Naturally the shadow techniques themselves would require a separate usage, with their range tied to the 'Aether infused'. Aether can be applied on the user's own self to augment their shadow techniques, with the added advantage of being able to utilize shadow techniques within the same timeframe.
Usable 3x, lasting 3 turns once triggered or until canceled, with a chakra cost per turn of 30 and a 3 turn cool down. Whilst active, the user can not access Yang or Taijutsu/Kenjutsu techniques unless they are mixed with Nara/shadow manipulation, such as a CFS. No other Yin-Release technique above A rank whilst it is active. Once deactivated, the user is unable to use Yin/Shadow based techniques above A rank for two turns

(Kage: Jama) Shadow Arts: Intrusion
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn) +10 (Fort) = 50
Damage: 80 + 30 (SM) + 20 (Aether) + 5 (AP) - 30(OP) = 105
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.

The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.

2000
20% SM = 400 - 50 - 40 - 20 (CW) = 290
As Kurama sinks within the swamp, the attempted assault on him fails, his body below the swamp slowly suffocating and unable to be bit due to being under the swamp. With the massive behemoth unable to move and slowly suffering, all the beast can do is struggle against the swamp as it continues to pull him downwards into the swamp, slowly choking the Tailed Beast to death.


Kurama: 180 - 80 = 100 health remaining
 
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Red-Robin

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As Kurama sinks within the swamp, the attempted assault on him fails, his body below the swamp slowly suffocating and unable to be bit due to being under the swamp. With the massive behemoth unable to move and slowly suffering, all the beast can do is struggle against the swamp as it continues to pull him downwards into the swamp, slowly choking the Tailed Beast to death.


Kurama: 180 - 80 = 100 health remaining
As the beast continues to suffer in the swamp, Shirou would decide it's time to wrap things up. Sensing Kurama's exact position via his sensory, Shirou would manipulate the three headed dog to reach it's full size and change it's shape via another technique, separating it from his shadow in the process. The Cerberus would now take the shape of a gigantic Aboleth that would dive into the swamp and move uninhibited towards Kurama based on the instructions given by Shirou. It would reach the beast and clamp down on the head, inflicting spiritual damage to put an end to the suffocating beast.
On the other end of things, Horus would activate his TSB, keeping them on standby in case their was any need for them.
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (10 per turn) +10 (Fort) = 50
Damage: 80 + 30 (SM) + 20 (Aether) + 5 (AP) - 30(OP) = 105
Description: Following a sequence of 3 hand seals, the shadow would be manipulated into one of two forms(Cerebrus/Samurai), reaching a max of fifteen meters size in each, with the option of forming the structures around or besides the user. Each form can be controlled by the user directly, with the Samurai form being able to replicate the direct movements of the user, having it act as an avatar for the user's attacks if need be. Should the forms be created at a size smaller than their maximum, they can be expanded at a jutsu cost (Can occur in same t/f of other shadow techs) or simply passively decrease to lower sizes. When formed around the user, the shadow can be manipulated to move the user to an opening or room within the Intrusion creations. Distinctly, the Samurai form can be changed to have weaponry and shields on it's limbs.
The Cerebrus form's distinction is it's ability to release detachable spikes of shadows up to mid range away from it, at A rank strength, with varying sizes, but never larger than the Cerebrus itself. Notably, Intrusion's forms can be used as a source for shadow techniques, having them potentially act at increased distances due to the form's size. Should the forms be created besides the user, they could reach up to 15 meters away from him, connected through a line of shadow that, if 'severed', would end the technique prematurely. The creations can remain in play up to three turns, but should the user chose to actively manipulate the creations, they would be incapable of using any new technique that is not shadow related, CQC, or Chakraless. Changing the limbs of the Samurai occurs passively, but costs twenty chakra. Usable twice, with a three turn interval between usages.
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.
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.
 
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