[Rift] Fall Of Chungsu: Kurama vs Shirou

Corazon

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Kurama, The Nine Tailed Demon-Fox
Jounin | 310 Health Points | 5020 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.​

Active Techniques

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.

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.

Post your bio and stats and I'll start us off.​
 
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Vayne

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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


Entering through the rift, the trio would be facing the Nine Tailed Fox once again. The beast's persistence despite the last battle and the state of the terrain confirmed a few things to thee Nara, drawing a wry smile.

Preparing themselves, the trio locked on to the fox, ready to engage. Shirou would be stood on top of Gokudere with Semiramis herself on Shirou's shoulders.
 

Corazon

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Kurama rampaged through the now fallen city of Chungsu; its actions left many dead, while several buildings were left crushed beneath its massive paws. The Beast roamed around the ruins, letting out a massive roar as it searched for more victims. Its pursuit led it to the group standing before the Kyubi—a little man and his two pets. Kurama exhaled through its nostrils before firing three compressed Tailed Beast Balls in quick succession at the trio, aiming to strike them. The Bijudama would be shot not only directly at them but also at the areas around them ( short range to your left and right ).

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 60 per Ball ( +60 + 5 = 125 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.
 

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The fox took note of the trio, exhaling before releasing it's attack. Instructing his companions on the course of action, the Nara would release a wave of Yang energy to gift his two summons with wings. Gokudere would take flight, soaring high into the sky with his allies on his back, avoiding the fox's attack completely, whilst also going on the offensive. Gokudere would manipulate the terrain underneath the beast, causing it to cave inwards at a rapid rate, dropping by 15 meters. Whilst this would cause no damage to the beast, it would serve to hinder it's movement, even if only momentarily.

On the other end of things and in the same timeframe of the Yang wave, Semiramis would summon a basic B rank Pitviper snake, bringing it to the fold of things. The snake; Shady, would simply sit on Shirou's right shoulder, not serving any purpose for the moment. After the RoH and as they take flight, Shirou would passively enter PSSM in it's pitviper variation, with his reserves being supplemented with an additional helping via his September tool.

Gokudere would be flying 18 meters in the sky, above his initial positioning. They would all observe Kurama, awaiting it's actions before truly kicking things off.

( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.
Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then an universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.
Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.
( 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.

( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

(Pitto No Kenjin) - Sage of Pits
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes
(Kuchiyose no Jutsu) - Summoning Technique
Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.


REF;
Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description:
The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.

( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60 - 30 (OP) = 30
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.

(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.

VIA: GAINED !
SM Chakra: 400
Shirou speed: 56
Shirou tracking: 78
Gokudere flight speed: 36
Semiramis Flight Speed: 18
All with Overwhelming Presence & SM mastery boons factored in.
 

Corazon

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Just a quick note; RoH does not double the speed, it adds 2 levels to the base speed. So the summons speed will be significantly lower than your calculations, even moreso when you consider Overwhelming Presence already reduces the base speed before the boost is applied. Lemme know if I missed something though, and if there's a different speed boost that's being applied.
Kurama's eyes narrowed as it observed the man's pets gain wings and begin to fly off the ground. The Bijuu would utilize its speed and massive frame to swiftly close the gap in one movement, launching its body forward while gathering chakra before firing a beam of condensed energy towards the trio from point-blank range ( a meter away ).

Type: Offensive
Rank: S
Range: Short - Long
Chakra: 70
Damage: 140 ( - 20 to user ) + 60 + 5 = 205
Description: The wild and roaming Kurama fires a powerful beam of chakra with great force and power. This beam of highly compressed chakra is significantly powered, being capable of flattening mountain ranges. This fast moving beam covers a radius of 10 meters and moves at twice the speed of a similarly ranked Lightning technique.
Note: Can only be used by Kurama in his Roaming State and three times, requiring a break of 3 turns in between use.
 

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End of the first note - then the user is able to fly at thrice their speed, is what I got the speeds from. Their base speeds is much lower, will calculate that if we ever land lmao.


Before the opportunity to activate SM could arise, the fox moved with speed and attempted to roast the trio. Instinctively Gokudere would move backwards with it's max available speed (free dodge) putting the trio at a 6 meters distance from the beast. While this was not enough to escape or deal with the situation, it was enough to give Shirou himself ample time to deal with it. By simply clapping his hands, the HoS would be produced (2 hands), surging forwards and clashing with the beam, providing a shield of sorts for the trio. The HoS would be empowered by a CT via Semirmais and the September tool, raising it's damage. Typically this would still fail due to power, but Shirou being the artist invoked 'Art is a Blast' making the clash depend on chakra rather than damage, allowing the HoS to carry on towards the beast at full strength, targeting it's head, giving it a two piece combo followed by a third two handed slam to the head in an attempt to bring it to the ground in pain.

The trio would circle around in the sky, aiming to maintain a mid range distance from the beast and observe it.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn +10 =
Damage: 120 -30 OP + 40 CT + 20 (Sept) = 150
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: All Yin Release users can use the base form of this technique. Yin Release Specialists or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
(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
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
VIA Gained!
 

Corazon

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Sorry for the delay. Aite, so Kurama would take 100 damage ( 50 originally, but its a crit to the head, so its doubled ) from your attack due to his damage shaving, leaving him with 210 Health.
The Kyubi would be struck by the pair of arms as it leapt forward and launched its attack at the group, being knocked back. The Bijuu would quickly reposition itself, gathering its Fire chakra while keeping an eye on the targets above. It then launched a stream of fire at them, covering the sky in a sea of flames that spread outwards from its position.

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 + 60 =140
Description: A technique where chakra kneaded inside the body is converted into fire, and then expelled from the mouth in a massive stream of intense flames, after doing the Rat → Ox → Dog → Horse → Monkey → Boar → Tiger hand seals. The technique has an enourmous range and can cover a huge area. When it was used by Madara Uchiha, the massive scale of the technique was such that, in comparisson, his incomplete Susanoo seemed small. The main advantage of the technique is that it can be used to burn large areas in an effect in everything similar to a flamethrower.[/B]
 

Vayne

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Success, but it was only fleeting. The beast took the attack and repositioned, unleashing a stream of fire in retaliation. Undeterred, the Nara would chose to significantly limit that option for the beast going forwards. A quick self marking and a hand seal would lead to the creation a translucent barrier that would serve to seal away the fire. In addition to sealing, Blackout would bring with it a unique zone, limiting vision for the beast as a landscape of giant tombstones bearing the name 'Kurama' appear. While they served as a means of sensory restriction, the shadowy landscape would have a secondary usage that would soon come into play. Following his initial casting of the seal, Shirou would passively enter PSM. Naturally, Shirou would have cancelled the HoS before the seal usage, and the seal itself would have been supplemented by an additional helping of chakra via Emergency Provisions.

Meanwhile, Semiramis would unleash a wide wave of her poison towards Kurama, with the wave's existence being hidden via the shadowy tombstones that would have instantly formed upon the barrier's creation. Should the poison make contact with the beast, a rapid secretion of chemicals would be forced upon it, locking it out of certain types of techniques.

Gokudere on the other hand would manipulate the terrain below the beast, having it rise and clamp on the beast's limbs. Although the attack would be of little impact damage wise, it should serve to pull the beast's attention, potentially distracting it from the flying quartet. Gokudere would still maintain the aerial position throughout, awaiting Shirou's signal.


(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 30 (5) -70 (10) +10 = 40
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 10 meters in each direction. The barrier serves to create a zone that favours the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with emerging following spawning rules unless the user is within short range of their target. Blackout when applied to an object lasts for 4 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval. The S rank variation requires Adv.Fuinjutsu training, and is capable of stopping all hostile light producing techniques which those who have a chakra cost of 70 and below. S ranked variant is only able to be used once. The S ranked Variant only emcompasses the user's short range.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
( 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.
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.
( Senpō: Muki Tensei ) - Sage Art: Inorganic Reincarnation
Rank: A
Type: Offensive, Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60 - 30 (OP) = 30
Description: This technique allows the user to control things that have no life functions by gifting them with some of their own life force, allowing the user to freely manipulate the substance according to their will. The extent of the user's control goes beyond normal manipulation through chakra, meaning that even drastic alterations to the immediate environment can occur both suddenly and unexpectedly, making attacks using this method extremely difficult to avoid. Intense heat such as that produced by the flames of Amaterasu can counter the effects of this technique, causing affected inorganic materials to revert to their previous state.
Note: Effects of the technique last two turns and can only be used while on Snake Sage Mode.
 
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