Rust Removal 2

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Lmao I ain't OP like that.

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

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

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

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

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.
(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.
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.
(Olm Kuchiyose no Jutsu: Noteleks ) - Olm Summoning Technique: Noteleks
Type: Supplementary/Defence
Rank: B
Range: Short (Summoned on self)
Chakra Cost: 20
Damage Points: N/A
Description: The user summons an Olm whose exoskeleton is padded enough to appear visible on the outside of their body. The exoskeleton has a slimy yet thick consistency, and is equal in size to the size of the user, covering them from head to toe, leaving mouth, nose and eyes just uncovered. The summoned Olm has many uses, allowing physical attacks of up to B-rank to slide off the user (depending on size, as something bigger than the user himself cannot just slide off), with the thickness of the layer of skin aiding in the user in close quarter combat, lessening damage, and making the users own attack heavier in a sense (no added damage but if used against equally ranked opponent, the user of this would have the upper hand). Apart from this basic addition, this jutsus main use comes from its ability to allow the user to fuse with one of his summonings. Upon having used this, the user can summon an Olm at any point after, which he then chooses to fuse directly within him as its summoned, allowing the summoned beings to become one in an instant, giving the user a surge of foreign chakra which can be used to release genjutsu. Of course it cannot be used to release paralysis based jutsus if the user needs to move in order to summon the Olm to begin with. Moreover, the fusion allows the user access to the summoned Olms' abilities, which in most cases is basic elemental jutsus, and also allows the user to contact and communicate with them.

Like all other Olms, the summoned Olm is blind, but however has the sense of smell equal to that of an Inuzuka and hearing capabilities equal to someone who has the D-ranked sound jutsu (Inner Sonar Skill) activated.

Note: Can only be used 3 times, once activated, the layer of Skin lasts until destroyed or three turns have passed, whichever comes first. However, the slime dries out after 3 turns, not allowing the user protection from B-rank and below physical attacks, meaning the layer of skin left can only deflect basic weapons but nothing more for the remaining turns.

Note: When fused with summoned beings, this jutsu would last as long as the being with the most turns left on field, before the skin sheds, leaving the user as he was before this was summoned. This means if this technique is on its fourth turn, and a summoning which lasts 3 turns is summoned and fused with, then the technique will remain for those three turns. However, this can also be a disadvantage, since if a summoning is fused with early on, and lasts shorter than the five turns this jutsu allows, the user is forced to release this jutsu once that summoning has ran out of turns.
Note: Cannot last more than 8 turns per usage. | Two-turn cooldown.


Kicking things off swiftly, the Nara and Semiramis would focus on their target of the day. The Nara would become more aware of the woman's shadow and potential movements, whereas Semiramis would lock on to her, decreasing her base speed with the usage of her Assassin of Red passive. This would further limit the capabilities of tracking Semiramis in the future.

Offensively, Shirou would perform a seal to create a pit around the woman, with it's centre being a few meters behind her. Due to the suction powers of the pit, Faye would find herself being drawn backwards, potentially off balance and taken by surprise. Simultaneously, Semiramis would unleash a huge wide scaled spray of poison towards Faye's direction, with her being in the center of the wall of poison. Should both attacks land successfully, Faye would be hit by the poison wall, succumbing to it's effects then taking a trip to the underground.



(Doton: Arijigoku no Jutsu) - Earth Release: Antlion Technique
Type: Offensive
Rank: B
Range: Mid-Long
Chakra: 20
Damage: 40
Description: The user performs the Ram hand seal and causes the ground and everything on and around it to be sucked in towards the middle of a large pit, much like the method an antlion uses to catch prey. Upon being dragged to the centre, the victim will then be sucked underground. There the victim, depending on how deep the user makes them sink, will be trapped and/or suffocated. The range of the pit is determined by how much chakra is put into the technique.

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.

HP: 360
Speed: 10
Tracking: 66
 

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,502
Kin
2,110💸
Kumi
800💴
Trait Points
0⚔️
Awards
I’ve got chakra fortification and sustainment spec on Kasturyoku techniques


( Katai Omori ) - Leg Weights
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

(Gōruden'naitomea) - Golden Nightmare
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Golden Nightmare is a sword made by parts of reinforced steel and liquid bismuth. This makes the sword able to shift in construction and turn into a hand-cannon due to the liquid parts of the construction. It will either start as a sword or a hand cannon at the beginning of an encounter. Both forms gives the user an enhanced passive trait to the bisumaton release, increasing it's damage by +20 and giving it additionally +10 chakra through a designated seal that is passively activated when it's master is either holding the blade/handcannon or has it sheathed. The seal fluctuates bismuth chakra through its masters body constantly and gives them an extremely faint rainbowy aura(which is just for visual effects).

Sword: The sword form is very beautiful with multitudes of colors and shining edges. The edge of the sword is partially liquid bismuth and partially hardened steel. Due the temperature of liquid bismuth the sword will inflict severe burns on contact with skin and cause great pain. It further enhances the swords cutting capability since it can melt away other elements(within reason, but rubbery and bouncy for example) that are in the way of the sharp steel. If placed on the ground with the hilt upwards and the edge planted in the foundation of the ground infront of the user it will release a large portion of liquid bismuth into the ground that will shape into half of a sphere. Using their ability to control the element, the user can then shape the underground sphere into large roots or trees around the battlefield that deals burning damage on touch. These roots can reach long range while the trees(depending on their length) can only reach mid-range. This causes S-rank damage. The trees can spread and create a miniature forest(about 30 meters big and 10 meters tall), entrapping foes. On touch it causes severe burns. While not dealing 80 damage on freeform, the sword can be used for standard kenjutsu techniques with the burning damage added to it. The user can, however, do freeform 80 damage kenjutsu moves but that will consume a moveslot.

Handcannon: The handcannon form of the Golden Nightmare is like the sword, very beautiful and contains the exact same parts as the sword. This handcannon can fire rounds made out of liquid bismuth. On impact, the bullets will not pierce their target but rather splat on the impact surface and spread across it. This causes severe pain and if shot on a limb it will immobilize it the metal is quite heavy. One single shot can spread all across a regular human-sized creature's torso all the way to their back and thus immobilizes their spine.
Regular gun rules apply and only one round can be shot each time-frame.

Note: A bullet and the sword does 80 damage following the S/W of Bisumaton and up to four bullets per match.
Note: Changing form of the sword costs a move-turn and the user must state in the beginning of a battle what form the Golden Nightmare has taken. If not, it's default as a sword.
Note: Can only be used by Skorm
Note: Utilizing the roots/tree application of the sword renders the user incapable of using the sword's other active abilities in the same and next turn.
Note: Firing a bullet, using the sword for an S-rank attack, or creating the roots render the user unable to use Bismuth Techniques above A-rank in the same turn.

Sonikkutorakutābīmu) - Sonic tractor beam
Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

The mini-deva path so to say. This tool allows you to form a tractor pull around an object of your choice for remote manipulation using soundwaves to either push or pull. It is highly useful in a plethora of scenarios.

Mercy of Ahamkara
Type: Tool
Rank: S
Range: N/A
Chakra: 40
Damage: N/A
Description: Mercy of Ahamkara is an external miniature plate and classed as an advanced ninja tool that is placed behind the ear right on the skin on the wie
lder. The device is linked with the brain and uses ultra-sound to detect fluctuations and abnormal activity in the wielders mind. This means that it can detect mind altering techniques and classify them as abnormalties. While it cannot be used to break free from such techniques it can help the user realize their under one. This is done by sending very specific electrical stimulations that are coded to reveal the state of their brain. Even though they are still trapped in an illusion they can now determine the rank of a manipulative technique and the fact that they are manipulated. It occurs in the same timeframe as the illusion has been casted.

Note: Can only be used 2 times per battle with a 3 turn cooldown period after each use.
Note: Can detect up to S rank techniques.

A tool to detect inconsistencies of your own mind to find abnormalities. While the tool cannot break a genjutsu on it's own it's design is to let you know that you're in one in the first place and what rank the illusion is.


As she stands observing her opponent from across the vast expanse of the grassy field, Faye's heart races with a mixture of anticipation and uncertainty. The breeze whispers through the blades of grass, carrying with it the weight of impending conflict. Her breath steadies as she stands ready to face an unknown adversary. The field stretches out before them both, offering no cover or solace, only the promise of a battle that will surely test Faye’s skill, courage, and resolve. With each passing moment, the tension in the air grows, building towards the clash that is about to unfold.
The battle begins with a hand seal, the ground begins to rumble behind Faye, she soon feels the soil begin to move backwards. Simultaneously in front of her the man’s relatively small snake produces a large mist towards her.
Faye, composed as ever, moves to perform the ram hand seal. The ground beneath her stops moving and from the center of the antlion pit, the earth trembles and shifts. The ground begins to crack and split, rising from the antlion pit, a colossal earth monster takes form. Its body, a fusion of rocky layers and mineral veins it has boulders for limbs, and an ethereal aura of ancient power making it quite a formidable embodiment of the land's strength. As it moves, the ground trembles, harmonizing with its elemental presence.
Simultaneous to its rising Faye unleashes a huge blast of wind from her mouth that moves at tremendous speeds towards the unknown man and his summons taking care of the poison cloud.She also in the same timeframe, by simply flexing her leg muscles, undoes her leg weights
The giant rock monster stands behind Faye.

“No intro? Hi, I’m World Hero X or something? No? Just have your friend spit gas at me? Okay.”


Rank: C-S (A-Rank)
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra: 30
Damage points: 60
Description: Keshin no Jorth, is a technique developed in the House of Katsuryoku, and only accessible by Katsuryoku Initiate(C-rank) and higher ranked(A-rank). The technique takes exit in the usage of 'Object Infusion'. Oft through the use of a hand gesture which is purely cosmetic, the user is capable of drawing forth any Genki(s) within the area, be it 'special summoned' or not, and forcefully infuse them into an object(s). An object could be anything ranging from a lump of earth turning into a deformed monstrosity, to a snowman. The most common however have proved to be the shapes of animal-like creatures of the patch of inanimate objects infused. This however is not only limited to solids, per se, as long as it carries a substance such as water. Once infused, the object in question would gain reasonable enhancements from said Genki, while the most generic will simply be shrouded in an essence of ethereal energy, a coat if you will. The Genki's most fundamental traits carry and is still viable during infusion of objects, such as to not be affected by some of the fundamental forces namely gravity and kinetic forces (as per the clan's submission). This, however, is valid for the ethereal coat surrounding and binding the object, not the object itself. The resistance and strength of the object will be bound by the strength of the Genki called (and thus the chakra spent) in direct proportion. An object infused with a B-Rank Genki will have a B-rank strength. The Genki while partially affected by Chakra itself, is capable of being infused into objects containing chakra of one rank below, such as B-ranked Earth if the A-ranked version of this technique is used.
Note: Infusion lasts while sustained.
Note: S-Rank can be used three times per battle and not in consecutive turns.

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user does the Ram handseal and inhales, kneading his chakra into his lungs, exhaling a huge blast of wind that levels anything in its path. Can cause major damage and requires a sufficient chakra level to perform. This large wind blast moves in tremendous speed and cannot be controlled. If the user gets caught in it, it will harm him also.

Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manner to passively release the weight gives them freedom of mobility. These clamps give no added bonus or benefit other than releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users' biography
-Can only be taught by Serpent


Health: 160
Chakra: 1600 - 60 = 1540
Speed: 10-2 (x2) = 16
Tracking: 66
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
First of all it's liquid, not gas! Second, names and formalities are wasted on those that are grave-bound. Shirou stated dryly, trying to rile up his opponent. Shirou would summon the scales of the great white snake, entering his variation of SM at peak chakra levels, ready to combat the woman and her new earthly companion. Semiramis herself would slither onto Shirou's shoulder, wrapping herself as if a scarf around the Nara's neck, in a none damaging fashion of course.

(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this technique is used in besides Sage Mode its self of course.

(Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
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.
(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
SC: 800
Speed: 40
 

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,502
Kin
2,110💸
Kumi
800💴
Trait Points
0⚔️
Awards
As Shirou's defiant words hang in the air, Faye's eyes narrow with resolve. Ignoring his attempts to rile her, she focuses on the task at hand, drawing upon her own wellspring of power.
A surge of energy courses through Faye's veins, her body resonating with the power of the Red Kama. As the black markings manifest across her skin, a transformation begins to take shape. The air around her seems to ripple with latent power as her physical and spiritual energies intertwine. A horn emerges from her forehead, an emblem of her heightened state.

With a swift and purposeful motion, Faye's hand perform a quick hand seal. The earth beneath her senses her command, responding to her will. The ground trembles once again, but this time it's her power that she calls forth. An inferno rages beneath her opponent's feet. The katon chakra surges, intertwining with the earth as ashes burst upwards from beneath him, swirling around Shirou. The burst of flames and ash not only engulfs him but sends him upwards.
But the winds are not forgotten in this symphony of elements. Faye quickly after the ash eruption weaves her chakra, performing the Bird hand seal with precision whilst her hands overlap. The wind responds to her command, merging with scouring dust in a furious dance. The amalgamation of wind and debris surges forth, propelled by her will. The result is a torrent of high-velocity wind and dust racing across the field that upon contact with the ash would create a gargantuan explosion, dealing massive damage to her opponent.


“Ah, my apologies for mislabeling your liquid! But, this could be the last chance you get to learn the name of someone new you know? People do die if they are killed after all.she quipped.

Type: Mode
Rank: S
Range: Short
Chakra: 80 for level 1, 100 for level 2.
Damage: ( Varies depending on Level )
Description: Kāma, a seal that normally serves as a compressed backup of an Ōtsutsuki that they can embed in the body of a chosen recipient to transform into should they sustain fatal injuries, is capable of being placed on entities that are not considered proper vessels. Such individuals are unable to serve as a receptacle for the Ōtsutsuki's soul and thus cannot be used for the process of reincarnation, but retain its other traits, gaining tremendous power and abilities. When activated, this Red Kāma significantly enhances the user's physical abilities and power as well as allows the usage of Kāma Rift as well as Nesaku. They can also make use of Kāma to absorb enemy's attacks like ninjutsu and large-scale explosions. Unlike the normal seal, this variant only has 2 levels, differentiated between the power gain and the manifestion of a horn that grows across their head similar to a headband but spiked in the middle, extending over the top of the head towards the spine.
  • Level 1: The lowest level, this version simply creates black markings across the user's body, and increases all of their Ninjutsu and Taijutsu by +15. This level also allows the user to cause explosions of built up chakra and allows the user the ability to absorb Ninjutsu containing up to 40 chakra regardless of rank up to 3 times ( once per turn ). The user gains a doubled speed boost as well as a durability capable of reducing 20 damage from techniques. He also becomes capable of healing 10 damage per turn.
  • Level 2: This level, containing the same markings as before but with them now stretching up the arm and allowing the user to grow a small horn, likewise allows the user to increase their physical attacks and Ninjutsu by +20. Their Kāma now allows the user the ability to absorb any Ninjutsu of 50 chakra and below regardless of rank up to 3 times ( once per turn ) and the use of Kāma Rift. The user gains a 3x speed boost as well as a durability capable of reducing 30 damage from techniques. He also becomes capable of healing 15 damage per turn.
Note: Kāma cannot absorb non-chakra based physical matter, such as non chakra based viruses or natural existing water from a river being manipulated, thus becoming a vulnerability towards such attacks and weapons.
Note: Only Custom Characters with Red Kāma can use this.
Note: Can only be activated a max of 3 times. Level 1 lasts up to 5 turns while Level 2 can only be used a max of 4 turns. Collectively, this technique can only last a max of 7 turns each use before timing out.
Note: After absorption, the user is only able to use 2 jutsu the next turn

Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra: 30
Damage: 60 (+10 if explosion occurs from another fire or wind technique) (+20 Kama)
Description: The user performs two handseals as they infuse katon chakra on whichever part of the ground surrounding them they wish (similar to Swamp of the Underworld). This katon chakra will burn the targeted earth below surface by consuming the tiniest bit of air underneath, using it as fuel. Because katon chakra has burnt the ground, it turns into ash which is then manipulated with the help of katon chakra blended onto it to rise upwards in a burst, causing anything on the affected ground surface up to 5 meters to received damage as they're being sent flying upward by the rising ash. Which part of the ground should be affected is up to the user. It could be all the ground around an opponent's location, in a circlular formation around themselves (the user), or any other manner. Anyone who gets sent flying by the burst of ashes receives 2nd-degree burning damage. As for opponents who were beneath ground surface whilst this jutsu was performed, they will receive similar damage but will also be unable to breathe as the air beneath ground has been consumed by the user's technique. If someone uses a fire or wind technique that gets in contact with the ash during its process of rising up, the ash would explode in a similar fashion as Fire Release: Ash Pile Burning, affecting whoever was inside the targeted area and giving them 3rd-degree burns.

Note: Usable thrice per battle
Note: One turn cooldown between usage

Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60 (+20 Kama)
Description: After performing the Bird hand seal the user creates a stream of high velocity wind combined with scouring dust. The completed technique is directed through overlapping hands.


Health: 160
Chakra: 1540 - 160 = 1380
Speed: 24
Tracking: 66
RKL2: 1/4
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
Noticing the transformation the woman undergoes, Shirou's demeanour would shift into a more serious one. It seemed that the woman was marked, just as Shirou. his would prompt Shirou into swiftly dashing towards the girl at full speed, poised to unleash a bombardment of attacks. As he runs, Shirou would utilize the Black Seal, empowering his lethality further. Should Faye use her fire technique with Shirou's new positioning, she too would be in it's area of effect.

Once within short range, Shirou would lower his stance, putting her more at level with Faye, and allowing him to viscously strike at her. Two strikes would be thrown, with the straight right targeting the solar plexus and the left hook targeting the liver. Due to the manner of Shirou's hands, the two attacks would go through the flesh, severely damaging the woman if successful. Per Black Seal, Faye's speed would be lowered as Natural Energy forcibly enters her system. Following the strikes, Shirou would push Faye backwards with his right hand, attempting to send her flying backwards.

(Senpo/Fuuinjutsu: Burakkushīru) - Sage Art/Sealing Technique: Black Seal
Type: Supplementary
Rank: B
Range: Short
Chakra: 20 (+20 to Taijutsu)
Damage: N/A (+ 20 to Taijutsu )
Description: Sage Art: Black Seal is a Senjutsu Seal that is triggered by the user clasping their hands. Once their hands are clasped, thick white lines travel up their body, originating from their arms and spreads to their extremities. The Black Seal itself is the white lines that cover the user’s body. This fuuinjutsu works by absorbing Nature Energy into the white markings as soon as the technique is initiated. The white markings serve as a “reservoir” for the Nature Energy absorbed from the user’s environment. The purpose of this additionally absorbed Nature Energy is the user’s ability to access and utilize it when striking. As the user of Black Seal strikes an opponent, they are capable of releasing bursts of Natural Energy from the seal to increase the impact and a damage behind their hits (+20). Once this natural energy is released, it is injected into the opponent's chakra system if the hit lands. By injecting Nature Energy into the opponent, their chakra system balance will be thrown off. As a result, the target's body will begin to petrify and turn into stone. After one strike, the target will become notably slower, moving at 75% of his top speed. After more than 60 chakra has been inserted, the target will become half as fast. Should more chakra be inserted through this, the target will become stone. Once activated, Black Seal will remain active for alone as Sage Mode is active for an additional -5 chakra drained per turn. (Turns -10 per turn to sustain SM into -15 per turn.) Black Seal can be used a total of three times per battle. Can only be Taught by Daemon.
( Za Danshingu Shiro Tora ) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A +20
Damage points: 80 +30 +20 = 130
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.
 

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,502
Kin
2,110💸
Kumi
800💴
Trait Points
0⚔️
Awards
As Shirou begins his swift approach, Faye anticipates his movement. Knowing she wouldn’t be able to move dodge in time or use the moves she had planned to, she instead improvised swiftly activating the Sonic Tractor Beam, a remarkable tool that uses sound frequencies to create a concentrated high-pitched sound, surrounding an object with a force field. With precise control, Faye focuses the tractor beam on Shirou as he approaches, enveloping him in its force field.
The moment Shirou enters the tractor beam's range, the soundwaves exert a force on him, slowing his rapid advance and effectively pulling him to a halt. Despite his impressive speed, the tractor beam's manipulative power counters his momentum, granting Faye a brief respite and the opportunity to prepare her counterattack.

Now with Shirou held in place (within short range) by the tractor beam's force field, Faye seizes the moment to initiate her next move. Recognizing the opportune timing, she channels a significant amount of Xenon energy into her fist, she and with precision and focus, Faye thrusts her charged fist forward, releasing the explosive shockwave of Xenon with immense force. The shockwave surges towards the momentarily immobilized Shirou, the wave of energy hitting him with significant impact. The explosion-infused attack crashes into him, causing substantial damage and disorienting him. Shirou's momentum is disrupted further, and the force of the explosion might even propel him backward. Faye remains poised, ready to take advantage of the opening she has created.

Type: Tool
Rank: S
Range: Short-Long
Chakra: 40(-10/turn)
Damage: N/A(80, if used aggressively and slam a shinobi into the ground for instance)
Description: The tractor cannon is a device placed inside the hand of the wielder and is about the size of a cent. The tractor cannon uses sound frequenciez to attract an object in question by surrounding it in a concentrated high-pitch and constantly controlled loud sound which in turn creates a force field around the object. This gives the properties of manipulating foreign objects without actually touching them, however the technology of this device is very underwhelming and is in a very early state of scientific research but the limits of the sonic tractor beam is that it can only move objects that are the same weight or less than the wielder of the tool. If the user wants to remain gripping an object for more than one turn, additional chakra needs to be put into the device and they may not close their one hand where the device is on since that would disrupt the tractor beams sound-waves. Therefore, techniques that requires handseals cannot be used at the same time as the tractor beam is used for an object(pulling, lifting etc). A way to neutralise being lifted up in the air and smashed into the ground is to simply disrupt the soundwaves by using wind. The user must also always focus the device on the object they are lifting. If an object is caught in the force-field of the tractor beam that is of much greater weight than the user, it will only partially slow it down. The tractor beam can push and drag objects in pretty decent speeds(up to the users own speed base). The minimal weight the tractor beam can influence is the weight of a feather.

Note: Objects that are to be manipulated cannot exceed the weight of the user or a regular human to have lift-off from the ground. They may only be partially slowed down.
Note: The maximum reach for the tractor beam, or as far as it can push objects is long-range.
Note: The tractor beams hold only lasts for a maximum of 3 turns and can only be used twice per battle for holding objects that long.

The mini-deva path so to say. This tool allows you to form a tractor pull around an object of your choice for remote manipulation using soundwaves to either push or pull. It is highly useful in a plethora of scenarios.


Type: Defensive/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 20 = 100
Description: Explosive Air Palm Thrust is a powerful technique, which can cause heavy damage to opponents with ease. One would often get this technique confused with an Taijutsu technique. The user generate a tremendous amount of Xenon into their fist, then once formed the user will thrust their hands forward creating a powerful explosive shockwave of xenon. This technique is able to disperse or break techniques and even repel them up to 5 meters away. The blunt damage from this attack, can easily break bones if it connects to somebody body, while even knocking the wind out of their body.
Note: Can only use twice per battle
Note: Cant use Xenon S rank and above in the same turn or following turn.
Note: The user can only use this burst of wind to push objects weaker than it is. If the object is of equal strength or greater, it will break said object or fail.


Health: 160
Chakra: 1600 - 80 = 1520
Speed: 24
Tracking: 66
RKL2: 2/4
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
On the cusp of striking, Shirou would find himself stopped in place inside of short range. It was inconsequential to the Nara however, the range he needed had been achieved. With a simple manipulation of his shadow, which was already in short range, a multitude of effects would happen in conjunction. Faye would find her chakra reserves depleted by half, preventing her attempted follow up, whilst also shutting down her mode, reverting her back to base. This would be due to the Living Barrier seal being utilised through Shirou's shadow via Tartarus & OotP. While Tartarus itself simply acted as a bridge between OotP and Living Barrier, creating the two bladed objets, the former would be used to restrict Faye's movements.

Not only would Faye be immobilised, she would be forced to kneel before Shirou, with her silence being forced. Shirou would address the woman in a cold tone.

How did you come to achieve the state you were just in?
Shirou would maintain his holds on the techniques, limiting the woman's capabilities for the moment. He would however allow her to talk, loosening his hold over her mouth.

(Kage: Chumon No Yogen-Sha) - Shadow Arts: Order of The Prophet
Type: Supplementary
Rank: D
Range: Short - Long
Chakra: 10 +10
Damage: N/A
Description: After capturing the target(s), either through this technique or others, the user is given the opportunity to humiliate the target(s). The user can choose to force the opponent to bend their knee(s) in order to kneel in front of the user, or to choose to cause the target(s) to close their mouths, preventing them from talking. The two are often used together to silence insubordinate mongrel. Other than the aesthetic uses of the technique it has a practical use. The user can choose to close the mouths of the target(s) as they are releasing a jutsu, thus effectively stopping the technique and potentially harm the target(s) depending on the nature of the released technique.
(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique.

As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
( Fūinjutsu: Seikatsu Kekkai ) – Sealing Technique: Living Barrier
Rank: A-Rank
Type: Supplementary
Range: Short
Chakra cost: 30 (-15 per turn active) +10
Damage points: N/A
Description: The user takes out two bladed objects and crosses them. This creates a seal that seals away 50% of the chakra of any opponents within short-range of the user, allowing them to use only upto A-rank techniques.
Note: Sealing Method lasts 2 turns maximum.
Note: If the opponent moves out of short range, he regains his original abilities
 

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,502
Kin
2,110💸
Kumi
800💴
Trait Points
0⚔️
Awards
Immobile and silenced, Faye appears unbothered by her predicament. "Well, to be honest I’m not quite sure. I kinda just woke up with it. Something to do with possession and spirits etc etc. Suuuuper long story," she says playfully, her lips moving as she speaks, conducting the Genki's energy in a delicate dance of control.

Despite her constrained state, she skillfully navigates the required movements, using her lips as she spoke to guide the Genki and direct its energies into forming the immense and radiant pink flame that engulfs her surroundings. This happens immediately as she speaks.
As the Genki respond to her will, a radiant and enormous pink flame immediately takes shape around Faye. This extraordinary conflagration blazes to life, radiating a brilliant light and intense heat. The colossal flame expands outward, not only shattering the constraints of Shirou's shadow-based seal but also unleashing a blinding, searing brilliance that envelops the area. Her mode would return to her as well.
Caught off-guard by the unexpected surge of light and energy, Shirou finds himself momentarily disoriented and set ablaze by the intense brilliance. As he struggles to regain his senses, Faye seizes the opportunity and her position to employ an uppercut with calculated precision which sends Shirou flying backwards.

On contact, with expert control, she disrupts a specific physiological process within Shirou's body, inducing the hyperthermia effect. The effects of the technique focus on manipulating his internal temperature regulation, causing his body temperature to skyrocket uncontrollably.
As the Pituitary Aberration takes effect, Shirou's internal temperature regulation goes haywire. He suddenly experiences an overwhelming surge of heat radiating from within, causing his body temperature to spike to dangerous levels. The sensation is torturous, with his skin feeling like it's on fire, his heart racing, and his thoughts becoming hazy.
The combination of the blinding pink flames and the induced hyperthermia amplifies the torment. The intense heat from the flames synergizes with Shirou's elevated body temperature, making him feel as if he's being consumed by a relentless inferno. An inability to cool the body through perspiration causes his skin to feel dry, and his muscles weaken under the duress of the scorching heat. Disoriented, weakened, and consumed by the fiery onslaught, Shirou struggles to maintain his composure. The overwhelming heat and his own physiological turmoil would leave him in a state of shock vulnerable and unable to effectively respond to Faye's actions.

Meanwhile in his moment of vulnerability the stone monster, which had stood still behind Faye, springs to life. Acting in perfect synchronicity with Faye’s calculated movements, the massive creature lunges forward, its stone fist hurtling toward Shirou with crushing force, his form silhouetted against the backdrop of Faye’s radiant flames. The impact of the stone monster’s punch is bone-rattling, leaving him further disoriented and dazed as he’s pummelled by both the physical blow and the chaotic combination of heat and light.
Faye’s calculated strategy unfolds with precision, combining her mastery of spiritual and medical techniques to create a symphony of devastation that leaves Shirou reeling.

Rank: C-S (A-Rank)
Type: Supplementary
Range: Short-Long
Chakra Cost: 30 (+10)
Damage Points: 60 (+10)
Description: Shojun no Hel is perhaps the most essential technique throughout the House's epitome of techniques. The jutsu is based on the use of the generic Genki which whom traverse between the Pure and Impure Realms, a.k.a into our 'dimension' per say. Through the conviction of the user, and a sacrificial portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. Now this can be used in a various amount of ways, essentially by bending the savage spirit in it's else deformed mass of ethereal spiritual energy, the user is capable of forming 'constructs' of ethereal energy throughout the field through hand motions or else body movements. These constructs carries a certain color of Kūki no Yōna depending on the user, upon materializing in the desired area of the user's choice. On top of that, the constructs are either flame-like or solid in the appearance, thus adding for versatility. Once the sacrifice have been made the user can freely without further payment manipulate the Genki, with the only cost being spending a move. Being hit by a Genki will either do nothing (if the spirit decides to not take a tangible form), or produce kinetic, physical damage (if he takes physical form). In this case, the Genki still has the ability to select which matter he will interact with, though that is not true for energies, as per the clan description.
Note: This technique can only manipulate one genki at a time.
Note: S-Rank can only be used three times per battle and not in consecutive turns.

Type: Offensive
Rank: C
Range: Short
Chakra cost: N/A
Damage points: 30 (+20)
Description: This attack is a jumping uppercut in which the user utilizes a spin to increase the reach and speed of their jump. This attack is an excellent anti-air move capable of sending a target flying several feet.

Type: Medical
Rank: S rank
Range: Short
Chakra: 40
Damage: N/A
Description: Pituitary Aberration is a technique that, as its name suggests, disrupts the normal workings of the Pituitary gland. The Pituitary gland is an endocrine gland about the size of a pea and weighing 0.5 grams in humans. It is a protrusion off the bottom of the hypothalamus at the base of the brain. The Pituitary, although insignificant in size, has a very significant part in the bodily processes. The Pituitary is an important gland in the body, so much that it's often referred to as the master gland. It controls several of the other hormone glands (e.g. adrenals, thyroid). It is often considered the most important part of the endocrine system because it produces hormones that control many functions of other endocrine glands. Some of the relevant hormones for this technique, that are secreted from the Pituitary help control blood pressure and metabolism as well as some aspects of water and salt balance of the kidneys, temperature regulation and pain relief. When the Pituitary is thrown out of its normal routine, a lot of the aforementioned body processes can go haywire. Depending on the effects that the user wants to achieve, he can disrupt the Pituitary and how it controls the aforementioned aspects of the body. If the user decides to influence the Pituitary and its control over the opponents blood pressure, he could raise it or lower it, causing the opponent to feel lightheaded in both cases. If the user pushes the opponent to the extreme, by either lowering or raising his blood pressure, after 3 turns of irregular blood pressure, the opponent would faint. If the user decides to influence the Pituitary and its control over the opponents metabolism, he could stop the opponents body from properly metabolizing. This means that he could stop the life-sustaining chemical transformations within the cells of his body, which prevents conversion of food/fuel to energy to run cellular processes. This in turn, makes the opponent fatigued and drowsy, with blurry vision, tingling or numbness in his hands or feet and dry, itchy skin. If the opponents metabolism is disrupted for 3 turns, he will be unable to move because the cells that make up his body, won't have the required energy/fuel to run their cellular processes. If the user decides to mess with the salt and water balance within the opponents kidneys, he can prevent the cells of the opponents body to remove the toxic waste that they produce. Each cell in our body is effectively a bag of chemicals contained in a partially permeable membrane. Water and small particles such as some mineral ions can pass in and out of the membrane freely down concentration gradients. However many chemicals such as glucose, amino acids and proteins cannot pass through the membrane at all because they are too big. By controlling the Pituitary to tell the kidneys that there is too much water in the opponents body, which will, in fact, remove the water, dehydrating the body and forcing the cells in the body to slowly die off due to the lack of water to remove the toxic waste from the cells. Due to the accumulation of the toxic waste and the dead cells for 3 turns, the opponent would develop myopathy which is a form of tissue death also known as necrosis. One of the most important, and certainly most potent abilities of this technique is to control the temperature of the opponents body by affecting his Pituitary. With this application, the user can make the opponent feel, either, hypothermia or hyperthermia. Hypothermia is defined as a body core temperature below 35.0 °C. In mild hypothermia there is shivering and mental confusion. In moderate hypothermia shivering becomes more violent. Muscle mis-coordination becomes apparent. Movements are slow and labored, accompanied by a stumbling pace and mild confusion, although the person may appear alert. Surface blood vessels contract further as the body focuses its remaining resources on keeping the vital organs warm. The subject becomes pale. Lips, ears, fingers, and toes may become blue. In severe hypothermia there is difficulty speaking, sluggish thinking, and amnesia. Inability to use hands and stumbling are also usually present. Cellular metabolic processes shut down. Muscle coordination becomes very poor, and walking almost impossible, and the person exhibits incoherent/irrational behavior. Hyperthermia, on the other hand, is elevated body temperature due to failed thermoregulation that occurs when a body produces or absorbs more heat than it dissipates. Hyperthermia is very dangerous and in extreme cases it results in death. An early stage of hyperthermia can be apparent as heat exhaustion, whose symptoms include heavy sweating, rapid breathing and a fast, weak pulse. If the condition progresses to the stage of a heat stroke, then hot, dry, skin is typical as blood vessels dilate in an attempt to increase heat loss. An inability to cool the body through perspiration may cause the skin to feel dry. Accompanying dehydration can produce nausea, vomiting, headaches, and low blood pressure and the latter can lead to fainting or dizziness. In the stage of severe heat stroke, there may be confused, hostile, or seemingly intoxicated behavior. Heart rate and respiration rate will increase, as blood pressure drops and the heart attempts to maintain adequate circulation. Eventually, organ failure, unconsciousness and death will result. It takes 3 turns to achieve these effects, 1 turn per each stage of severity. If the user decides to mess with the pain relief aspect within the control of the Pituitary, the user can force the opponent to feel pain for very prolonged times at an increased rate. Even small injuries would be felt more intensely and longer than usual, spanning over a course of 3 turns. Due to that fact, the pain can be stacked through a period of time (eg. if the user is rapidly being hit), thus making the opponent feel immeasurable amounts of pain. While under this effect, the opponent would feel the double damage of a hit for the whole period of 3 turns. For example, if the opponent is hit with a C rank taijutsu technique, he would feel as if he was hit with a B rank taijutsu technique. Furthermore, he would feel that damage for 3 turns. Due to the intricate effects of the technique and the immense and precise control they excrete over the Pituitary, the technique can only performed through physical contact. Once the contact is made, the user will release great amounts of medical chakra into the opponents body and will it to nest itself within the opponents Pituitary. From there on, the user has control over the opponents Pituitary for 5 turns and no further contact is required. If the user decides to perform techniques that require chakra, he has to drop focus of this technique, but he can easily assume control afterwards, although at a cost of a move per turn. Once the control of the opponents Pituitary is completely lost, the opponents body turns normal within the next 2 turns.
Note: Can only be used once per battle
Note: Only McRazor can teach this
Note: Takes a full turn before Necrosis fully sets in on an area of the body


Hp: 160
Speed: 24
Tracking: 66
RKL2: 3/4
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
The woman's answer and her subsequent actions were dissatisfactory, provoking the Nara to up the pacing. Unbothered by her light, his sensory skills would be more than enough to achieve his counterattack. As the hold is broken, Shirou would dart forwards while channeling a significant amount of chakra into his left hand. Three branching streams of chakra would manifest into serpents. These serpents would clash with the stone monster and Faye herself, destroying the creature while severely damaging Faye if it lands. Should Hel's Alignment be in it's physical form, it too would be insignificant in weakening the SM empowered serpents.

Beyond that, the Nara's frontal dash would be at an angle, moving slightly to his right, removing himself from the center line, and avoiding the uppercut, if attempted. It would also allow him to get a proper angle on Faye to deliver right hooks to her face, bouncing her off of the serpents that would be covering her escape routes (Faye's right, behind, and above). If Shirou's assumption was correct, Faye would be running out of juice soon, whereas he still had more in the mode tank!

Additionally, Semiramis whom was on Shirou's shoulder would unleash her KI, sensing that the end was near. This would be an extra layer of restriction on Faye, likely making her counter harder to achieve.

(Yoton: Yamata no Orochi) Yang Release: 8 Branched Giant Snake
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra Cost: 100/110 for Yin-Yang chakra
Damage: 100/120 w/ Elemental or Yin-Yang chakra +30 = 130
Description: This technique sees the creation of the mythical serpent, the Yamata no Orochi. The user begins by gathering their Yang chakra into their arms and creating three branching streams of white chakra from each of them as well as coating both arms in chakra. The user’s arms and streams of chakra will take the form of serpents with flaming amber eyes. Due to the nature of this technique utilizing one’s Yang chakra, these serpents are not simple manifestations of chakra, but actual sentient creatures. The serpents can sense entities like ordinary snakes and they share a telepathic link to the user, allowing them to communicate with each other. They act like chakra arms and can be used for a variety of purposes. In the base form of this technique, the 8 branches are simple ethereal constructs of sentient Yang chakra. In their second form, users can add nature release to the branches to increase their power, including AE and CE the user knows. In their third and final form, the user can add Yin Release chakra and give the branches physical bodies. The addition of the Yin Release also gives the branches unique venom which drains the physical vitality of the victim. The bite from each snake lowers a victim’s physical speed, reaction, and ability to use high ranked physical techniques.
Note: Form 1 is usable by all users of Yang Release, Form 2 is usable by Yang Release Specialists and Yin-Yang users. Form 3, also known as Yin-Yang Release: Yamata no Orochi is only usable by Yin-Yang Users.
Note: The vitality degenerating venom is capable by all branches of this technique, however there is only enough for 3 usages. The vitality degeneration venom becomes worse with every bite. If a victim is bitten once their base reaction/tracking is reduced by half, twice and their base speed and physical damage is reduced by half, and thrice they will lose the ability to use any form of tai or kenjutsu techniques and will be rendered completely paralyzed 2 turns after the third bite if not healed. The victim will be unable to do anything short of breathing, including using their chakra. Users bitten once also become incapable of using physical elevating techniques such as Sage Mode or EIG.
Note: Medical ninja or other Yang Release users can rid themselves of the poison through means of medical techniques or vitality boosting techniques such as power of the sun.
Note: Technique can only be used once per battle and requires 50 chakra points to maintain (60 above the first form). While this technique is in use, the user cannot use any non-elemental ninjutsu, Yin Release, or Yin-Yang techniques (other than this technique’s advanced variation).
( Hitonare Za Tora ) - Taming the Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A +20
Damage points: 80 +30 +20 = 130
Description: A technique that focuses on overwhelming power and precision. Through careful breathing this technique allows the user to deliver several one knuckle punches in quick succession, each and every one striking the exact same spot on the target with devastating effect. This attack is capable of breaking through most conventional defenses.
(Sakki) - Killing Intent
Rank: D - S
Type: Supplementary
Range: Short - Long
Chakra cost: N/A
Damage points: N/A
Description: Killing Intent pertains to the ability of the user giving off their pure killing intention and having it affect their opponent and others around them up to the point of paralyzing them. When the Killing Intent is particularly strong, it can even give the victim visions of their own gruesome death, nausea, pain, etc. This can cause the Killing Intent to be confused with a genjutsu, despite not being a genjutsu at all; simply a showcase of intention and power. The target will feel as if facing an overwhelming enemy and, even if not a sensor, will suddenly feel the pressure of the users chakra and its magnitude, making the effect that much more dramatic. To effectively be used, the user needs to focus on his target and concentrate on the killing intent towards it, meaning that one must see the target and be focused on it. The strength of the Killing Intent is dependent on many factors and go through several levels. If a difference in rank smaller than 2 ranks exist, the enemy will feel only the pressure and the ominous presence of their dark intentions. Its enough to lose your grasp on a weapon or stay clinched to it (depending on the situation) or even to hesitate in an attack, stumble or mess up a handseal, all depending on the situation and proximity. The effect is small and normally not that significant but can be effectively used to pressure enemies into making a mistake. If a difference of 2 ranks or more exist, the enemy will be frozen, almost unable to move as the overwhelming killing intent dominates their own conscious and riddles them with nightmarish versions of death. The paralyzation gradually weakens as time passes and can only be maintained while the user is focused on the target. The further away the target, the weaker it is and it can only fully paralyze a target within short range. Similarly, the more targets one focuses on, the weaker the effect is in each one (divinding the effects equally between the number of targets). Lastly, the stronger the user is in relation to the target, the stronger the effect will be. The target can counter Killing Intent directed at it through pain, "mind cleansing" techniques or their own Killing Intent.
Note: Intensity of technique depends on the rank of the user, distance to target and number of targets one is focusing on
Note: Can only be used once
Note: Lasts only while the user is focusing on it and while focusing on it the user can't mold chakra
SC: 800 - 60 (Sustaining x3) - 80 (Prev move) - 120 (CW/CWT x3) - 100 - 20 = 420 !
 

El Alucard

Active member
Veteran
Joined
Mar 13, 2014
Messages
3,502
Kin
2,110💸
Kumi
800💴
Trait Points
0⚔️
Awards
Amid the maelstrom of battle, Faye's senses ignite like a star in the night sky, illuminating the intricate dance unfolding before her. Her heightened awareness and keen tracking skills paint a vivid tapestry of the battlefield within her mind, capturing every minuscule nuance and whisper of motion. With each heartbeat, she interprets the shifting currents of air, granting her the rare gift of perceiving the most subtle of changes. Every twitch, every shift of weight, every minute alteration is etched in her consciousness as if eternally etched in stone.

As the empowered serpents weave their path of destruction, Faye's calculating insight dances ahead of them. She's a step ahead, anticipating their every move, her mental choreography a symphony of strategy and instinct. Even as the serpents dive and twist through the tumultuous flames, she navigates their trajectory with unwavering confidence. It's the synergy of her intuition and expertise that transforms the battle into an intricate performance, where she leads the charge with consummate skill.

In an instant of profound decision, Faye capitalizes on the ever-shifting balance of the battlefield. Drawing upon her chakra reserves, she compresses raw energy with practiced precision. In her right hand, crimson brilliance blooms, radiating power that pulses in tandem with her heartbeat. Swift as the wind, she becomes a blur, fading from the view of serpents and Shirou alike.

The teleportation whisks her from one realm to another, depositing her behind the disarray that momentarily ensnares her opponent. Residual energy crackles around her form, a testament to her seamless transition between dimensions. Without a second thought, she swings her h arm as a scythe materializes in her hand from the energy, a resplendent beacon of destruction forged from her will and power.

In the heart of the turmoil, Shirou's position becomes tenuous at best. A shattered rock monster, an opponent vanished, and a missed punch leave him vulnerable and off-balance. Faye's calculated move would surely take him by surprise.
With a fierce determination, Faye materializes a scythe out of the Nesaku energy, swinging it with unwavering focus. As the scythe makes contact, the air itself seems to part in deference to its power, creating a brief vacuum that pulls at the fabric of reality. The blade's edge meets resistance, slicing through the very essence of Shirou's being. It's a moment frozen in time, a collision of forces that sends ripples of energy coursing through the battlefield.

In this pivotal juncture, the balance hangs suspended, as the outcome teeters on the precipice of uncertainty. Faye's mastery over her abilities and her keen tracking skills seem to grant her an advantage, showcasing her adaptability and strength in the face of adversity. With the last flicker of her horn and the fading of her markings, Red-Kama retreats to its stage 1 form, marking the conclusion of this decisive turn.

Semiramis' endeavor to employ Killing Intent against Faye would prove futile due to Faye's innate resistance to external emotional influences. Despite her capacity to experience emotions like fear, infatuation, anger, and more, Faye remains firmly in control of them.

Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 50
Damage: N/A
Description: This technique is a Space–Time Ninjutsu used by those with access to Kāma. The user creates a rift, which allows anyone enveloped to transfer to a chosen location including foreign dimensions. The rift's formation is fast enough to catch targets off guard and transport them alongside the user, as well as to evade attacks from enemies at the last moment. Two Kāma recipients can collaboratively manifest the rift from their marks to bypass barriers. The rift's formation is fast enough for catch targets off guard, teleporting as close as 5 meters away and if in contact with them, transport them alongside himself when teleporting.
Note: Can only be used once every 2 turns and requires Kāma to be active.
Note: Can only be used by Kawaki, Boruto, Jigen and custom bios with Red Kāma
Note: Can only be used 3 times in Level 2 and 5 times in Level 3.

Type: Offensive
Rank: B - Forbidden (Forbidden used)
Range: Short - Long
Chakra: 20 - 50 /Equal to Jutsu absorbed
Damage: 60 - 110/Equal to Jutsu absorbed
Description: Nesaku is an ability derived from the original Ōtsutsuki who created the Red Kāma mark the user has. Nesaku refers to a powerful special red, glowing, malleable energy reminiscent of Chakre Creation Tools that the user can manipulate from his body with Kāma active. While this energy does not require hand seals, it does require large movements and not small finger flicks. This special energy, while having no unique properties outside of strong damage, has special interactions with Natural Energy, neutralizing the petrification related effects of either form of Senjutsu as well as being considered neutral to it.
In addition to this, the user is capable of releasing the chakra he has absorbed via Kāma as a Nesaku replica. This replica functions similar to the original and deals damage equal to that of the jutsu he absorbed, unable to boost it's damage. In the event multiple Jutsu have been absorbed, the Nesaku will be released as a blast of equal power to the strongest jutsu absorbed with one blast being produced per jutsu absorbed.
Note: Requires Red Kāma to be active.
Note: Can only be used by custom bios with Red Kāma active.
Note: S rank and higher usage can only be used 4 times in Level 1 and 3 times in Level 2.

Health: 160
Chakra: 1490 - 100 = 1390
Speed: 24
Tracking: 66
RKL2: 4/4
 
Last edited:

Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️
I was asked to grade this fight due to it being for Vayne's mastery.

The first issue is in El Alucards first move based on his wording: "Simultaneous to its rising Faye unleashes a huge blast of wind from her mouth". You cannot perform two techniques within the same timeframe that both require chakra (Unless stated, such as boost techniques), this would cause bother Jorth's Personification and Pressure Damage to fail. Though, the rising of Jorth's Personification would actually work as the initial defence against Vayne's combo as it would of risen you above the poison spray, though be destroyed when it was hit (Though Vayne continued as though it remained as stated in your move).

The second issue comes [here]. El Alucard tries to speak to use their Genki "her lips moving as she speaks ", though Vayne's shadow technique states "choose to cause the target(s) to close their mouths, preventing them from talking.", where in his move he says "Not only would Faye be immobilised, she would be forced to kneel before Shirou, with her silence being forced". This would prevent you from speaking to enact your move. I say this as the technique itself, Hel's Alignment states " Through the conviction of the user, and a sacrificial portion of chakra, depending on the strength of the Genki, and the Rank within the House of the user, they will forcefully be able to persuade the Genki to do their bidding. ", If you can't talk, I'm not sure you can persuade the Genki to do as you wish. I'm not 100% certain this is the way it works, though as you stated you controlled it through speaking, due to being unable to speak, that act would fail.

Overall, It felt as though Vayne had full control in the fight with El Alucard reacting to the pressure applied. With the issues above, Vayne wins.
 
  • Like
Reactions: El Alucard
Top