Rust removal

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,796
Kin
1,011💸
Kumi
5,194💴
Trait Points
80⚔️
Celeste Hozuki
You must be registered for see images

Aren’t you feeling a little bit lonely out here? Sure it’s nice and…warm? I’m sure you can find a much better and comfortable placement in Davy Jones Locker…

The fishman spoke, creeping into the battle zone in a not so subtle way. Her accent was a little bit different from what the Surface Dwellers would imagine, a more southern twang behind of it - let alone coming from a princess. Celeste would stop her motion just at the ten meter mark, as she yawned - the stretching of her muscles allowed her scales to glisten in the morning slightly in an array akin to a rainbow. The reason she was present? Purely a coincidence in most cases- but it was intentional this time, as this man was quite an annoying one. “You’re in a lot of trouble, Nara…tarnishing that fishing village in the Water Peninsula…it was property of the Ryugu Kingdom!” she snarled, as she locked eyes with him.

You’re gonna either hand over the appropriate funds to rebuild it…or pay back in your life…the choice is mine” she said with a wicked smile, almost too wicked. While she grew to tolerate most people on the surface- she was still not too fond of them, precisely for reasons like this. In response would have made a unique getsure - which in turn caused a unique technique to override her chakra circulation and completely converted it into water release. It wasn’t detectable without the need of chakra sensory as she then continued into another technique.


(Ousuiton: Suisennin ) Hidden Water Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.

Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.

Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.

The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.

Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact.
Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.

Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect

She had an immense mastery over water release, to such a degree - she pulled in the moisture surrounding herself and immediately thrusted her hand towards the opponent. “Suiton: Suiryuudan no Jutsu!” she yelled as a giant dragon composed of black water erupted around her. It’s body was composed of alterations provided by Apex Predator - as the giant maw of the dragon aimed directly at the Nara as it would attempt to devour his body. She would have manipulated it, allowing to gain the property of “Debuffing Water”, which if a direct clash is made against an enemy technique- it would be reduced by -10 DMG. The dragon itself was 10x10x10, allowing it cover quite the wide range in turn.

Once finished, the Fishman would have finished with activating her Hozuki Clan's innate technique, gaining a protean like form as she completely turns into water. "And so, I choose with blood"


(Suiton: Suiryuudan no Jutsu) - Water Release: Water Dragon Bullet Technique
Type: Offensive
Rank: A - S (A)
Range: Short - Long
Chakra Cost: 30 - 40
Damage Points: 60 - 80 (60 + 15 via AP = 75)
Description: After performing a long series of handseals: Ox → Monkey → Hare → Rat → Boar → Bird → Ox → Horse → Bird → Rat → Tiger → Dog → Tiger → Snake → Ox → Ram → Snake → Boar → Ram → Rat → Yang Water → Monkey → Bird → Dragon → Bird → Ox → Horse → Ram → Tiger → Snake → Rat → Monkey → Hare → Boar → Dragon → Ram → Rat → Ox → Monkey → Bird → Yang Water → Rat → Boar → Bird, the user then shapes a large amount of water into a giant, powerful dragon, which hits the opponent with formidable might, dealing physical damage. The ideal place to use it is near a body of water, but if the user's skill allows it, it is possible to use it even in a place where there is none. The amount of water used will be in proportion with the user's skill as well as its power which can vary. Ninjas with a water specialty will be able to produce up to an S-Rank technique; normal ninja will produce the basic A-Rank technique. Tobirama was able to use this technique with a single hand seal showing testiment to his skill in water ninjutsu.

Note: Requires a nearby water source.

Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact via Apex
( Suiton: Suika no Jutsu ) – Water Release: Hydrification Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 20 ( -5 per turn )
Damage points: N/A
Description: The Hydrification teachnique is a protean, whole-body technique whereby the user can liquefy their body at will, making it impossible to receive damage from physical attacks. From a single hair to the skin and muscles, everything can be liquefied and solidified at will. Capable of manipulating their body in different shapes, the user is able to use their body as a source of water jutsu created up to Mid range from the user. Using this, the user can also re-shape their body parts for suitable situations. The only way to contain a user of this technique is to lock them up in an airtight container so they cannot move about. When the user passes out, they turn into a jelly-like state. The Second Mizukage, when using this technique, has a more oily state, allowing it to enter Sand and nullify it.
Note: Can only be used by members of the Hozuki Clan

Chakra: 3000 - 30 - 20 = 2,950
HP: 200
Speed: 10
Tracking: 35

Note: All of Celeste's Water Techniques gain a +2 Speed Increase via AP in Mind, and +15 Bonus DMG.
 
Last edited:
  • Like
Reactions: Shady Doctor

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
(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.




For what could be labeled an eternity, the Nara had been walking 'naked' through the world, abandoned by his tools and allies. On the eve of their return, the Nara would be approached by a rather aggressive looking pipsqueak, sprouting nonsense no less. Naturally, the Nara and his companions did not take kindly to the threats, forcing them to shift their attention towards the aggressor with violent intentions. Notably, Semiramis' focus would decrease the woman's speed due to her Assassin of Red passive ability, whereas Shirou's own simply extended to the woman and her technique's shadow, granting him a better perception of any immediate danger.


The politics and reality of the world are concepts too complex for a child like you to comprehend. The Nara would state drily.

Before more could be said, the Nara and co would find themselves under attack, prompting the Nara to detonate a flash bomb 2 meters behind him to his right, potentially blinding his opponent whilst also massively extending his shadow at a rapid rate. With his extended shadow being cast at the water technique, Shirou would spread his shadow both inside and outside of the dragon and take control of it while maintaining it's shape. The now shadow dragon would be redirected back into it's original creator, with Shirou aiming for it to violently pin her to the ground after the initial clash. Semiramis herself would also play a part as she transferred chakra into Shirou to empower the attack significantly.

(Kage: Toukai No Fuzen) - Shadow Arts: Extirpation of Sin
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40 + 10
Damage: 80 + 40
Description: Due to the very nature of shadows they can exist/be inside any non-opaque construct. {X} {X}. Naturally, this would only work on techniques that the user's shadow appear in, such as a water technique originating from beneath the user. Using this fact the user can use his shadow to attack and destroy structures from the inside out. Depending on the user’s need two main ways of using the technique exist. In the first the user would expand his shadow inside the structure while solidifying it. Depending on what the user desires the shadow can completely break down the structures into nothingness, separate them, or simply render them useless. The second manner of usage is to manipulate the shadow to begin spreading inside and outside the structure. The shadow would intricately bind the structure and maintain its shape. However, the moment the shadow’s bind on the structure is stopped/interrupted, the previous structure would be rendered useless. This usage allows the user to take control of the constructs and move them as they desire. For example if used on a crystal fist technique the user would attack the target with the broken down crystals that are held together and surrounded by the users shadow. The beauty of this usage is that it adds more danger to the opponent, albeit in the form of a D ranked 'blast' of the material that the countered technique was composed off. The technique is usable three times per battle. The second manner of usage can be maintained for a cost of 10 chakra points per turn. No S-Rank or above Shadows in the next turn.
(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
HP: 360
Speed: 10
Tracking:
66
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,796
Kin
1,011💸
Kumi
5,194💴
Trait Points
80⚔️
The Fishman remained vigilant in her stance against the Nara- evident when he began to chirp rubbish about the surface world politics. He even went as far as to call her a child though she couldn't help but laugh. His offensive actions however too more importance as something bright went off in the distance, though considering how far apart they were - it wouldn’t be as strong to her eyes. One thing she did notice however is the sudden shift in her water technique, with her innate connection to sources of it - this allowed her to feel her dragon suddenly turning back into her general direction.

Naturally, you land lovers are the most chaotic and selfish beings on this planet...only rivaled by these...demons and angels” she said with malice in her tone. Almost immediately - she kneaded her Yang based nature mixed with water in order to give life to the Yamato no Orochi - the snakes slowly and carefully curving around her arms. Like before, she manipulated the water chakra - giving it a crystalized structure. It glistened almost akin to a black diamond, while also increasing the power behind it.

The snakes would have quickly reached out, having been empowered (via AP) and immediately countered the Shadow Dragon at such a close distance, piercing through it and allowing their host to remain unharmed. Once she finished - she would have stomped her foot, causing a unique invisible mist of chakra to surround the opponent - filled with water mosquitoes with pure intent to strike the opponent when ready.

Just give up already, you’re making this a harder process than needed…” she said out loud, but now she rushed into the man's general direction. The previous clashing allowed her water from the dragon to soak onto the surface as it provided her an immediate water source when needed.


(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 (120 + 5 via Body = 125)
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).
( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60 + 15 via Mind = 75
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

Chakra: 2950 > 2,840
HP: 200
Speed: 10
Tracking: 35
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
In response to the formation of the snakes, Shirou would surge his chakra through the shadow while performing two hand seals, allowing the dragon to separate from his shadow with a boost in power while gaining sentience. The dragon would naturally be superior to the snakes, allowing the clash to be in his favour and placing the woman on the back foot. However, it would not be a simple clash of power that transpires. The separated shadow would gain a nifty trick which allows it to prevent movement of others via contact with their shadows. In addition to this, an illusion would have been cast in the same timeframe, resulting in the fishwoman getting paralyzed in an illusion while the techniques that had been used before would seemingly disappear, masking the Nara's intent. All in all the woman would be paralyzed and facing down an 'invisible' dragon that would further paralyze her movements as it makes contact with her shadow that she casts on the ground and on it's body.

Demons and angels? Poor child, those are the least of your worries.

Semiramis herself would take the distraction granted by the clash to start arcing around as to position herself 7 meters behind the woman, waiting for her cue to pounce.

(Kage: Kurieshonzu No Kinou) - Shadow Arts: Creations of Yesterday
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A 120 + 20 - 10 from debuff = 130
Description: Similar to it's parent technique "Shadow Arts: Creations of Tomorrow" this technique allows the user to separate previously created shadow constructs from his shadow. The separated constructs would gain the traits of Shadow Imitation Shuriken/Shadow Paralysis Jutsu, similar to Creations of tomorrow, which allows the separated constructs, if they were to hit the targets shadow, to pin and stop the target in their place. After separation from the user the constructs can be mentally controlled by the user, thus allowing him to focus on other techniques more easily. Due to the influx of additional chakra to the technique, this technique can be used to sustain the separated technique for an additional 2 turns.(IF originally lasts 2 turns would last 4) The user also gains the ability to modify the shape of the constructs 2 times per battle without a jutsu cost, but a chakra cost of 20. Any additional modification would cost 30 chakra, then 40, then 50 etc and count towards the jutsu cost of the user. This is all in accordance with Creations of Tomorrow’s effects/restrictions. Using Kurieshonzu No Kinou occurs in the same instant of using a construct, happening in the same time frame but counting as a move. Furthermore, in regards to the constructs, they would be granted a degree of sentience (Movement and identifying friend from foe, but not strong enough to be cast in illusions). Constructs that lack adequate movements limbs or similar, would move through basic methods like slithering. These constructs would move at speeds equal to that of shadow techniques in broad daylight. Constructs that have proper limbs or similar would move at speeds equal to that of shadow techniques through translucent objects. Additionally, the constructs sentience would be restricted to commands given by the user, for instance having the constructs sole mission to rampage and attack a target.
-This technique is only applicable on Nara techniques that give actual physical form to the shadow, as such, it can’t be used on techniques similar to kage mane.
-Usable 4 times per battle with a turn interval between uses.
-10 Chakra per turn for each separated construct.

(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.
(Genjutsu: Kibou Tama) - Illusionary Arts: Trick Shot
Type: Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: -
Description: This illusion can be applied on multiple targets after the performance of a single hand seal. The trigger for the activation of the illusionary effects can be the usage of any type of Nara related technique. The target must either see the technique being used, or be aware of the usage of a Nara related technique in general. The technique would cause those under it’s effects to experience a multitude of effects. They would see that either the user and any other living being present on the field has extended their shadow and connected it with theirs preventing their movement as a result. In addition to that, techniques that were in play would disappear, reverting the field back to its basic state, like removing a dust storm that was used. This also includes the nara technique that triggered the illusion. Techniques used after are still detectable by the targets. Following the initial binding and movement restriction, the targets would then see their binder(s) moving, causing them to believe they are moving as well. In essence, the technique causes the target to believe that the basic Nara technique has been applied on them, with them being initially incapable of moving, then being forced to imitate the movements of their binders. The targets would be tricked into believing that they are being controlled. In reality, the target becomes paralysed immediately after the usage of a shadow technique. The technique doesn’t conceal the movements of the user, as such it can be a tell that something is off. The technique can be learned by non naras, serving as a cooperation technique between a nara and the learner for example. The technique can be used three times, lasting the same duration of the nara technique it was used with or 2 turns max. Additionally, the illusion can be performed in the same timeframe of using the nara technique. This technique can only be used once every two turns and no genjutsu for the following turn after this is used.
HP: 360
Speed: 10
Tracking: 66
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,796
Kin
1,011💸
Kumi
5,194💴
Trait Points
80⚔️
Despite her snake’s best attempt to overwhelm the opposing shadow technique; Celeste found herself in a bit of a tricky situation. The first of them, as the opposing techniques seemingly disappearing from sight - but alas thanks to her own training in Surrealism and her mind’s trained defense to view any illusion was immediate flaws- she was quick to identify the course of issue. Relinquished of her control over the snakes, she would gear into another Yang based technique as her body is immediately swamped with it. It nourished her with an empowerment that allowed her to not only surge the chakra invading chaos out of her mind, but physically allow her to outpace the shadow technique. Once she did, she dashed towards her left side - avoiding the shadow entirely and curved around the opponent while keeping a five meter distance from him.

Not bad!

She commented as she unleashed a powerful chakra shockwave from her feet, kicking into his general direction with ease. This, if impact is made would slice through flesh and draw blood as a result. She continued to circule around him, patiently awaiting a moment to strike once again.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.

Storm Leg (Rankyaku)
Rank; B
Type; Attack
Range; Short-long
Chakra cost; 20
Damage points; 40 + 40 = 80
Description; A taijutsu technique where the user kicks towards the opponent, which makes a a sharp air blade moving towards the opponent that can cut through objects and can severely damage a human flesh.

Chakra: 2,870 > 2,750
HP: 200
Speed: 10 (8); 28
Tracking: 35

Azure Flash: 2/5 vs Nara Techniques
 
Last edited:

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
It seemed the woman would have broken free from the illusion, now moving at a faster pace. As a result, Shirou would do the same, increasing his speed and abilities by passively entering PSM in it's camouflaged Pit-Viper variation. Shirou would dash towards his left side, moving away from the woman's own path and increasing the range between them to 15 meters. Naturally, the shockwave would be avoided (Free dodge) if used by the woman due to Shirou's constant movement. On other end of things, Semiramis would unleash a massive AOE (10m horizontally and vertically) of her poison towards the woman's general direction, giving her something to think about.

Following his dash initiation, Shirou would release his chakra into the ground to cause a tremor in attempts to hinder the woman's movement, potentially leaving her vulnerable to the AOE that would be fast approaching.

( 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 (Ref)
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

(Doton: Yochi no Douyou) - Earth Release: World Shaking
Type: Offensive
Rank: C
Range: Short-Mid
Chakra: 15
Damage: N/A
Description: The user will concentrate and release their chakra into the ground to create a small tremer that can result in making the enemies lose their footing and fall to ground or miss the aim of a given 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.
Speed 40
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,796
Kin
1,011💸
Kumi
5,194💴
Trait Points
80⚔️
Visually, her opponent would suddenly vanish from sight - which caused a rightful level of alertness within Celeste. Fishman's attention however was diverted towards the approaching wave of what appears to be some kind of weird liquid. Her connection to water didn’t detect this anomaly which allowed her to draw a logical conclusion. The choice of actions was quite large but she insisted on a very specific one- as she immediately caused a surge of water to form around her immediately as she spread her arm wide - causing wave to be the same exact measurements as the opposing liquid. Despite the ground beneath her shaking, she was attune with her water and controlled it with an increasing amount of power as it clashed into the venom wave and completely overwhelms it.

This increase in power was a contribution of her pulling the additional chakra from her tool, while also adding in an unusual mixture/flavor into the wave. This allowed it to gain the physical attribute of one of her Perfume Release techniques, an element primarily dominated by the water release aspect.

This in turn gifted the wave the acidic nature of “Perfume Release: Boadicea's Queendom ღ Scented Tears”, which evidently if not avoided by the snake would cause it to succumb to the acid and killing the snake as a result. The Fishman would finish with her causing a mist to develop around the battle field - gaining the unique application of sensory added into it and allowing her to now detect the opponent’s attempting to hide from her.

(Suiton: Suishū Gorugon) - Water Release: Powerful Blasting Rain Trench
Type: Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 40 (+10 to sustain)
Damage: 80 + 20 + 20 + 15 = 135
Description: After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.

Note: Can only be used by Water Primary Specialists.
( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans
Type: Supplementary/Offensive/Defensive
Rank: D-S Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn )
Damage Points: 20-80
Description: Eau de Orleans is a vibrant and scented water, usually in pink shades. It takes advantage of Perfume's specific release to expand upon the physical properties of the element. The Eau de Orleans can be manipulated like Water Ninjutsu, creating jets and whirlpools or liquid constructs, which can be bigger and more powerful depending on the chakra used. The medium of Eau de Orleans acquires the physical effects described in any approved Perfume technique, like the high acidity or alkalinity of Boadicea's Scented Tears or the soporific properties of Teresa's Slumberous Gates.

This technique can also be combined with an equal ranked Water Ninjutsu in order to induce the same physical based Perfume effects with other water techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger, +20 damage in case of S rank. This can be done in the same time-frame as another Water technique. Either variant of Eau de Orleans is ruled by the water aspect of the technique, and is bound to any Water-related specialities of the user, likewise, when clashing, the Perfume takes a supplementary role whereas Water carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. The scent is capable of affecting a target up to short range around the medium.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Water techniques. Note: Can't perform other Water or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank. Note: A single Perfume physical effect can be applied per Eau, without stacking.
( 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 10% of the wielder's normal chakra supply.

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 10% of their chakra supply 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 passively, this senjutsu chakra allows them to enter Sage Mode 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
(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears (Reference)
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.

*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*

Come on out surface dweller! I know you’re still here somewhere” she played ignorant to her opponent’s location.

(Kirigakure no Jutsu) - Hiding in Mist Technique
Type: Supplementary
Rank: D
Range: Short-Long
Chakra: 10
Damage: N/A
Description: This displacement technique creates a thick mist to spring forth by lifting up some water from either a pre-existing source or expelled from their mouth, then goes in and out of sight at will from within the pearly-white realm. The mist's thickness is controlled by the amount of chakra kneaded into it. It can't fool the Byakugan, but, due to the mist being created with the user's chakra, any Sharingan and Rinnegan-user will see the mist coloured by their opponent's chakra, which will effectively hide the user from the dōjutsu.

Note: Can be created through releasing from mouth or manipulating a nearby water source.

Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released

Chakra: 2,750 > 2,610
HP: 200
Speed: 10 (8); 28
Tracking: 35
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
With the woman attuned to Semiramis' offence, Shirou would utilise the opportunity to spawn Sulpher on his shoulder whilst dashing towards her. Shirou would approach from the back of Celeste, using his speed and agility to deliver a powerful left front kick to Celeste's left side. The kick would almost be akin to a stomp, as Shirou would violently thrust his left whilst carrying his running momentum. While not conventionally the best 'technique', opting for more power than form, the kick would be powerful enough to send the woman flying sideways potentially in great pain. Shirou would have chained this with a slight bit of shadow manipulation, correcting the mistake in his form and making it seem as if he came to a halt quicker and smoother than allowed. While the kick itself would be significant, Sulpher's own presence was also a danger, as it would rob the woman from her improved vitality prowess.

As for Semiramis, she will go down with the attack, dashing backwards in an attempts to draw more of the attack and Celeste's attention.

(Inton: Sulphur) - Yin Release: Sulpher
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (20 per turn)
Damage: N/A
Description: Through a surge of chakra throughout their body, followed by 4 hand seals, the user would bring forth an autonomous cat familiar composed of spiritual energy named Sulpher. Sulpher's presence brings with it a spherical zoning area 3 meters in each direction of it's creation that is a capable of draining different foreign kinds of Yang based energy, robbing the afflicted from it, where the Yin Energy targets physical energy. Targets under the influence of Yang based techniques or similar would have said techniques nullified once within Sulpher's zone, with familiars, techniques brought to life by Yang, being canceled out due to the high drainage. Opponent themselves that enter the zone would have their natural vitality weakened, suffering from a chakra loss of 50 while having their spiritual defenses lowered by a rank, allowing future techniques to be applied easier. Should the opponent exit Sulpher's zone, they would regain their defenses within two turns. Usable twice, lasting four turns or until cancelled, with a minimum three turns between usages. During Sulpher's presence no other Yin familiar be used, nor Yang techniques. No Yin techniques above A rank can be used for the next two turns.
( Ryuu Handou ) - Dragon Kick
Type: Offensive
Rank: B
Range: Short
Chakra cost: N/A
Damage: 40 +30
Description: An attack where the user quickly appears behind the enemy in a burst of speed, delivering a powerful kick to their side that sends them flying.
(Taijutsu/Kage: Ate No Itazura) - Body/Shadow Arts: Mischief of Ate
Type: Supplementary
Rank: E
Range: N/A
Chakra: 5
Damage: N/A
Description: Accessible to those who have become truly attuned with their shadows in combat, Mischief of Ate enables user's to gain increased control over their bodily movements through their connection with their shadows. Should the user feel the need to, their shadows would be manipulated to affect their own movement, either stopping or altering it, or a combination of both. This would only be a momentary feat, but it would serve well for dire situations that require immediate actions that the user would be otherwise incapable of doing on his own, such as abruptly stopping. User's can manipulate/paralyse their entire body or specific regions/limbs up to their own discretion, with redirecting/movement never exceeding 1.5 meters. For those who specialize in Nara arts Mischief of Ate is treated similar to walking on water skill, as in a passive skill, while for those who do not, it would count as a technique, albeit one that can be performed in conjunction with other techniques.

Speed 40

200 - 15 - 20 - 70 - 5 - 20 = 70 SC
 

Mirai

Supreme
Joined
Aug 17, 2011
Messages
22,796
Kin
1,011💸
Kumi
5,194💴
Trait Points
80⚔️
One moment within sight, the opponent still couldn’t be found by Celete- causing the fishman to become quite wary of this potential location. This of course can mean a lot of things but alas she wouldn’t remain still and find out. As such she would trigger her clan’s unique hiden technique as a result. It was realistically her most potent defense against certain techniques as she also applied a unique application to her own transformed body. The invisible opponent immediately struck her but her body dematerialized into black water, as she gained complete immunity to physical techniques.

The shift in her form allowed some of the water to splash onto the opponent and soak his clothing, allowing her now the ability to sense his location, though in reality he wouldn’t know this. She would however feel her empowerment to have faded, though she wasn’t aware of being caused by the enemy.

Alright, last one!” she said, as water pooled underneath the opponent. It launched him into the air, sending him flying potentially and as she did, the water would reform into blades quickly rushing past him and cutting him down as she used a unique formation of crystalline water. As they rushed past him, it would reshape into a giant dragon, attempting to consume the opponent as a result. While seemingly long winded, this attack is executed quite fast, allowing her to potentially end this confrontation.


( Suiton: Suika no Jutsu ) – Water Release: Hydrification Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 20 ( -5 per turn )
Damage points: N/A
Description: The Hydrification teachnique is a protean, whole-body technique whereby the user can liquefy their body at will, making it impossible to receive damage from physical attacks. From a single hair to the skin and muscles, everything can be liquefied and solidified at will. Capable of manipulating their body in different shapes, the user is able to use their body as a source of water jutsu created up to Mid range from the user. Using this, the user can also re-shape their body parts for suitable situations. The only way to contain a user of this technique is to lock them up in an airtight container so they cannot move about. When the user passes out, they turn into a jelly-like state. The Second Mizukage, when using this technique, has a more oily state, allowing it to enter Sand and nullify it.
Note: Can only be used by members of the Hozuki Clan

Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released;

(Suiton: Suiryū Kōbaku ) - Water Release: Water Dragon Biting Explosion
Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 100 + 15 = 115
Description: The user will clap his hands and slam them on the ground, streaming an incredibly rapid stream of water through it, creating a large pool of water beneath the opponent to form, that gushes upwards in a burst, lifting the opponent high into the air. The user does the Bird → Dog → Snake → Rat hand seals after his opponent is mid air, using the water pool to shoot up to 8 small water bullets, designed to further raise the opponent into the air, disorient him and damage him. The water bullets gather above the opponent after hitting and passing through his position and form into a water dragon which then attacks the target, grabbing it in its jaws and forcefully bringing it crashing into the ground. The dragon comes down from above the target, bites the target and coils down, towards the ground, crushing the target between the ground and the now incredible mass of falling water. Tobirama Senju does this technique with his own specific hand seals, similar to how he does some other water techniques. Despite long and seemingly complex, the technique is quite fast to perform and trigger.

Note: Can only be used by Water Primary Specialists.
Note: Can only be used twice.

Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
 

Vayne

Legendary
Joined
Dec 14, 2011
Messages
18,624
Kin
2,349💸
Kumi
10,812💴
Trait Points
25⚔️
Awards
It seemed the woman was resilient, but it did not deter the Nara. With their close proximity and his own boosted speed vs her normal, Shirou would make contact with the woman's body via his hand, seemingly a pointless act due to her immunity to physical attacks. What followed however was not a physical attack, but rather a sealing technique, one through which a barrier is formed around the woman before swiftly compressing. The technique would effectively seal the woman in a marble sized prison, ending her aggression. Shirou would follow up with dropping the marble into his shadow, storing it for safe keeping.

"Such a nuisance." Shirou would say as his SM ends. He would then make his way towards the nearest ocean, aiming to release the marble from his shadow and leave the Hozuki water woman to her own environment.



(Fuuinjutsu: Majutsu-shi no kyōse) Sealing Arts: Compression Of A Magician
Type: Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: N/a
Description: Compression of A Magician is a technique utilizing the barrier function of the Fuin while also incorporating normal sealing functions. This technique can only be activated upon touch, making this technique dangerous in its execution. The user will use one or both of their hands at their intended targets and/or allies. By doing this, a large barrier will instantly erect around them, quickly compressing to the size of a marble. By doing this, normally it would destroy the body but upon compressing the size of the barrier into a marble, the body also compresses as well, leaving their bodies unharmed. This technique also can be used on individual body parts, being used offensively. Upon the compression of the opponents chakra is sealed as well. This restricts the opponent from breaking out through ordinary means, or it allows the user to use it as an infiltration tactic with their allies. Though due to its nature the marbles are essentially indestructible and cant be broke from the outside thus keeping them safe from outside damage. The user is able to reverse this technique by snapping their fingers, putting them back to their original size.

Note: Can use twice per battle
Note: Can use on a max of two people at a turn
Note: Cant use techniques back to back
Note: Cant compress anything or anyone above 3x the size of the user.
Note: If used on a body part it turns offensive and does 80 Damage, while castrating that body part. (Cant be used on the head or torso, meaning no insta kills)
Note: Can break out of the technique if they wish using a full body surge technique above S rank, anything below is sealed.

(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/[/b]rerelease[/b] techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.
 
  • Like
Reactions: Mirai

Sinthorus

Elite
Joined
Jul 7, 2011
Messages
9,179
Kin
3,644💸
Kumi
23,771💴
Trait Points
0⚔️
So I got asked to check this. For the most part this fight had minimal reaches. Though towards the end of the fight it seemed to shift where Vayne was the main aggressor with Mirai being more reactive to his moves based on the speed he was moving at. The use of Sulpher played into this too.

Winner: Vayne
 
Top