Ninth Tsuchikage at S-Class rank
Mid range
Noon time and grassy field
Official
Post your bio and get who goes first.
Someone who's at least S-Class or higher
ActiveRings referece
Tsuindoragonringu - Twin Dragon Rings
Type: Weapon
Rank: S-rank
Range: Short/Long
Chakra: N/A
Damage: N/A
Description: Twin Dragon Rings are two almost identical rings which are made of solid, indestructible, coil-patterned gray material, with respective colored gems in the middle. One ring's gem has a dark/red pigment, whereas the other one has a light blue/light yellow shade. The gems are surrounded by two dragons facing the opposite of each other. It is said that they originate from an isolated region of the ninja world. The person who has created them remains a mystery, but legend says that he died upon finishing creating those. In the last moments of his life, he gifts them to his two twin sons. The sons, however, became corrupted with power and started using them for bad deeds. Eventually, they would confront each other and have a death-match. At the end of the fight, both brothers fell lifeless, however, the rings respectively on their fingers remained shiny. The twins' corpses started to rot, but nature had no effect on such rings. People would also not near the rings because they believed they would cast a curse upon you. That said, the rings have remained untouched for ages. During his travels, Feitan got to find about these rings. Without worrying about anything, he would take a hold of the two rings. Studying them, he realized that these could be used to amplify his main ability; Dark Release. With that in mind, he began working on these rings and would put them on.
The main thing Feitan noticed about these two rings, is that both rings were always ready to give the user extra chakra when needed. Making use of this feature, Feitan manipulated these rings to amplify his Dark Release techniques. The dark/red ring, he would name it the "Absorption" ring, and the light blue/yellow one, he would name it the "Release" ring. The rings also have the ability to sense any kind of chakra or energy, both techniques and beings alike (people, summons, clones, etc). The mechanism of this lies within the rings constantly releasing dark chakra waves omnidirectionally, similar to Revival Fist technique. However, unlike the actual technique, these shock waves are harmless. These shockwaves are invisible and act like detectors and sonars, but will take 5 chakra points every turn from the user. Though, this is only a small part of what the rings are capable of. The main abilities of them are divided into two parts, "Absorption" and "Release".
"Absorption" ring
This is the dark/red ring. This ring will grant him the ability to enforce absorption-related techniques. The most common example will be the Inhaling Maw technique. Whenever it is used, the ring will glow in its respective colors and assist in increasing its rank by one, thus allowing the user to absorb stronger techniques. These will include S-rank Wind/Lightning/Fire techniques, F-rank raw chakra and B-rank water. It has no effect on earth techniques. The rank won't increase for S Rank or above techniques of this kind. However, the user can alternatively only add half the amount of damage, so +10, or the user will spend less chakra without weakening them (specifically -10). The user however can only at a time.
"Release" ring
This is the light blue/yellow ring. This ring amplifies release-based techniques. Whenever these kinds of techniques are used, the ring will glow in its respective colors and enforce said technique by increasing its rank by one, making them greater and stronger. This ring won't have effect on S Rank or above techniques of this kind. However, the user can alternatively only add half the amount of damage, so +10, or the user will spend less chakra without weakening them (specifically -10). The user however can only do one at a time.
Restrictions
- The effects of the rings are passive
- Can only be taught by Klad
Fei weaves two handseals before touching the ground, channeling Earth chakra. Five meters all around Doom, the ground would change its substance into an adhesive mud, threatening to sink him in at a fast pace completely if not countered properly. At the same timeframe as this, the Tsuchikage also hurled three explosive tagged kunais which would be timed to detonate themselves once they enter short range of Broly, and trigger a chain explosion. This would more than anything obstruct his view of Feitan and vice-versa, despite suffering minor damages.
(Doton: Yomi Numa) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30
Damage: N/A
Description: The user will first perform Boar ? Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a fair-sized swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
After a split moment, Feitan makes a single handseal and erects a dark barrier six meters all around Doom. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. The Dark column though would be one rank stronger thanks to the rings. So, they'd be able to absorb one rank higher than usual.
(Meiton: Houkou no Konpaku) – Dark Release: Howl of the Wraith
Type: Defensive/Offensive
Rank: A S
Range: Short - Long
Chakra Cost: 30 (-10 chakra per turn) 40
Damage Points: N/A (60 80 damage if it explodes)
Description: The user will perform a single handseal and focus their meiton chakra into the ground beneath the opponent. The dark chakra will emerge in the form of a violet-column that spans a short-range radius around the opponent and surrounds them from all sides. The column is completely opaque and will extend long-range into the sky, thereby making aerial escape impossible. To escape it, the opponent will have to destroy it or merely move through it. The latter method works due to the column's intangibility and anyone inside/outside the column can simply pass through it. However while not physically damaging to do so, anyone who comes into contact with the column barring the user will lose 100 chakra. As per dark's innate absorption capabilities, the column can absorb neutral techniques of the same rank (S-Ranks F-rank for elements weak to dark, B-Ranks A-ranks for elements strong to it). Upon absorbing a technique, the column will explode into a maelstrom of purple flames and obliterate everything inside. To destroy the column through the use of a technique, the opponent merely has to use a jutsu which exceeds it's threshold for absorption. This will work even for matter-based elements as the column still leeches chakra from them as they pass through it. For example, an A-Rank S-rank Earth technique passing through the column will neutralize it completely as it attempts to absorb all of the chakra within the doton jutsu. It will not explode into flames or leech the chakra completely as A-Rank S-rank earth exceeds it's threshold for absorption but it will weaken the earth jutsu by one rank. This weakening will happen despite the power of the original technique as part of it's chakra is consumed.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Must be created a minimum of five meters from the opponent.
Next, Feitan would channel Lightning chakra and release a massive Raiton blast towards Doom.
(Raiton: Chidori Raimei) - Lightning Style: 1000 Birds Thunderstorm
Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.
1000 - 5 - 30 - 40 - 40 = 875
Active
( Legilimency ) - Legilimency
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: 20 - 30 ( -5 per turn for B rank, -10 for A rank )
Damage: N/A
Description: An innate and somewhat passive ability, Legilimency is the act of magically navigating through the many layers of a person's mind and correctly interpreting one's findings. Legilimens ( users of Legilimency ) are able to detect if a person is lying, as well as delve into their thoughts, emotions, and memories if their target is not skilled in blocking their minds. In most cases, this is not a harmful or detrimental ability, allowing the user a way to predict and understand the opponent's movements and actions with the utmost clarity. While it is similar to reading minds, it should be noted that Legilimency is not as simple as the muggle art of mind-reading; mind-reading assumes that one is simply eavesdropping on the thoughts currently running through the head of another. Legilimency, however, requires the wizard to navigate and move through the various areas of the brain. In it's lowest levels ( B rank ), the user is able to utilize it in a way similar to "mind reading", allowing the user to 'read' the opponent's current thoughts and ones related to them at that moment. This is the basic level of Legilimency and once active, lasts until the user ends it's usage. With training and power, this ability and range increases. At A rank power the user becomes capable of actual navigating the target's mind and it's many layers. This is as harmless as the B rank variant. However, despite all of this, this ability isn't without drawback. The A-Rank version requires the target to be within mid-range while the B-Rank version works up to long-range (one landmark for normal members, two for House Heads and three for the Headmaster).
Note: Although the B rank version is a passive ability honed when the user reaches Year 6, he cannot use the A rank and higher versions without actually actively using this jutsu.
Note: A rank usage can allow one to simply navigate the mind.
Note: A rank usage can only be used once every four turns, lasting 3 turns each usage and requiring a two turn usage break in between A rank and higher usages.
Note: Must place within bio stating the user is a Legilimens
Potions detailed in bio
(Poshon ) - PotionsType: Supplementary
Rank: A - S
Range: Short
Chakra: N/A
Damage: N/A
Description: Potions are magical mixtures commonly brewed in cauldrons and used to create a number of effects on the drinker. Potions range in effects and nature and in difficulty as well. Potions are brewed from ingredients with magical properties. Potions can be used as medicine, lethal poison, or give the drinker any effect from strength enhancement to immunity to flames. Potions are not necessarily used by drinking, as some can be applied by physical contact or create an effect simply by being created. Potions have to be taken in the right dosages or used a limited amount of times to avoid otherwise disastrous effects. All potions are created prior to battle and carried in vials either on the Kisei's person, or can be summoned to them in battle via Summoning charm or Fuuinjutsu.
A rank
Hufflepuff's Elixir
An elixir of a golden, yellow color, this potions increases the user's ability to control mahou and it's power. By ingesting this, the user gains the ability to augment his spells by +20 by adding that level of chakra to each spell used, adding a green, fiery effect to each projectile/stream style spell, causing second degree burns to each spell. Due to the increased ability to control their mahou, the user is also able to use mahou up to mid range without the use of his wand, however all other requirements are still needed. This potion's effects last up to 3 turns. However, the heightened control of his mahou comes at a cost; after the effects wear off, the user will notice an inability in using high ranking spells ( S rank and higher ) for 3 turns. This potion can only be ingested 2 times in total and once every three turns.
Ravenclaw's Elixir
A blueish elixir that is ideal for stealth purposes, upon ingesting this spell, the user is able to use his mahou to perfectly conceal their form as well as their chakra and the chakra within other jutsu used by the user. This allows him to have a near perfect hidden form, not even able to be sensed outside of basic senses. What this means is, the user becomes chakraless to the opponent, unsensable by even the highest form of chakra Sensory. This extends to jutsu and spells used by the user, making them seemingly devoid of chakra. This effect lasts 4 turns and must wait 3 turns before reusing after it expires and can be used up to 2 times.
S rank
Gryffindor's Elixir
A potion that appears a red color, this elixir siphons chakra and strength from each spell, lowering it's rank and power. This siphoned energy is used as a way to augment the user's defensive abilities, allowing him to tank C ranks initially. For every spell used after this potion has been ingested, it will lose 1 rank in power (20 dmg). However, this one rank reduction will be able to be applied to the user's body, allowing him to tank one jutsu of a higher rank, starting with C ranks and increasing by 20 for each spell, eventually tanking up to 100 damage. However, this does not apply to jutsu that do not physically hit the target, such as Genjutsu. Should an attack land that does not meet the level of durability the user has, his defensive capabilities will not suffer any reduction, only if it is met with equal damage or higher. This potions effects last up to 4 turns. However, the siphoned mahou comes at a cost; after the effects wear off, the user will not be able to utilize S rank jutsu and higher nor any magic for 3 turns. This potion can only be ingested 2 times in total, and once every three turns.
Slytherin's Elixir
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
Note: Usable only by members of the Kisei Clan.
Note: Heads of Houses and up can have up to 4 potions at any time while other members can have at max 3 potions. These potions must be mentioned within the user's bio or mentioned at the start of an event/battle if they have yet to be placed within the bio.
Note: The user is unable to use more than one type of potion per turn.
Note: Members cannot use Potions from their Rival House, meaning Gryffindor and Slytherin cannot use each other's potions and same for Hufflepuff and Ravenclaw.
Note: After using a potion, the user must wait until effects wear off before using any other one.
Note: Specific drawbacks for each potion are listed within the jutsu.
Knowing your exact plan of action as it comes into your mind, Doom simply shakes his head condescendingly as you form the handseals to make the swamp, knowing full well your plan of action and knowing fully welly that it will indeed fail. As the swamp comes into fruition, 3 things take place at once. The first is that Doom's lower half becomes that of thick black smoke that constantly flows outwards, freeing him of the swamp immediately.
( Shutsubotsu ) - ApparitionType: Supplementary
Rank: B - S
Range: Short - Long
Chakra: 20 - 40
Damage: N/A
Description: Apparition is a magical method of transportation based upon the actions of Summoning and Reverse Summoning jutsu. Appearing as the user being twisted and swirled into nothing within a swirling clear haze, accompanied with a loud rustling or rushing sound, while usually ending in a crack, as if the subject(s)t is being sucked into a vortex, one must be completely determined to reach one's destination, and move without haste, but with deliberation. After first determining a position, the user focuses his mind solely on said location before channeling Mahou. Similarly to Summoning, the user uses his magic to mark the location he wishes to travel to before breaking his body into pure mahou itself, dispersing and moving rapidly and reforming in the new location. While seemingly powerful, this has drawbacks on how fast it is performed and when the user reforms in his new location. The user, despite disappearing instantly, can only reform instantly within short range. If the user is attempting to reform within mid range, it is down near instantly, taking as much time as it takes to launch a kunai. When appearing in long range, there is a noticeable lag in between disappearing and reappearing, taking twice as long as previously, or in clearer terms the time it takes to form a normal jutsu.
Alternatively, through this jutsu, Dark Wizards are able to use their Dark Arts power to achieve unsupported flight. The user has the ability to turn into and emanate black smoke, especially from his cloak, allowing him to levitate, float, and shoot through the air, even while partially transformed into it. Moving at twice his speed, this allows a Dark Wizard a chance to afflict damage whilst moving through air at high speeds. While in this gaseous form however, they are susceptible to wind jutsu, being used to knock them out of the form. Flight is a passive B ranked ability, however usage of it means the user cannot Apparate within the next two turns or that same one.
Note: A ranked usage denotes a short to Mid range usage. After each usage, the user cannot use for four turns.
Note: S rank usage denotes a long range movement, preventing usage of this for three turns and F rank Mahou spells in the same turn. S ranked variant can only be used 3 times in all.
Note: Only Dark Wizards can achieve flight and by choosing to use this, they cannot Apparate for two turns for every one turn usage of it, meaning if flight is used for two turns, they wont be able to use Apparition for 4 turns.
The second is that Doom utilizes a soldier pill hidden in one of his false teeth.
(Heishi Piru) Soldier PillsType: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure" involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4 turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
The third is that Doom speaks the words "Obtestor", and a flaming greatsword (5 feet in length) is summoned 6 meters behind you. The sword, under Doom's control, flies towards you at twice Doom's speed (5 - Base + 4 - Satsui No Hado = 9x2= 18) as soon as it's summoned, aiming to run through your heart and kill you.
( Transfiguration ) - TransfigurationType: Supplementary / Offensive / Defensive
Rank: D-S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80 (+15)
Description: Transfiguration is a field of mahou that deals with changing the form and appearance of an object, animal, or person. Different to other forms of mahou in radical ways, many wizards have difficulty grasping the fundamentals of Transfiguration due to its strict nature, every aspect of the spell must be done correctly for a Transfiguration to be completed. Often requiring firm and decisive wand movements, Transfiguration mahou is (along with charms) almost the signature mahou of the Kisei, as wizards are commonly thought of as making things appear or disappear. The mahou takes the form of a beam of magical energy that ( if it successfully hits the target ) transfigures upon contact. Transfiguration is divided into four main branches/applications:
Transformation - Supplementary ( D - S )
Thought of as the most basic of the four types of Transfiguration, transformation spells focus on deforming the physical features of an object. All Transformation spells are triggered with the spell ( Permuto ). Transformations are divided within 2 types, easily seen based on their applications and targets. The first Basic Transformations, reminiscent of the Transformation and Combination jutsus, are transformations that change the physical properties of a targeted item. This allows the user to change the properties of an item to give it new traits or properties. The user is able to transfigure a solid into a liquid or another solid, a liquid into a solid or into a gas/another liquid, or a gas into a liquid or another gas, all of proportionate size and directed at speeds based on the natural speed of the item manipulated. These items can only be basic items in the sense of they cannot turn something into the properties of an element the user does not have, nor can they change the properties of something created by another Kisei unless with equal or higher power/chakra. Of course, the amount of chakra used must exceed the amount of chakra present in the object being transformed for any change unless the object has no chakra present in it at all ( like a simple chair, stone, pool of water, etc ) in which case it is transformable with a simple D rank application of the spell for small things A for larger things. With an S rank application, the user is able to transfigure his own person and take on temporary enhancements such as using mahou to transfigure his upper body into that of a shark, or his legs into that of a bear, etc, and can only lasts up to 2 turns each usage and can only be used 3 times. The second, Switching greatly resembles general transformation, but with with two main differences: firstly, the features of the two targets are switched simultaneously; secondly, the change in one of the pair is dependent on a change in the other. For example, if the armor on a statue is targeted with the user's clothes, then the two items will be "switched", akin to the outcome of Substitution jutsu. The only restrictions applied specifically to this type the items must be of comparative size and within mid range of one another. Transformations of any kind can only be used once every 2 turns and cannot target sentient (living) beings besides the user and summonings.
Vanishment: - Defensive ( A )
A purely "A" ranked spell, requiring the use of only a single incantation to vanish almost any object ( Evanesco ). Vanishment is the art of using Mahou to cause objects to go into a state of non being; essentially, making it so that the object does not exist anymore. While called vanishing spells, it should be noted that the title is a bit misleading; while items it makes contact with are “erased”, they do not vanish entirely from existence. When the vanishing spell makes contact, the chakra within it causes it to cause the targeted item to collapse inwards on itself, appearing to fold into space rapidly as it is destroyed. However, this branch of conjuration is unable to be used on objects infused with chakra above A rank. This also isn't capable of being used on the opponent nor any animal or living being. Upon the beam making contact, the item vanishes in a thin mist proportionate to the item vanished, a thinly veiled yet visible mist left behind that doesn’t hinder vision. Usable once every 3 turns. Target is left vanished for 3 turns.
Conjuration - Offensive/Defensive/Supplementary ( D - S )
The most difficult branch of Transfiguration, conjuration deals with the usage of Mahou to create objects from nothing. Conjurations are done with the use of the incantation (Obtestor). With a usage from D-S, the user is able to conjure anything he desires within reason from chairs to swords. However, being the most useful facet of Transfiguration, also leads conjuration to be the most restricted. Nothing within the realms of custom elements, for example, can be summoned. The user could not conjure a "sword that cuts through anything" or an unbreakable shield for example. The Conjured objects are imbued with a measure of mahou, ranging from D-S rank and guided by the user's wand at speeds up to twice as fast as the user's speed. Conjured objects last a maximum of 4 turns before automatically fading away, draining 10 chakra per turn. Additionally, the user is unable to conjure people or sentient/living beings, or anything within short range of the opponent. Additionally, when several items are conjured, the rank of said conjuration is split evenly. S ranked Conjurations can only last 3 turns and be used 3 times in all.
Untransfiguration - Supplementary ( B )
The final branch of Transfiguration magic, and perhaps the second simplest (behind transformation). Untransfiguration deals simply with undoing the effects of a previous Transfiguration, turning something back to its original state, and undoing a conjuration. The amount of magic used in the Untransfiguration is at constant rank of 'B'. Mostly used when students perform a Transfiguration incorrectly, or when the user wishes to return something to its original shape. The incantation used is ( Reparifarge).
Note: S rank applications are usable only by Year 5 Kisei and higher.
Note: After S rank variants have been used, the user cannot use any version S rank and above the next turn.
Note: Only usable by members of the Kisei clan.
As these things happen, Doom moves 5.5 meters forward and 3 meters to his right at an angle whilst throwing 3 kunai of his own at your head, left foot, and stomach. As he moves, he does so at twice his normal speed (total of 18 speed). With this he moves out of range of the swamp, the direct line of the sword about to impale you, and the kunai you threw. He ends the apparition technique as soon as he reaches this point, returning to normal form and landing on the ground. As soon as he lands, however, he uses the foots connection with the ground to activates a technique that causes 3 flaming pillars, less than a centimeter apart to rise from beneath you in a torrent of flames. The flaming pillars reach 7 meters into the sky and span a 3 meter radius of your current position at the time. This happens as his first foot lands and hits the ground of course, right after this he continues the flow by transitioning straight into a dash towards you (now at normal speed)
(Katon: Gōka Honoo no Hashira Jutsu) - Fire Release: Great Fire Flame Pillars TechniqueType: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+15)
Description: The user will knead their fire chakra and release it into the ground by stomping down their leg and then causing three pillars of fire several meters tall spaced out evenly. The Pillars of fire can act as a defensive wall against incoming techniques or targets or used to attack low aerial targets.
1000x2= 2000 -20-20-40-30= 1890
As the idea for you to create a shroud around you to absorb Doom's attack comes into your mind, so too does it
The rings' sensing would instantly alert Feitan of the new happenings, allowing him to take immediate
measures. The opponent had apparently transformed their lower body into a state which allows them flight,
whilst at the same time, materialized a sword six meters behind Feitan. Now, several actions in the same
timeframe would take place.
First, a passive technique to conserve dark chakra is activated.
(Meiton: Tsumibukai Boido) - Dark Release: Unhallowed Void (Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (-5 chakra per Dark technique used)
Damage: N/A
Description: The user will activate a passive ability designed to conserve the chakra of Dark Release users.
While this ability is active, the user will become capable of voiding the chakra cost of Dark techniques by
solely using absorbed chakra and not their own supply/pool. However this comes with a certain and glaring
disadvantage, namely an increased difficulty in using higher ranked techniques. Normally a single absorption
regardless of the rank or chakra of the given technique will enable the user to use high ranked Dark jutsu
(e.g. absorbing a B-Rank allows the use of S-Ranks). However with this technique active, to perform a single
S-Rank, they user will need to have absorbed 40 or more chakra prior to it's usage. Once that chakra is used,
they user will need to absorb another 40 chakra points before they can use another S-Rank. Thus this technique
can be seen as an equivalent exchange: gaining the ability of conserving chakra but losing the ease of use
Dark users are normally afforded. Another example scenario is if the user has absorbed a greater amount of
chakra than the technique they wish to perform. If the user has absorbed 50 chakra and opts to use an A-Rank
(30 chakra), that amount will be deducted from the reserve of dark chakra and the remainder will not be wasted
or consumed. This technique lasts until deactivated and can only be used through the original seals on the
users body. The user will need to spend a small chakra cost each time they utilize a dark technique through
this method in order to gain access to the previously absorbed chakra. This doesn't effect the marks that are
not on the users body. Techniques which absorb chakra into the user's marks such as Inhaling Maw do not make
use of this pool of chakra since they're the mechanism by which chakra is sent into the user's marks. Since
this technique makes Dark jutsu dependent on accumulated chakra, jutsu which require multiple absorptions or
any other special conditions to perform (requiring a specific absorption technique to be used such as Inhaling
Maw) will no longer require such.
Note: Can only be used once per battle
The next passive action is the absorption of 40 chakra points which are converted to Dark.
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency (Passive)
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark
Release chakra in certain cases. This is considered a passive technique and does not affect the time frame.
The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra
inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark
will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the
mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus
he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark
technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S
rank technique.
- Can only be taught by Klad
Using his right hand, he reaches for his pocket and ingests a pill.
(Heishi Piru) Soldier Pills
Type: Supplementary
Description and Background:Soldier pills are a more combat aimed variation of the military ration pill. Upon
ingesting the pill, your chakra supply doubles, but burns at a greatly accelerated rate due to the "pressure"
involved. Upon ingesting the pill, any ninjutsu you use gains +15 damage and any taijutsu gains +10 for 4
turns. Upon expiry of the effects you must use an extra 10 chakra for every technique afterwards for 5 turns
due to the fatigue setting in meaning you have to force your techniques more, and thereby adding to the toll
it takes on your body. These pills are a basic medicine medical ninjas use in combat and are essentially black
small round pills which are swallowed and absorbed through the mucosa in the stomach, made off of various
ingredients and medicinal herbs as well as stimulants
Description of Side Effects:
-Upon using a second pill in a conflict the additional chakra cost after expiry rises to +30 until healed
-Upon taking a third pill, the medical ninja will suffer cardiac arrest upon expiry of the pill.
Simultaneously, he activates his left dark mark while he takes out some kunais, throwing them towards your own
and deflecting them off course. The Dark mark, being in conact with Feitan's gloves (check "Looks" section in
my bio), would fit the criteria of the technique to be performed, which is having it in contact with the
user's clothes. Immediately, a dark shroud will cover Feitan's frame and shape, coating him in a perfect
manner. The technique was boosted by the Twin Dragon Rings and as well as the pill ingested. The Mahou sword
covered in flames would indeed push through the air, however when it reaches Feitan it would simply get its
chakra absorbed, as it crumbled into nothingness. This act would add to the duration of Torment.
(Meiton: Waikyoku no Fumetsu) - Dark Release : Torment of the Undying
Type: Supplementary/Offensive/Defensive
Rank: A S
Range: Short - Long
Chakra: 30 40
Damage Points : N/A (60 80+15damage if released as an attack)
Description: The user will place one of their dark marks in contact with solid matter and begin focusing their
meiton chakra onto it. This will coat the exterior of the entity in a layer of dark chakra, which will appear
deep purple colour. This shroud will of course possess Meiton's chakra absorption properties and will be
capable of absorbing techniques following Dark's elemental S/W. This translates to the ability to absorb
any number of neutral techniques of the same rank (S-Ranks for elements weak to dark; B-Ranks for elements
strong to it). This layer of dark chakra can also be applied to living beings (including the user, allies
and summons) though contact with it will leech 10 chakra per turn from them. When this technique is applied to
armour or the user's clothes/attire, it will only coat the exterior (the visible portion) of them and so the
affected person will not suffer from the aforementioned chakra drain. This shroud can also be applied to
techniques and will adapt to the target's size, shape and frame.
When this armour of dark chakra has absorbed any chakra or at least one technique, the user can convert it
into purple flames which move forward, away from the entity it's coating, and towards the enemy/opponent or
outwards in every direction. It should be noted that the latter means it moves outwards omnidirectionally and
so it will not backlash or collide with the entity it was coating. Through a single handseal, the flames can
be shaped into any form the user so desires (e.g. a tornado of purple flames or a wall of violet fire).
Restrictions
- Can only be used thrice per battle and has a two turn cooldown
- Lasts four turns until absorbed. Adds another two turns to duration when it absorbs a technique
- This technique in itself has no Fuuinjutsu component and does not create Dark Marks. It also cannot be used
with the replica dark marks created through Mark of the Outsider.
Next up, Feitan senses chakra build-up beneath him. As a result, the ground started to heat, leading him to
believe it is going to be a Fire based attack. The moment the fire pillars shoot up, and get absorbed by the
Dark armour (adding yet two turns, which would make it last 8 turns), but at the same time as this happens,
Feitan casts a Genjutsu on you as soon as you start running. You will believe you're running in a straight
line, however you're in fact running in circles. Taking advantage of your confusion, Feitan hurles a barrage
of explosive tagged kunais towards you.
( Kori Shinchū no Jutsu ) - Sly Mind Affect Technique
Rank: C
Type: Supplementary
Range: Short-Mid
Chakra Cost:15
Damage Points: N/A
Description: The user casts an illusion on the opponent that makes them believe they are travelling in a
straight line, when instead they are moving in circles. This is only effective on moving opponents. If the
opponent travels in the circle for hours, they will be exhausted.
Dark Chakra: 40
Normal chakra: 1930 - 95 = 1835
Torment 1/8
As the idea for you to create a shroud around you to absorb Doom's attack comes into your mind, so too does it
come into Doom's. There is nothing that you know that he does not in terms of your strategy, and Doom takes
full advantage of this. With this information Doom changes his plans, knowing full well his fire could be
absorbed by your shroud anyway, and switches tactics. Instead of releasing fire into the ground upon touching
the ground, Doom instead simultaneously performs a few actions. He would draw in air, sending you flying towards him off of your feet and wildily spinning in all directions as you flew. At the same time he would continue his assault forward and deliver a devastating one knuckle punch into the center of your spine with his right hand (in your wild flipping you would be facing away from Doom upon impact) that would serve to fracture your spine and leave you unable to utilize your legs as well as delivering great pain onto you. Just after the punch connects, the bullet would be released at point b lank range right after, sending you skidding across the ground painfully, giving you several cuts and bruises in addition to breaking some bones as your body pounds against the ground.
The two of you would be in short range and at this range, even handseals wouldn't be a viable option, especially when you consider that not only is Doom faster than you, but you are being drawn towards him wildly, flipping around and unstable, only hastening the punch connecting with you. Also keep in mind that DOOM
is 4 ranks faster than you, and is therefore coming at you with great speed.
( Hitonare Za Tora ) - Taming the TigerType: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80 (+10)
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.
(Fūton: Shinkūdama) - Wind Release: Vacuum BulletType: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 (+15)
Description:The user will begin sucking in wind which results in drawing in opponents towards them and by kneading with their chakra in their mouth the user then releases the wind chakra in the form of a powerful bullet that blasts the opponent away.
At the same time as this, Doom's left and right arm chains emerge from his cloak, going towards the left and
right respectively at 2 meters outwards each. The left bladed chain aims to wrap around your mid torso, wrapping your arms up tight to the sides and cutting you deeply a it touches you since as it is covered in
spikes and blades. The right chain goes between your legs and wraps around to wrap you head and serrate you
vertically, splitting you in half as it squeezes around you, creating a cross of sorts with the chains. At the
same time, Dooms left and right leg chains simply cut the blades off of the kunai he's carrying and place the
rings from said kunai on his left hand (Doom also motions this hand to make the process pretty much seemless)
with one chain, while the other throws the blades from the kunai at your stomach and right shoulder.
All the while, Doom continues his assault, running right at you
As the idea to use a fireball to hit Doom while he used wind popped into your mind, Doom thought it was truly a pity that it would never work. Especially due to the fact that Doom knew it was coming in the first place. Not to mention, even if he couldn't read your mind for this, just reacting with physical actions to the fireball emerging from your mouth would be all too easy. He didn't even need to read your mind for this. Naturally, as you exhale the fireball, Doom immediately stops his wind technique as well as his charge to strike you with the prior taijutsu "Taming The Tiger", cutting the chakra supply for the wind technique off completely. It should be noted that the chains would be going out and the rings from the kunai blades were on Doom's hand by this point, and if not that part would have just continued unhindered anyway.
From this instant moment and onward, Feitan's mind occupied no but one thing; the extermination of his opponent. What he was about to do was something he purely relied on instinct to perform, so this would allow him to react in the next split moment after the enemy's attack. As soon as you landed, Feitan felt the wind trying to push him forward with haste, toward the opponent. The moment Feitan started to get pulled, he breathes a fireball out of this mouth.
Now the opponent would do best in order to take these things in consideration:
1- His own wind technique only helped the massive ball of fire inferno grow even stronger and also in mass, as if it wasn't big enough already.
2- Range factor and as well his the opponent's lunging towards me. You'd basically be suicidally running towards the fireball at that close distance.
In unison with the fireball, Feitan also hurled three explosive tagged kunais which traveled one meter behind the fire.
(Katon: Gōka no Jutsu) - Fire Release: Hellfire Technique
Type: Offensive
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 60 + 15
Description: The user will manipulate their chakra and breath out from their mouth a large fireball that travels at the opponent. As it reaches the opponent it bursts into a maelstrom of fire engulfing them in flames.
Right after the fire and kunais, Feitan passively absorbs some of his chakra and performs two handseals as he gathers up Dark chakra, before putting his mark on the ground. This would allow him to release a large amount of blue flames which covered the whole medium range one meter in front of Feitan. The flames would be five meters tall in height and they would occupy every direction of the opponent, as their expand was colossal. The Meiton flames would sure spell death for the opponent.
Meiton: Kurayami no Inferno - Dark Release: Inferno of the Dark Ones
Type: Offensive/Defensive
Rank: S-rank
Range: Short-Mid
Chakra: 40
Damage: 80 + 10 + 15
Description: After having absorbed chakra beforehand through any means, the user will perform two handseals and channel his dark chakra equally inside the medium range radial reach by touching the surface with one of his dark marks. This means that it can be applied to the ground, walls, solid structures, bodies or even water at some point. Then, a massive amount of purple flames will come out from the "Release" mark of any of user's dark marks which will fill the whole medium range very quickly. The flames adapt to the frame of a body if they're applied to something specific such as the body of the target or an opposing technique. The lethality of these amplified flames is that they can cause 3rd degree burns to anyone caught in between them and can easily evaporate B-rank or lower water quantities in an instant. At the user's desire, he can freely increase and decrease the volume of the flames, making them reach up to 5m in height and burn almost anyone fully. Alternatively, the user can only apply these flames in selected parts of the battlefield, in order to deal damage to individual targets or objects. The size and volume is up to the user as long as they are within the medium range reach.
Usable only twice per battle with two-turn cooldown.
The user cannot use any "Release" related Dark techniques in the same turn this is used, and the next.
Can only be taught by Klad
Meiton: Jigyaku Keikō - Dark Release: Masochistic Tendency
Type: Supplementary
Rank: B-rank
Range: N/A
Chakra: 20 (+20 for double usage)
Damage: N/A
Description: Masochistic Tendency is an invention by a Dark user in need to be more resourceful of his Dark Release chakra in certain cases. This is considered a passive technique and does not affect the time frame. The process of this technique unfolds like the following. Borrowing a small portion of his original raw chakra inside his body (exactly 20 chakra points), the user will deliver it into either of his dark marks. The mark will absorb this chakra and automatically convert it into dark chakra, which is then stored inside of the mark, unaffected. The user can alternatively send his chakra into both of his dark marks simultaneously, thus he spends 40 chakra points. The absorption of 20 chakra points will enable the user to perform one dark technique (up to A rank) which requires it and whereas 40 chakra points will allow the user to perform one S rank technique.
- Can only be taught by Klad
Count your pill usage as well as your chakra.
Soldier pill 2/4
Torment 3/6
Chakra: 1835 - 40 - 30 = 1765
Dark chakra: 40 + 40 = 80 - 40 = 40
A purely empowering elixir, upon ingesting this green liquid, the user will notice his mahou being used to aid his physical form significantly; his physical strength raised highly, the user becomes capable of dealing higher degrees of damage (+20), as well as a speed increase. His speed increases to the equivalent to a user in 2nd gate, he becomes a physical tank, able to survive physical damage up to B rank as well as resist jutsu that physically binds and restricts his movement. However, for all his physical splendor, he sacrifices a lot in exchange; unable to use energy based attacks above S rank and only 3 fields of magic up to A rank, his defense to these likewise takes a harsh fall, each energy based jutsu dealing an additional 40 damage on the user's body. Lasting for 3 turns, after it ends the user's speed is halfed, and his physical strength halved for two turns. After ingesting, the user cannot use again for up to 3 turns and usable 2 times in all.
The chains would of course leave just enough room on your neck for Doom's punch to be delivered cleanly as well. And of course all of these actions start at the same time as the turning to do the semi circle runDoom's left and right arm chains emerge from his cloak, going towards the left and
right respectively at 2 meters outwards each. The left bladed chain aims to wrap around your mid torso, wrapping your arms up tight to the sides and cutting you deeply a it touches you since as it is covered in
spikes and blades. The right chain goes between your legs and wraps around to wrap you head and serrate you
vertically, splitting you in half as it squeezes around you, creating a cross of sorts with the chains.