[Skill Test] Shady Doctor

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Mirai

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Skills Test: Battle Section

Welcome to the battle portion of the Skills Test, otherwise known as the Test of Might. In this section, you will engage in a short one-on-one battle against myself, the proctor, and are tasked with displaying your strength and skills. You have full access to all the fields and abilities of the bio you choose to use for this battle, including customs, as will the proctor. At the proctor's discretion, or the Head of Sensei's, the test will be closed and submitted for grading. The rules are as follows:​

⇒ LoK's Basic Battle Rules
⇒ Both combatant start at mid-range
⇒ 72 hour/3 day time limit for the testee
⇒ Customs are permitted

None other than myself and the testee may post here. If or when required, other Moderators and Official Sensei will post in the thread. Once you are ready, post your bio, and the test will commence. I'll be utilizing Mirabelle Nariyuki (Image In Sig).​
 
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Another day, another test. Mirabelle was once again tasked with hosting the skills test of another individual by the International Sensei Bureau. This time, the name of the combatant was more than familiar to her, as the opponent entered into the void space. “Nidaime Tsumikage…how pleasant to meet you here of all places…” she said with a bit of an attitude; but quickly as she did the area shifted in the simulation chamber. The world warped into a giant forest, with both of them in a clearing with enough space to see one another. They’re having a shallow creek to Mirabelle’ right side (Banri’s left from his PoV). The battle was set, and Mirabelle took the first crack at it as she quickly geared into the offense. She passively activated her “Winter’s Blessing” Void Artifact; which immediately generated a stock of infusion into her body. Another artifact would be triggered in response increasing the potent nature of her next offensive techniques. She reached down towards her nodachi and quickly drew the blade, but the motion itself was used in conjunction with her infusing and drawing chakra from the blade. This constituted for the movement aspect of her blade “Kurokiba” as it quickly caused the air around Banri to become saturated with black lightning. Immediately, a giant dragon composed of the element spawned into existence five meters away from him but of course, the large body of the dragon was more than enough. It quickly moved in towards Banri quickly with its head and gapping electrifying maw coming directly for the Uzumaki.

She had infused an additional amount of chakra, however as the Solar Wind chakra within it caused it be superheated. This caused it to gain a darker emerald tint to its form, but increasing it’s power even more than before. As it roared and attempted to swallow him, Mirabelle also passively activated the Relic of Helena seal, amping up her own defenses. She curiously waited for Banri’s opening move before going into her next one; as she started to sprint at him in return. Should he managed to avoid the dragon, it had it's own sentience enough to pursue him in return.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing (Passive)
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.
(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void (Passive)
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next four offensive techniques by 20 damage.
(Kuroi Kaminari: Kaminari no Menajerī ) Black Lightning: Menagerie of Thunder
Type: Defensive, Offensive, Supplementary
Rank: D - S Rank (S)
Range: Short - Long
Chakra cost: 10 - 40 (- 10 to Sustain) (40 + 10 = 50)
Damage Points: 20 - 80 (80 + 20 + 20 = 120)
Description: Capella is rather a simplistic technique, designed to for the user in order to create chakra born familiars made of black lightning. These familiars can range from rather bland and basic designs such as animals to more unique designed ones such as mythical creatures such as dragons and the likes. The possibilities are endless, only limited by one’s own imagination. These familiars behave based on their designs respectively – as such humanoids are capable of walking and running, winged beasts can fly etc though of course a familiar of mixed anatomy can achieve multiple features as wells. They are sentient beings, though are incapable of human speech pattern, only able to act on their own outside of their creators control but can easily react to situations, exhibiting a rather limited but heighted thought process. They are capable of utilizing Black Lightning and Lightning Release up to their initial rank though in the case of multiple familiars being made at once, the each is only capable of using the rank they have after splitting (i.e S rank split into four makes 4 B ranks, meaning each familiar can only use up to B rank). They are also capable of dealing damage to an opponent based on their rank thought this comes at the cost of a move. This attack is a shocking physically striking blow depending on the anatomy of the familiar such as humanoid kicking or punching etc. They are capable of being summoned in various sizes, from D to C reaching up to five meters, B to A up to 10 meters while S rank reaches up to fifteen meters. Capella’s C to B Rank versions can be used an unlimited times per battle, while A rank can only be used thrice and S rank twice. B Rank requires one hand seal, A rank requires two while S rank requires 3. S Rank usage prevents the user from being able to use above A rank Black Lightning Techniques in the same and following next turn after its initial use, while a cool down of two turns. These familiars can be formed anywhere within mid range of the terrain but must be formed at least five meters away from the target, they however can operate long distances away while a familiar regardless of rank can only persist for three turns in total. The user is capable of interacting with these familiars without taking any damage.
(Taiyofuuton: Beratorikkusu) Solar Wind Release: Bellatrix
Type: Supplementary
Rank: B – Rank
Range: Short – Long
Chakra: 20 (+10 Chakra)
Damage: N/A
Description: Bellatrix is an infusion technique that weaponizes Solar Wind Release. Once the user utilizes any sort of energy-based technique, be it basic elemental natures (Fire, Wind or Lightning) or advanced elemental natures (CE/Adv Element) – the user will utilize a sole hand seal. This is done in the sequence of original hand seals, immediately infusing the target technique with the infusion. As it occurs, the technique in question becomes superheated to higher degrees, a gift granted by Solar Wind’s naturally higher temperatures. The technique in question loses it original coloration, instead becoming a bright emerald coloration however it’s power is increased immensely, gaining an additional +20 DMG increase. It doesn’t change the elemental nature of the technique into that of Solar Wind, as all it simply does is increase the temperature and explosive nature of the infused technique. This can be used four times per battle, with a cool down of one turn between each use. Bellatrix is activated in the same time frame as the original technique, though the hand seal is only performed if the original technique has hand seals required.
 
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Banri walked into the terrain, wearing his usual anbu-esque attire along with an all black cloak across his body and a black Oni mask covering his face. The oni mask had no eye openings, so from the outside the passively active Byakugan wouldn't be noticed by anyone. Of course, around his waist like the hidden fire temple monks, was a black cloth with the Uzumaki clan symbol on it, so he can openly represent his beloved clan.

(Dōjutsu: Byakugan) Eye Technique: The All Seeing White Eye (Passive)
Type: Supplementary
Rank: C
Range: Short-Long
Chakra: 15 (+5 per turn to keep active)
Damage: N/A
Description: The kekkei genkai intrinsic to both the Hyūga and Ōtsutsuki clans—descendants of Kaguya Ōtsutsuki. Those who possess this dōjutsu have it manifested as eyes with featureless white irides and no visible pupils. And when activated, the pupils become more distinct and the veins near their temples bulge. To activate the dōjutsu, Hyuga but not Ōtsutsuki clan members are initially obliged to use a rather long and specific sequence of handseals: Horse → Tiger → Boar → Hare → Rat → Dog → Horse → Dog → Hare → Rat → Boar → Snake. But once activated, the dōjutsu user is endowed with a range of skills.

To start, an activated Byakugan gives the user a near 360º diameter field of vision bar one blind spot at the back of the neck, above the first thoracic vertebra. Its vision can penetrate through any solid objects or obstructions, and likewise remains unaffected by blinding interferences. But that being said, certain barriers and the like may distort its perception. In addition, it is able to follow high-speed movements, which enables those with this dōjutsu to analyze their foes' actions and better react to them. The Byakugan is also able to see chakra to a higher degree than the Sharingan and ergo, identify where a person's chakra signature originates from. Beyond that, it can discern certain types of clones from the real person. And its ability to see chakra is in fact so acute that those who possess this dōjutsu are even able to see the chakra pathway system and the 361 tenketsu that comprise it. The Hyūga clan has gone so far as to develop their unique Gentle Fist style in order to capitalize on this particular ability.

Note: Hyuga clan bios of at least Sannin rank become able to passively activate their dōjutsu upon one month having passed since Gentle Fist training concluded. Ōtsutsuki bios never need to expend a move in order to activate it.
Note: While traversing the NW, bios with activated Byakugan are able to see up to two 2 adjacent landmarks away while those of sage rank can see as far as three away, but this doesn't extend beyond an ocean landmark.

Once he was on the battle field, Banri smirked beneath his mask before his opponent made the first actual move in the fight. Banri knew Mira was a powerful individual, as she was the one to become the Tsumikage after he left the sin village. Once she created the dragon, The Uzumaki sprung into action. Banri would use his left hand to grab his infamous Doku Yoji sword and begin the counter. With the small sword in hand, Banri would preform a simple wind technique across the terrain that is controlled from his palms; Though through unique enhancements the wind would become so much more.

Firstly the currents were drastically changed by another wind technique, 'Sickle Draws'. This made the harmless winds turn into sharp edged cutting winds, thus giving the gusting winds damage instead of their initial harmless nature. Secondly the passive technique 'High Hopes' was used from Doku Yoji, and would allow Banri to infuse a poison into the wind currents upon creation. This not only boosted the power and destructive capability of the wind itself, but the poison was hand picked from the 'Poison Smoke Stream' technique to give the wind its effects; Which consisted of the the woman’s speed dropping by 3 ranks (Sage to Genin?) if the poison winds touched her. Lastly, the wind currents were infused with Krypton to change them into an Arctic storm. The winds would become icey and slush-like, while being strong to heat based abilities at this point and being capable of freezing everything within its path.

With all the enhancements applied nigh instantly, Mira would find both herself and her creation surrounded and being closed in by poisonous, icey winds with the power to rip them to shreds upon contact. All the while, Banri begins to run forward at his foe while controlling the storm not to directly effect or strike him; Only hitting the dragon and Mira if she didn’t defend herself. Due to the nature of the techniques and their creations, the icey winds should hit and destroy the dragon before it would get to Mira.

”Yo give me a break Mira. I haven’t had a traditional battle in ages. Sheesh.”

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn) + 10 + 10 +
Damage Points: N/A (80 + 20 + 30) 130
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.

Note: Lasts 3 turns or until released.

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary
Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.

~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time

( Dokuton: Ōkina Nozomi ) - Poison Release: High Hopes (Passive)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: High Hopes is a passive technique that happens in the same timeframe as the technique it is augmenting and is based upon the ability to create or copy a specific poison from a simple drop or sample of the poison. Similar to the ability to copy and proliferate poison found in (Doku Sōzō) Poison Creation mixed with the basic ability to simply produce poison the user will produce a drop of any poison they can produce, from any Poison Ninjutsu technique they know and apply it to another technique proliferating and mixing that poison into the formation of the other technique. This allows them to supplant the effects of a different poison onto another poison technique acting as a new mechanism replacing the side-effect based symptoms. Meaning, the user is able to uproot the symptoms from another poison and chemically bind them to another poison, or poison-based technique replacing them.
This can be done in a gaseous or liquid state and increases the chakra found in the technique by ten and the damage of any poison technique it is applied to by twenty damage up to S and Forbidden rank where it instead grants a ten damage increase. Alternatively, the poison can be applied to a gaseous or liquid-based technique allowing the user to impart the symptoms onto just about any other technique imaginable as long as it is elemental in nature and gaseous or liquid in nature. For example, when paired with a Wind Release Technique, the user is able to force poison into the technique giving it a poisonous nature. The same can be done with Water Release, or any other gaseous or solid based technique. This also will increase the chakra and damage found in the technique by ten chakra and twenty damage just like imparting foreign poisonous effects onto another poison technique. It remains a passive ability, that can happen in the same timeframe as another technique when used like this and must be used on a technique that orginiates from the user's body.
Note: Can only be used four times per battle with a one-turn cooldown
Note: The user must reference the symptoms they are imparting onto the technique by copying a poison they know

( Dokuton: Doku Kemuri Kasui ) - Poison Release: Poison Smoke Stream Technique (Poison Reference)
Rank: C
Type: Offensive/Supplementary
Range: Short - Mid
Chakra: 15
Damage: 30
Description: A technique where the user breathes forth a pressurized stream of gaseous poison. The physical force of the poison itself has the potential to knock away small objects and can blow the opponent backward. When it hits against a body it flows through the opponent's pores or lungs if they breathe it in. The symptoms of the poison itself are slight paralysis of the extremities, hindering speed, and agility for two-turn by 3 ranks.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-S (S)
Range: N/A
Chakra: N/A
Damage: N/A
Description: Bastion is a technique that focuses on the noble prospects of the element Krypton as a chemical neutralizer and a thermainsulator. The Bastion technique works like an infusion which can grant afflicted and appropriate elements and techniques similar properties as long as they can coincide with being sub-zero and stable as a result. The performance of the technique occurs in the same timeframe as the technique that is being infused as it applies the effects rapidly. The thermainsulation properties granted is translated into a massive resistance to heat and radiance as well as cold as the element/technique that is infused has been granted the effect of thermainsulation. This translates, in clashes, into a debuff or shielding or residual properties of elements clashing with techniques that are empowered through bastion. Elements that are hot and clash with techniques infused with Bastion becomes cold rather instantaneously and loses one rank in efficacy which in shorter terms is a debuff. Fire and lightning would be two elements exposed to this as an example, other elements do not experience this debuff so low-energy or elements that can exist without having to put constant energy or fuel into it are not suspectible to this debuff(water/wind/earth) etc. Naturally, elements of solid nature would benefit the most out of Bastion as the colder any matter gets, it will ultimately solidify. Techniques that derive from elements that make up the Liquid Krypton element(Wind/Water) are suspectible to this infusion and can be used with it. Moving on, the technique has two ranks of infusion, categorized into the amount of chakra the user spends on the infusion.

A-Rank
The A-rank version will apply a hefty amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique will become extremely dense and blank on the surface as the Bastion technique spreads through the entirety of the technique. A damage buff will be given of +20 to a technique boosted with the A-rank version. This rank will transform solids infused into crystalline formations that deflect sunlight like a mirror. Liquids will become slowly flowing with sparkling touches and gasses will become an icy slush-storm.
S-rank
The S-rank version will apply a significant amount of chakra into the infused technique and the thermalinsulation properties will take effect immediately. A technique becomes much more dense with a crystalline and icy structure on the surface. A damage buff of +30 will be given and elements infused with this rank are also given the same properties as that of the A-rank version.

Note: A-rank version can be used x4 per battle and requires a 2 turn cool-down. User may not use any Liquid Krypton techniques above A rank after use for two turns.
Note: S-rank version can be used x2 per battle and requires a 3 turn cool-down. User may not use any Liquid Krypton techniques above B rank after use for two turns.
 

Mirai

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Mirabelle would have narrowed her eyes for moment, but it was only then she heard some rushing winds approaching her. It was without a doubt an incoming attack was making way towards her, to which she quickly continues her movement. She would have flicked her finger, releasing a small pea sized ball of sealing script that quickly made contact with the winds, that immediately absorbed the chakra of the winds and caused the entire technique to become compressed. It quickly turned into a spear composed of the liquid krypton, poison and wind. As it compressed, she would have quickly spin it around, unleashing a powerful crescent composed of the combination. Once it made contact with the opponent, it would effectively inflict him with his own technique in return. Once Mirabelle did this, she quickly then stomped her foot.

This in return caused a giant wave of blue flames to sprout beneath her feet, as it quickly bursts towards the enemy – cascading them plethora of powerful sapphire blue flames. Mirabelle stood just outside of short range, safely twirling the spear next to her as she wonders what Banri intended to do. “You’re young and active Banri, stop complaining like an old man” she mused at his original commentary back towards her. Mirabelle had also originally used her unique medical technique to infuse into the sealing script, allowing it’s sealing capabilities to become empowered.

Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence (Reference/Passive)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description: To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.

Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.
NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
( Fuuinjutsu: Furui no Manmosu ) Sealing Technique: The Tusk of the Lost Mammoth
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40 ( +20 per turn ) + 10 + 10 = 60
Damage Points: N/A ( 60 + 20 = 80)
Description: Mammoth is an ancient sealing technique that combines Elemental Ninjutsu with Fuuinjutsu. The user creates a ball of chakra the size of a pea, with the kanji for "Sheer Pressure" inscribed in it's surface. The user is then able of shooting the pea-sized inscription towards any active enemy elemental ninjutsu, which will cause an inscription to encase it wholy and immediately compress it back into a pea-sized black ball of dense elemental chakra. The compressed ball will now show a sealing insignia of with the kanju for "Tusk" which will absorb the user's chakra and allow for the manipulation of the Shape of the walls of the Tusk that compressed the element, which can passively turn into any generic weapon and be safely controlled either remotely or physically by the user, which can then be used to perform Bukijutsu and any fitting Weapon CFS, passively acquiring an elemental edge of the sealed element of +20 damage and rank boost to their technique, as the Tusk assumes the shape of the necessary weapon required to perform it. The user is capable of performing one freestyle action with the weapon itself, be it a slash, or a parry, with the power and rank of the original technique, per turn, counting towards the jutsu slot per turn. This attack will always follow the main release of the elemental nature, and entails generic and simple contact-based attacks like slices, parries, cuts, strikes, etc. Otherwise, the user can also passively expend the elemental chakra inside the Tusk and create simple constructs that detach from the Tusk ball, like blasts, jets, crescents etc, which will expend the chakra that was previously sealed. So if an S ranked technique was used, the user can detach up to 1 S rank construct, 2 A ranks, 4 B ranks, 8 C ranks or 16 D ranks. This can only be used up to Mid-range. Only one contact-based attack or dettach-based attack can be used per turn. Using dettach-based attacks lower the potential rank of any other attack used with with the Tusk.

Note: This technique can only be used 2 times per battle, while only lasting a maximum of 3 turns, whereupon the Tusk will collapse upon itself harmlessly. It requires the user to wait 2 turns before reusing the technique.
Note: Since the user is sealing the enemy technique with Fuuinjutsu, and then manipulating the inscription walls that compressed the enemy element, this is not considered full manipulation of the element, but merely hijacking it. The user is incapable of sealing a liquid water jutsu and turn it into oil-based water jutsu, even if Water Ninjutsu can be used like that. Thus, even when sealing elements that the user does not own, like CE or AE, the user is never manipulating the original element or technique, merely the fuuinjutsu itself.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
( Aoi Katon ) - Blue Fire Release
Type: Offensive/Defensive/Supplementary
Rank: B - S
Range: Short – Long
Chakra: 20 - 40
Damage: 40 - 80 (80 + 20 = 100)
Description: A skill unique to the Two-Tails and it's Jinchuriki, this jutsu allows the user to manipulate Blue Fire in an assortment of ways. Formed after making the appropriate handseals, this allows the user to release blue flames in the form of fireballs, streams of fire, and even blue flame based familiars to attack on the user's command. These Flames carry no properties of Blue Fire beside the basic variant which shares the same traditional properties of normal Fire Release except the weakness to Water.
Note: This can only be used by Matatabi and it's Jinchuriki.
Note: Intangible or Spiritual Blue Flames can only be utilized if their respective skills have been acquired.

N.B: Posting Relics this post cause I forgot to post it last turn.
 
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Seeing Mirabelle react to the storm with a small pea-sized chakra source (which he spotted with his Byakugan), Banri would stop his movements and watch how the tiny technique is used; All the while passively switching from the Byakugan to the Tenseigan during his observation of the woman. Once he sees the small chakra pea absorb his storm, Banri would move back a few meters and watch as the newly created spear releases a blast of the same contents it absorbed. Once the crescent is shot, Banri would stop in place as he released a steel ball towards the crescent in attempts to seal it just like Mira had done. The steel ball would seal the crescent within it and continue towards Mira, aiming to expand once in close range of her so that it can combine the power of the crescent with its own for a devastating maelstrom around the area. Due to the passive technique Dark times, the Steel ball sealing script was created from dream sand, giving the technique a one rank boost, adding on to the power it held when initially used.

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye (Passive)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Hyuga clan. Due to the bloodline differences in both the Otsutsuki Clan and Hyuga Clan, this rendition of the Tenseigan is more in line with the Hyuga Clan Bloodline and their usage of the Byakugan. After gaining access to the Tenseigan, Hyuga Clan members are able to retain their 360 degree vision to a higher degree, removing the blind spot at the back of the neck above the first thoracic vertebra, allowing them to attain true 360 degree vision. The telescopic visual abilities of the Byakugan are also vastly enhanced through the formation of Tenseigan, allowing the user to be able to see entire countries away at length and at it's most powerful state, able to precisely and clearly perceive the souls of opponents as well as spiritual entities. This unparalleled telescopic vision extends to the Tenseigan's ability to peer or see into other any Dimension, as the ultimate form of the All Seeing White Eye. This allows the user to even gaze into world realms such as the Limbo and Pure World with relative ease. This visual clarity makes the gaze of these eyes inescapable by any means, thus granting the Hyuga Clan user tracking abilities on par with the Eternal Mangekyo Sharingan. Instead of granting the user access to Tenseigan Chakra Mode and Gravitational abilities like its Otsutsuki counterpart, The Hyuga Clan's Tenseigan gives them unmatched chakra control which directly effects their Jyuken techniques. When activated, the user is able to sharply increase the amount of chakra injected into the opponent on each of their Jyuken strikes, flooding the specific tenketsu points with chakra effectively destroying them. As a result, the side effects from Jyuken techniques and variants become indefinite. The user also gains access to the Divine Step Twin God Fists technique which increases the power of the user's Jyuken techniques.
Note: Requires activation (spending move) for Hyuga bios but remains active indefinitely afterwards if the user chooses to.
Note: After having a complete Hyuga bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move.
Note: User needs to have activated Byakugan before and had it active for 1 full turn.

(Sutīru Bōru Ran: Rībaffu Ōbādoraibu ) Steel Ball Run: Rebuff Overdrive
Type: Defensive
Rank: A (S)
Range: Short-Mid
Chakra: 30 (40)
Damage: 60 (80) + (60) 140
Description: The user will release one of their Steel Balls outwards, imbued with a special Spin known as Rebuff Overdrive. Initially, this Spin will appear as a small distortion around the Steel Ball, emitting outwards by a few inches as though surrounded by a mild gust of wind. Upon reaching within short-range of the target/enemy, the Spin will expand outwards, rapidly growing into a powerful maelstrom barrier that ravages everything within the short-range area of the Steel Ball. Should the Steel Ball bet met with an incoming jutsu, the Spin will likewise expand, imparting a powerful sealing effect that absorbs the opposing technique should it be of equal rank or below into the Steel Ball, with the Spin once again shrinking. Upon reaching the target, as the barrier expands, the sealed technique will be released as well alongside the Spin, spread out throughout the area in what would appear to be an explosion made out of the absorbed technique as its power is added to the initial Spin's.

Note: Can only be used three times per battle, requiring a one turn cooldown
Note: Should Rebuff Overdrive absorb a technique, the cooldown increases to two turns
Note: No Fuuinjutsu or Steel Ball Run techniques above A-rank in the same turn, and none above S-rank in the next turn

(Yumeton | Dākutaimuzu) - Dream Sand: Dark Times (Passive)
Rank: A-S
Type: Supplementary
Range: Short-Long
Chakra: 30/40
Damage: N/A
Description: Dark Times is a dream sand infusion technique that focuses on infusing the Yumeton with different aspects of his aresnal.
A Rank- This infusion allows for the user to infuse his different elemental chakra with Yumeton's (Earth and Water) in ratio's that would layer them with Yumeton crystals. For water techniques, they would appear to glimmer with the white crystals of inert Dream Sand and gain cutting properties, while earth techniques would be encrusted with the inert crystals that gave it the same. This would cause both elements used to raise 1 rank/20 damage in effectiveness(does not change S/Ws). The user must perform 3 handseals when doing this effect and this may be done 4 times per battle, needing a 2 turn cooldown. This counts of a move but may be used simultaneous to another water or earth technique of course. This adds 10 chakra to the cost of a move

S Rank - This ability may be posted in the user's biography or at the start of battle so that he may start the battle with it prepped, and is a passive ability requiring chakra. The user may infuse his equipment (seals, clothing, weapons, kunai/kunai equivalent, etc) with Yumeton, giving these objects a shimmering look due to the white crystals influence within them. For defensive purposes, this gives anything coated basic C rank protection from physical damage. The user's weapons also gain the effect of being able to basically inject the opponent with a powerful dose of Dream Sand upon penetrating their skin or being inside of him in some way due to this coating(S-rank). The user's seal/kanji based techniques and abilities become enhanced with Yumeton and the usual Kanji material is replaced by a Kanji made of Dream Sand that is charged with more chakra and power than the original, thus allowing the seal to draw from a stronger source of chakra as well as being fortified by the dream sand crystals themselves. This allows sealing tags to be capable of dealing damage equal to it's rank when something makes contact with it . The addition of the Dream Sand kanji as a power source makes it so that techniques that fit this category raise in effectiveness by 1 Rank/20 Damage Points as well as requiring 10 more chakra to activate. This only works on Sealing based techniques up to A rank (Advanced Fuuin users are able to increase S-rank Fuuinjutsu techniques by +10 damage/chakra.) rank and only effects seal/scroll/kanji based techniques and abilities. This variation can be utilized three times per battle with a two-turn cooldown. While a seal under the effect of Dark Times is in play, this technique cannot be activated, the cooldown starting when the Fuuinjutsu it is adorned to becoming void. The effects of Dark Times lasts for as long as the seal it is adorned to does. The user cannot coat a weapon while Dark Times is used on a Fuuinjutsu and vice versa, nor can the S-rank version be used while the A-rank version is in play. No A-rank and above Yumeton techniques can be used in the same turn Dark Times is activated for either version.

After using the steal ball run technique, Banri would project a spiritual shadow of himself 10m behind Mira; Making use of his unique ocular ability “Kigen”. Once the Kigen was brought into existence, it would attack Mira from the back. It was his fight now. Thrusting his left hand forward with his palm open, Kigen released a compressed shell of vacuumed air that was aimed to hit the woman in her torso. If successful it should not only do minor external damage, but internally it would directly hit her organs and sift tissues to cause the brunt of the damage.

”Sigh. I’m out of shape bud. I don’t stand a chance. Kigen will battle you.”

( Kigennomeiyoaruomo ) - Kigennomeiyoaruomo
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 60 (-20 per turn)
Damage: N/A
Description: Kigennomeiyoaruomo is a Tenseigan technique that takes advantage of the user's ability to gaze into any dimension and see it with perfect clarity. The user is able to project a spiritual body image of themselves into different dimensions giving them the ability to physically fight the opponent within the dimension. As a result, the user is directly able to control this projection as it was themselves, able to use Byakuygan, Tenseigan and Jyuken techniques through it. Kigennomeiyoaruomo can also be used in battle, acting as a spectral shadow at the user can control in battle. Attacking with Kigennomeiyoaruomo costs a move in a turn. The projection's vision is also linked to the user's. Should the opponent enter a dimension while Kigennomeiyoaruomo is already out on the battlefield, the user is able to transporting this perfect body image into the dimension instantly to follow the opponent into their dimension, this action is passive. The user is also capable of teleporting to this body double as well but can only do this once every two turns costing a move per turn
Note: This technique requires the Tenseigan to be active and can only be used by Hyuga bios with access to Tenseigan
Note: Lasts for 4 turns and has a two turn cooldown in between usages.
Note: Usable six times per battle.

(Hakke Kūshō) Eight Trigrams Vacuum Palm
Type: Offensive
Rank: A/S (A)
Range: Short-Mid/Short-Long
Chakra: 30-40 (30)
Damage: 60-80 (60)
Description: The user precisely pinpoints the enemy's vital points with the Byakugan and releases a high-speed palm thrust. A "vacuum shell" compressed using the Gentle Fist style is formed to attack the opponent's organs and soft tissue from a distance, blowing them off their feet with tremendous force before they even notice they were hit. In order to attain more power and range (S-rank) then a variation of this, Eight Trigrams Vacuum Palm Wall, necessitates that both hands are used. In this case, a more potent wave of compressed chakra is released with great force from both palms, simultaneously. And the result from this can be increased damage to not only the foe's targeted organs and soft tissue but also their hard tissue (e.g., bones). Of course, this variation has sufficient force to send a foe careening as far as five meters.
 
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Mirai

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It seems that Mirabelle underestimated the level of control her opponent had over sealing techniques, much like her. As the steel ball is released, she watched as it captured the mixture that she took away from Banri and watched it come hurdling back towards her. “I’ve that trick too many times at this point…” she commented, having faced members of her village including Raiden on multiple occasional spars and acknowledging this unique tool. She kept the spear containing the rest of the absorbed technique floating next to her as she quickly managed to generate a ten meter dragon composed of Solar Wind and Lightning mixed into one. The dragon’s body curled around Mirabelle’s quickly assuming a defensive pose while spinning rapidly in order to fend off against the opposing combination. As it did, casually flicking the technique away, it would unleash a spiritual parasite that attaches to Banri instantly.

Once the dragon had properly fended the attack off, it would quickly ascend into the skies – flanking from Mirabelle’s right side (Banri’s left), as she heard Banri mentioning fighting something else. “Don’t know what that is but…” she uttered, as she quickly assumed a particular stance and gathered the localized natural energy, quickly allowing her to ascend into Dokkodo, as a vizard like mask appeared over her face and a chakra shroud came about. She quickly dashed, running in the opposite direction of the dragon. Even if the Kigen continued to attack, Mirabelle’s sheer speed and distance would have put her out of harm’s way of it’s technique. Once she reached a certain distance, she would have slashed her sword downwards, unleashing what originally would be a crescent – into a giant javelin of natural energy. The spear was in her other free hand, allowing her to dual wield both weapons.

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) (120 + 20 = 140)
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique (Reference)
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
( Dokkōdō ) - The Alone Way
Type: Mode
Rank: S
Range: Short
Chakra: 40 ( -10 per turn )
Damage: N/A ( +30/40 to Kenjutsu/Taijutsu )
Description: By taking a stance and channeling copious amounts of chakra while drawing in natural energy into their blade, the user enters a swordsmen state known as Dokkodo or the Alone Way. The chakra creates several markings across the user's lower jaw and neck, extending down both arms to fully cover the forearms and arms in scale-like platings as a chakra shroud that grants a large Vizard-like mask across their faces. The general appearance differs from user to user but these traits are shared. After activation, the user gains access to the exclusive art of Senjutsu utilized via Kenjutsu in two unique forms. The first form allows the user's techniques to carry the ability to cause a foe to become petrified 3 turns after being cut, the wound drawing in natural energy and prevents passive healing until healed by outside sources or the target is petrified, whichever comes sooner. The second form allows for techniques to carry the ability to corrode techniques and targets resistances, eating away at natural defenses when striking targets to weaken and prevent natural damage resistances. Should targets be hit by the corrosive Senkenjutsu, they will take the listed damage of the technique. In addition to this, when techniques land, the amount of chakra spent will be deducted from the object's damage resistance capabilities to cause it to plummet ( i.e. if an A rank Kenjutsu was used and lands and the target can shave 20 damage, 15 ( half of 30 chakra ) of it will be removed to leave 5 Damage Shaving ). Should their damage resistance drop to 0, it will remain there until being healed by outside sources.
Note: Can only be used 3 times each battle, each use lasting up to 8 turns. After ending, the user cannot use A rank and above physical techniques ( Tai/Ken, Jutsu with extended/detailed physical movements, etc ) for two turns and the effects of the 20% Torso Health drawbacks trigger. Each subsequent use adds 10% to the Torso Health drawbacks.
Note: Samurai and Ronin are capable of using Dokkodo techniques without entering the state though if they do, they experience a 10 damage increase compared to shinobi using the mode.
( Dokkōdō: Kakusu Shinjitsu ) - The Alone Way: Hidden Truths
Type: Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80 (80 + 20 = 100)
Description: This technique is comparable to the Samurai Saber Technique in both its concept and execution. By channeling Senjutsu into the blade, the user becomes capable of creating crescents of natural energy sharpened to slice through metal and bone effortlessly. These crescents are capable of combating equal ranked Elemental Ninjutsu. Unlike Samurai Saber Technique, however, these cannot create chakra weapons to attack with, instead just creating slashes and strikes following the user's strike motion. They crescents can carry the effects of either form of Senkenjutsu.
( Dokkōdō: Shinjuku no Kagayaki ) The Alone Way: Shinjuku's Brilliance (Passive)
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: N/A ( +10)
Damage: N/A
Description: Shinjuku's Brilliance is passive technique that is applied to any of the user's Dokkodo Techniques. Taking inspiration from the Samurai Saber Technique by Samurai, the user is capable of applying more shape manipulation into their senjutsu. This allowing them the ability to reshape the chakra into other form of weaponry in battle, such as when utilizing "Hidden Truths", instead of just releasing crescents or flowing the senjutsu into the blade, it can be reshaped into various other held bladed weapons such as battle axes, naginatas etc. However, this chakra does not enhance the technique in question beyond simply allowing it to be utilized with various cosmetic changes.
 
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Shady Doctor

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Banri watches as the dragon forms and coils around the woman whom was praised as more talented than himself at some point. He knew Mira had unbelievable skill and power, so it wasn’t a surprise to see her beat such a low level seal. But what she did next kinda troubled Banri. As the markings raced across her skin and a mask enveloped her face, Banri shouted out to his old friend.

”MIRA RELAX!!! First Yin dragon and now you’re going into some form I’ve never seen? Hope you aren’t tryna kill me here.... Told you I’m out of shape. Guess I’ll have to get straight back to old form eh?”

At this point Banri was watching the woman relocate herself, but as she did so, he’d take action. Whatever this form was, he didn’t want to see what it had to offer at this very moment. With that in mind, Banri would use one of the secret Uzumaki Sealing techniques that he had crafted himself. Spiritual chains would manifest from within the prodigious Uzumaki, nigh instantly wrapping around Mira’s very spiritual being to cause very specific effects. Happening just before she could perform the sword action after transforming.

( Sazanfokkusu No Seigen ) | Restriction of the Southern Fox
Type: Supplementary
Rank: B/A/S (A)
Range: Short-Long
Chakra: 40/50/60 (50)
Damage: N/A
Description: Restriction of the Southern Fox is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically this technique focuses on the spiritual aspect of the chakra chains; Which have been shown to manifest spiritually instead of physically. Though, empowered by the combination of Yin chakra within the technique. Originally, most Uzumaki with access to chakra chains could only defend by manifesting these spiritual chains to fend off things such as Genjutsu, Yamanaka techniques etc, though a young talented Uzumaki had created a way to actually put these chains to use in order to effect an opponent on a spiritual level. They'd manifest the chains in their mind the same way they originally would, but through focus on a targeted opponent(s) the user can project these chains directly at them at a pace similar to other spiritual techniques (Yama, gen etc.). The chains would "wrap" around the targets spiritual side of their chakra and effectively "seal" it to a degree. With a certain strength of the chains sealing hold, the opponent would be restricted to using chakra of a specific rank along with a debilitating effect. With a B-rank usage of this they would be unable to mold chakra of forbidden rank or more on a technique, but also all of their spiritual techniques would lose a rank in power/effectiveness. A-rank would limit them to no S-rank chakra or more, along with completely sealing away the ability to use spiritual techniques. While S-rank usage would leave them unable to use any A-rank or higher chakra and would leave the victim's mind sealed, thus leaving them unconscious. Though the S rank effects of sealing the mind would only happen after 2 turns of the chains being applied and not broken. This comes with it's limits and restrictions nonetheless. Using this constantly takes up a move slot and would leave the user unable to use any Genjutsu, Yin release or things similar while active, though only up to the rank used (i.e. using B-rank variant, the user can still use A-rank and up). A-rank usage of this technique can only happen 3 times max with 2 turns in between uses while S-rank usage can only be used twice with the same cool down between uses. These chains are also unique in the sense that they can't be perceived by those whom don't have a sort of sensing that can sense/see spiritual forms (Rinnegan, Yin Specialist etc). Though if able to see the chains, they could see the glowing red chakra chains (covered with sealing scripts) connected from the user's forehead to their bodies. This technique can be broken by the same means as any other spiritual technique of its rank. The B-rank variant would need two hand seals, with the hand seals raising by one for each rank above. Also, using the S-rank variant would result in a loss of access to Yin based techniques for 2 turns after it is deactivated/stopped.

On the other hand, the Kigen shadow would act as a source for Banri to use specific attacks with. A split second after the chains were manifested, Kigen formed chakra around his arms in the form of 2 large guardian lion-shaped shrouds. These shrouds allowed Kigen to use its gentle fist techniques and Taijutsu at a better range, in which it would do immediately upon forming the shrouds. It would thrust its hands forward like any other gentle fist blow, but this would be capable of hitting Mira right in her back from mid range; Closing and permanently damaging the tenketsu upon contact. This would be done 258 times in total at a very swift pace, aiming to destroy each tenketsu and overall lowering Mira’s capabilities even further.

(Jūken: Jūho Sōshiken) - Gentle Fist: Gentle Step Twin Lion Fists
Type: Offensive/Supplementary
Rank: S
Range: Short-Mid
Chakra: 20
Damage: 40 (+20 to Taijutsu/+30 to Gentle Fist)
Description: The user exudes chakra from both hands and by utilizing advanced chakra control, mold the chakra into a form highly reminiscent of large guardian lion-shaped shrouds to greatly increase both the range and destructive power of their taijutsu. These lion-shaped shrouds are able drain the chakra network of those they touch and can be used in conjunction with any of the Eight Trigrams Sixty-Four Palms variants, increasing the damage by 30 while sacrificing the ability to limit chakra usage. But that being said, it is quite difficult to achieve this move and even a minute error with regards to chakra control will result in failure.

Note: Lasts up to three turns per use and has a three-turn cooldown.


( Jūken: Hakke Nihyakugojūroku Shō ) Gentle Step: Eight Trigrams Two Hundred Fifty-Six Palms
Type: Supplementary/Offensive/DefensiveRank: S
Range: Short
Chakra: 60
Damage: 120 + 30
Description: Eight Trigrams Two Hundred Fifty-Six Palms is the ultimate form of the Eight Trigrams Sixty-Four Palm technique and the direct upgrade to Eight Trigrams One Hundred Twenty-Eight Palms technique. Using their enhanced vision and chakra control with the Tenseigan, the user strikes the opponent a total of 256 times to hit 256 of the opponent's 361 total tenketsu. As the user strikes the opponent, they overwhelm each chakra point precisely causing the complete destruction of the tenketsu point, unable to be repaired unless through advanced healing techniques such as Yang Release. Destruction of the opponent's chakra flow and tenketsu points carry a devastating effect. Through the power of the Tenseigan, the user is able to permanently drop the opponent's chakra by 66% (two-thirds) of its total value. This attack is potent enough to even knock senjutsu users out of their Sage Modes. Healing injuries will only restore the opponent's chakra to his maximum after this technique was successfully used on him, not his original max. For example, if an opponent when hit with this technique has 1800 chakra, the resulting chakra pool available to the opponent will be 600 out of 600 allowed chakra points and cannot exceed 600 chakra points. If the opponent heals their tenketsu points, their chakra will remain at 600 but will instead be 600 out of 1800.
Note: This can only be used when Tenseigan is active and only Hyuga Clan bios with access to the Tenseigan
Note: Can only be used twice per battle with a three turn cooldown in between usages.
 

Mirai

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While attempting to perform her sword slash; Mirabelle’s eyes managed to capture Banri performing a quick set of hand seals. She mused for a moment, the attempt was valiant but she had already planned for a counteract….or at least that’s what she initially planned. Almost immediately as Banri’s last seal was made, Mirabelle could detect swift moving spiritual technique heading directly towards her, but beforehand she would have had her own barrier already set beforehand for situations like this. This would have allowed the seal spiritual parasite of her own to be released, prior to the chakra chains attaching to her. The parasite with its barrier detected this, and with an additional amount of chakra infused into via Provisions. The parasite would latch onto Banri’s chains, quickly absorbing the chakra and completely sealing the technique back into the seal located on her person. At the same time, the Nibi with it’s window seal being behind of Mirabelle’s neck, allowed it to see the shadow specter activating some sort of technique, much to Mirabelle’s amusement.

Seems you have another entity on the field, not that I was ignoring him or anything…” she smirked, as she originally had also dashed into the direction of Banri as the spiritual techniques clashed, where he would be safe from his own creations technique as she dashed behind of him at high speeds. As a result, she would have been mid ranged behind him, avoiding the gentle fist technique; but also, with the dragon coming down at Banri while she moves. Last but not least; Mirabelle would have swung her blade down, allowing the chakra gathered around it to “shatter” as she violently released an immense amount of chakra shockwaves across the terrain towards Banri and his shadowy familiar.

(Bijuu Fuinjutsu: Akuma no mado shīru) - Tailed Beast Sealing Technique: Demon's Window Seal (Reference)
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (for activation)
Damage: N/A
Description: This seal was created specifically for Jinchuriki as a way of giving their Bijuu a more active role in battle. The Demon's Window Seal is placed on a Jinchuriki's body and gives their Bijuu a window into the outside world, appearing as a "screen" of sorts inside their inner sanctum. This allows them to see in the direction that the seal is facing, with a standard field of view. A common location for the seal is the nape of the Jinchuriki's neck which allows the Bijuu to watch their host's back, though more offensively minded Jinchuriki may place the seal elsewhere. This viewing window is active at all times as a passive function for the seal.Beyond being able to see through the seal, the Bijuu and host are able to activate it to create a temporary gateway into the real world, appearing as an enlarged version of the seal in the air at the desired location. While not large enough for the Bijuu to escape through, it does allow the passage of a limb or tail, or even a technique. Whether it is the Bijuu or the Host activating the seal, the gateway must be created within eye sight. Should the Tailed Beast attack through the gateway with a limb or tail, the strength of the attack is A rank. They are able to use techniques of the fields they can use during its full transformation (e.g. Wind and Sand for Shukaku, or Wind and Taijutsu for Chomei), but with half the added power bonus and excluding any technique that is exclusive to their full transformation. The gateway can only be used for one action per usage, after which it closes.
-Must be stated in the biography, along with location on the body.
-Can only be activated four times per battle.
-Physical attacks count as A-rank in strength, but do not count as a move in the user's turn.
-Activation of the seal counts as a move in the user's turn, as does any technique released through the gateway
(Magiruti Sensu: Meigasuāchā no shinzō-bu) Maguilty Sense: Heart of the Magus Archer
Type: Defensive
Rank: S - Rank
Range: Short
Chakra: 50 + 10 = 60
Damage: N/A
Description: A practitioner of Maguilty Sense would have a unique arrow prepared before battle, labeled with a seal labeled “protection”, mixed together with a mystic code. This in turn causes the seal to remain dormant until foreign chakra is within five meters of the user. Once this occurs, the mystic code infused seal will break open, unleashing a spiritual parasite. This parasite, black in coloration and with the appearance of a spider immediately latches onto the foreign chakra source, as it utilizes its Yin Energy to siphon the chakra. This acts as a means of protection to user, capable of triggering outside of their control though if the user is aware of the incoming technique can mentally control the seal to not trigger or trigger it willingly. The spider parasite then is sealed back into the mystic code, going into a rest period after consumption. This parasite is capable of absorbing any technique of 40 (50) chakra and below. Can only be used twice per battle, with a cool down of three turns between each use while no Maguilty Sense Techniques of S Rank and above can be used for one turn
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
( Chiratsuki Kaihi ) - Flicker Evasion
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A skill usable by all Dokkodo users to move at high speeds to dodge, attack, or defend from techniques. The ability pertains to movement on the battlefield, meaning running, walking, jumping, dashing, etc. This allows the user to move at max speed to avoid obstacles or to attack with great speed.
Note: Can only be used with Dokkodo active. Ronin and Samurai are capable of utilizing outside of the mode but once per turn.
(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80 + 30 = 110
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves. Like all Command Art shockwaves, Rekkyōdan can cut through any material the blade used to launch it can cut, meaning a sufficiently sharp blade could cut through nearly any material, and like Kougenjin it moves a twice the normal rate of traditional shockwaves.
*Note: Can be used up to three times per turn, with a cooldown of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use.
 
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Shady Doctor

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Again, Mira seemed to impress Banri, even though he was a bit rusty when it came to actual combat. His spiritual chains had activated some sort of defense mechanism and ended up being absorbed or sucked out of existence. Whatever it was, it dealt with the chains without any falters by Mira herself. At the same time, Mira had repositioned herself once again, putting herself out of the way of Kigen’s gentle fist technique. Also at the same time, Banri through his Tenseigan’s perfect vision could see that the Yin dragon was being brought down on him from above.

”Ok, enough running around girl.....”

With this said, a mass amount of Yang chakra had burst through Banri’s body, enhancing his physical capabilities through the roof while also cleansing the yin tethered to his chakra system. As the Yang chakra boosted him physically, he took the opportunity to dart directly towards Mira, cutting her off as she attempted to flank behind him; Stopping about a foot or 2 in front of her as his mask was being thrown off with his left hand. This served as a means to not only dodge the dragon that was at his previous position, but to finally engage in a closer quarters fight.

”Seems you got a bit faster. Nice to see you haven’t weakened!”

(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.

After stopping in front of her, Banri went back on the offensive. He’d see Mira swinging her sword and would see the chakra build up in the blade itself, so already knew he had to do something to stop her. As she was swinging, Banri used his superior speed to take the hand closest to her and swiftly hit her wrist/arm; Destroying a single chakra point in that single strike and serving as a means to stop the sword slash from getting off fully. He’d follow up with his opposite hand, striking her torso in a quick thrusting fashion, destroying yet another chakra point upon contact. This would go on until Banri hand landed 128 strikes, destroying 128 chakra points in mere moments. Usually this would be dangerous on its own, but due to the power of the sun empowering Banri’s body and September passively charging the attacks with chakra, the series of strikes became extremely deadly to be hit with.

((Juken: Hakke Hyaku Nijūhachi Shō) - Gentle Fist: Eight Trigrams One Hundred Twenty-Eight Palms
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 + 40 + 20 = 140
Description: A doubled version of the Eight Trigrams Sixty-Four Palms technique, but also performed at twice the speed of the latter. This is used to close off the flow of chakra through one hundred twenty-eight chakra points of an opponent's Chakra Pathway System. This eliminates their ability to use B-rank and above levels of chakra for two turns while also making it difficult for them to move. Alternatively, it can be used to quickly hit multiple targets.


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

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

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

Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

On the other hand, once Banri had moved to stop Mira in her tracks, Kigen would dart towards her back side trying to close distance. Kigen would quickly stomp the ground as it moves towards Mira, causing a pulse of chakra to go across the ground until reaching Mira and taking effect on her. It would damage her feet/legs in a way it’ll stop her from moving away from Banri, allowing him to freely attack without evasion.

(Jūho: Tamashii Baindingu Saakuru) - Gentle Step: Soul Binding Circle
Type: Offensive
Rank: B
Range: Short-Mid
Chakra: 20
Damage: 40
Description: The user channels chakra into one of their feet. Once they do, they will quickly stomp the ground and in the same motion, release a wave of chakra that quickly travels above ground surface. More specifically, the chakra manifests as a white omnidirectional ring that, upon contact with an enemy's body, the chakra will briefly paralyze their feet. It is similar to Palm Heel Strike, insofar as it causes one's muscles to be slightly damaged. This can also be applied through a kick, should it connect with the target, and forces the user's chakra into a specific bodily area with even more potent effects. The attack, itself, lacks tangible properties and ergo, phases through physical techniques (e.g., Earth and Water) without being hindered.

Note: Each application is useable only twice per battle.
Note: Paralysis lasts one or two turns—first and second applications, respectively.
Note: Courtesy of Nakiri.
 

Mirai

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His movements was quick, but Mirabelle allowed herself this moment – as she too quickly released a burst of wind chakra into the surrounding air. This allowed her in return to sense Barni’s quick approach; as he came very close to the swordswoman. A small smirk can be seen appearing on her face, as she tightly grips Kurokiba in her hands as she stepped back a mere moment. “Hehe, there’s the man I knew years ago!” she called out to him, as they quickly exchanged blows. Once she’s increased her tracking to properly keep up, Mirabelle continued to borrow on her wind chakra once more. She swung her sword, as she generated powerful winds, at least initially as she infused it with her Yin chakra nature to change their appearance to that of bright flames instead. It would have generated an overshield of sorts, protecting from a decent amount of the damage but her sword strike in question would have clashed with the strikes, generating enough power to stalemate with him.

She attempted to free form slash a bit; while using her amazing speed to essentially also try to avoid the ground when the attack from the shadow is launched but never the less it was a brilliant exchange between the two. However she knew Banri wasn’t going to back down so easily after the clash, which left her in a weakened state. “Haha, not bad…not bad at all…” she huffed underneath her breath.

(Fuuton: Chakra Kenpa no Kaze) - Wind Style: Chakra Sensing Breeze
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage: N/A
Description: A wind technique similar to the chakra sensing rain technique, the user infuses their chakra into the surround air create a light breeze across the battlefield. This breeze is capable of sensing the chakra of people or objects it comes in contact with. The breeze will die out after three turns once activated and can only be used twice per battle.
~Deactivates after three turns.
~Can only be used twice per battle.
(Mugen Ittōryū: Kyōfū Kōgu) Infinite One-Sword Style: Gale Slash
Rank: Forbidden
Type: Offensive
Range: Short-Long
Chakra Cost: 50
Damage: 90 (-50 to user) + 30 = 120
Description: The user will use only one katana from this technique, and thus it does not require the Infinite One-Sword Style set-up to have been used. The user will tightly grip their sword and focus chakra into the soles of their feet, gathering up a tremendous force for a burst of speed, using their Fuuton chakra. Taking the necessary stance, the user will release the wind chakra as they bolt forward, gaining a tremendous bolt of speed, as well as creating a sort of “over shield” of wind around them that can protect them from B-rank and above attacks. As they are moving, the user will swing their sword forward as the Fuuton chakra coats their body, creating a large movement of slicing wind due to the sheer speed that the air is being displaced by the user’s body and sword. While moving towards the opponent, this trail of wind created is the second part of the attack – the user will slice the opponent and the gale following will blow the opponent away from short to mid range. The strike from the sword does the majority of the damage, with the gale doing relatively little, being mainly for protection. The gale is a sort of countermeasure for anomalies, due to the abrupt nature of this attack. Due to the heavy force of the attack, from the tremendous output from the user’s muscles and the tailwind boosting their speed, the user suffers a sort of backlash and their body is damaged from the use of this technique. After using this technique, the user’s Fuuton jutsu will be weakened in power by an equivalent of one rank, for three turns.
*Only Musashibou, Akiza, and KeotsuEclipse can teach this.
*Can only be used once per battle.
*All the effects from the Fuuton chakra vanish after this technique is completed - the boost of speed is not kept, and neither can this attack be used to launch yourself vertically into the air, as it requires the user to form the stance on the ground to launch themselves forward.
*No Infinite One-Sword Style techniques can be used in the next turn.
*This technique cannot be used to out-right avoid an attack.
*After using this technique, the user’s muscles will be so heavily damaged that they will not be able to move any faster than a regular walk.
(Inton: Ten ni Henkō) – Yin Release: Change into Heaven
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (+50 chakra cost to applied technique)
Description: The user manipulates a technique of the basic 5 elements with Yin natured energy, allowing the user to change its physical properties. Fire can become solid, lightning can become tangible, water can become invisible. Possibilities are limited to changes in physical properties; more specifically, this means that one cannot transform a flame into a spiritual flame, or make a rock intangible. The user must be able to clearly define what the new technique is within realistic limitations. If, for example, the user makes Swamp of the Underworld into something solid then it might neutralize the entire point of the technique. The resulting technique must be described logically; if this condition is not met then the technique might outright fail. The end result is a technique neutral to all basic elemental natures. This technique is applied within the same timeframe as the technique it is applied to. The infused chakra increases the technique by an additional ten, but costs fifty in total.
Note: Yin Release Specialists and Yin-Yang users can apply this technique to advanced fields, CE, and advanced elements.
Note: Using Change into Heaven to transform the inherent nature of an element does not modify its base speed.
Note: Usable 3 times per battle and 6 times per arc.
 
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After the pretty epic clash of gentle fist and sword style techniques, Banri sees Mira attempt a free form slash, so he counter attacks immediately. Once again he would take advantage of his speed to dash at Mira, appearing closer to her again in a low stance. This allowed him not only to evade the sword slash by ducking under it, but also put him in position to make his next strike. As he takes the low stance, his arms and hands can be seen erupting into a teal/cyan colored chakra cloak, in the shape of two demon like-heads with crimson red eyes. While the cloaks were conjured, Banri never stopped his movements to strike; Delivering a swift blow to Mira’s inner thigh, which would fold the leg and cause her to collapse in place. As she was collapsing, Banri then started to rise upwards while delivering back to back to back rising punches to her torso and face region. This would cause a decent amount of damage to her while sending her upwards a bit.

”Black...... FLASH!!”

( Chouyaku Kage Dageki ) - Jumping Shadow Strike
Type: Offensive
Rank: B
Range: Short
chakra cost: N/A
Damage points: 40 + 40 + 30 (110)
Description: The user appears below a target in a low stance, striking at the pressure points in their inner thighs. A successful strike should cause an opponent to collapse, allowing the user to deliver a series of rising punches.

( Jūken: Jūho Sōshiken ) - Gentle Fist: Gentle Step Twin God Fists
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40 (-50 from opponent)
Damage: 80 (+30 to Taijutsu/+40 to Jyuken Techniques)
Description: Gentle Step Twin God Fists is an advanced Jyuken Technique, only accessible through activation of the Tenseigan and remains active for the duration of the Tenseigan. The user focuses chakra into their palms, causing their palms to erupt into a teal/cyan colored chakra cloak, in the shape of two demon like-heads with crimson red eyes. Gentle Step Twin God Fists are a direct upgrade to the Gentle Step Twin Lion Fist techniques, boasting a higher damage increase as well as lifting the restriction on the parent technique, while sacrificing the increase in range to their Juken techniques. As a result, Gentle Step Twin God Fists does not remove the user's ability to affect the tenketsu of their targets. This allows for the perfect combination of power and supplementary effects allowing Hyuga's to reach their full potential offensively. Much like the parent technique, Gentle Step Twin God Fists is capable of draining chakra directly from the opponent's chakra system, however this is a very small amount (50 chakra).
Note: This technique requires the Tenseigan to be active.
Note: This technique lasts 4 turns with a three turn cool down in between usages.
Note: This technique can be used three times per battle and cannot be used to boost itself.

All the while, Kigen would still be attempting to close in on Mira the whole time, but as Banri struck, so did it. Kigen jumped into the air and did a downwards Palm strike aimed at Mira’s backside; Though due to the demonic chakra heads around his hands, the range was extended enough to hit her even if he didn’t make it to close range of her. As Banri sent her up with the rising punches that came at a fast pace, Kigen would be sending her back down into a crater in from of the Uzumaki.

(Jūken: Hakke Kakuu Raishuu) – Gentle Fist: Eight Trigrams Aerial Attack
Type: Offensive
Rank: C
Range: Short
Chakra: 15
Damage: 30 + 30 (60)
Description: The user runs toward an enemy at full speed before jumping and hitting one of the foe’s vital organs. Alternatively, the user may jump from a high distance, then descend into the palm attack After being hit, the target will incur a decrease to their base speed.

Note: Base speed is reduced by 1 level per use and the effect lasts for up to five turns.
 
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This was a good read, solid overall, I think the only real issue I had was early on when you used liquid krypton as part of your combo attack, the drop in temperature would've probably solidified the technique which isn't a problem for the damage but may affect poison seeping in to the pores or being inhaled. Though past that everything was up and up, there was a decent back and forth in who was leading the timeframe, you applied a solid amount of pressure especially with that chains tech. Congratulations.
 
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