[Skills Test] Onii-Chan

Ańbu Juniør

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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
⇒ Terrain: A grassy, open plain in sunny weather.

I will be making use of my Kōtetsu Inuzuka biography.

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. Good luck.​
 

Ańbu Juniør

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Fenriru No Gimuzuke | Fenrir's Lesser Oblige (Always Active, Reference)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the user's body and the user will gain the ability to use techniques that require 'Four-Legged Beast' transformation as a prerequisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the user's senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead, it simply functions as a Ninken or Inuzuka walking outside of the host's body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Ani) Brother (Always Active, Reference)
TType: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.
(Tennotsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 70 (-15 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 70 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging the invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual Techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

Notes:
- This technique must be placed on the user’s biography.
- This technique can only be used once per battle, with the seal’s activation counting as a move.
- Upon resuscitation, this technique will heal the user up to the amount of chakra stored in the seal, though it cannot recover HP lost from spiritual damage
(Sagīnjōzu) - The Sanguine Maw
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: 80
Description: The Sanguine Maw is a two-handed and double-edged axe crafted from Tiamat’s ivory bones. At the base of the grip is a single crystalline orb flickering with black and white energies representative of a fully powered weapon core. The axe is bound to the Boar seal and can be summoned to the user or sealed passively at their discretion. When wielded with two hands the user can, at the cost of a move, swing the axe to inflict 80 damage.

Intrinsic Traits:

Sanguine Affinity (I-III): Fortifies the user’s vitality, enhancing their health by an additional 20/40/60 points.
Roiling Blood (I-III): The intensity of battle augments the user’s power. Increases all damage by 10/15/20% of Health Points missing from biography’s maximum Health, up to a maximum of 40.
Fortified Anatomy (I-III): Enhanced physical durability confers the user a passive damage reduction to physical-based techniques. Reduces physical damage taken by 10/20/30 points.

Exsanguination (I-II): Exsanguination is a devastating ability that combines the power of Roiling Blood with the user’s own overwhelming life force, augmented by the Sanguine Maw. The ability manifests on the Maw as blood, a physical representation of the user’s own lost health. When unleashed it forms a crescent blood wave, launched at the speed of twice an S-Rank Water Release technique and neutral to all techniques it clashes with. It has a long-range reach. The damage it inflicts is correlated to 125%/150% of Health Points currently missing. Tier II Exsanguination passively affords the user a 50% reduction to all effects of Health Fatigue. This passive is not active when Exsanguination is on cooldown. Can be used twice per battle, once every ten turns.

Blood Brawler
A warrior born in blood and battle. Alters the appearance of Sanguine Maw into that of a one-handed axe, allowing its swings to be performed with a single hand.

Sanguinary (B-Rank, active): A skill that enhances the benefit conferred by Fortified Anatomy, exchanging its passive benefit for a significantly increased physical damage reduction. The drawback is that it increases the damage intake of Spiritual-based techniques by 50%. This ability lasts for three turns and reduces physical damage by 30/50/80. Can be used twice per battle, once every three turns. While on cooldown the effects of Fortified Anatomy remain inert.
Bloodied Veteran (A-Rank, passive): Passively strengthens Roiling Blood, increasing its damage enhancement to 30/40/50% of the user’s missing Health Points in exchange for it only being applied to Taijutsu and Bukijutsu. Cannot be applied to elemental Taijutsu.
Reborn in Blood (S-Rank, passive): When the user’s Health Points fall to zero they will passively gain a single point of health back, allowing them to continue fighting. Can be activated once per arc.
Tunnel Vision (S-Rank, active): For a moment the user is able to ignore the effects of Health Fatigue and pain entirely, becoming an unrelenting scourge. This technique lasts for two turns or until an enemy is not within short-range of the user. Can be activated twice per battle.
Blood Render (F-Rank, active): Converts Exsanguination into a devastating close-quarters ability. The technique remains the same with the exception of the blood forming on the axe and remaining on it, unleashed in short-range in a massive explosion of blood. Increases damage done to 175%/250% of the user’s missing Health Points.

Scarlet Virulence
A bloodborne plague spread from user to foe. Alters the appearance of the Sanguine Maw into a red and black two-handed axe dripping blood from its edges.

Vile Disease (B-Rank, passive): A virus born from the user’s blood. The user is immune to the effects of Vile Disease. The disease is released from the Sanguine Maw through its techniques and swings, most notably the blood that drips from its edges passively. The disease infects through a single moment of contact, inflicting 20 damage per turn indefinitely until cured with an S-Rank Medical Ninjutsu or A-Rank Yang/Utu technique.
Wave of Blood (A-Rank, active): A technique that produces waves and streams of blood from the Sanguine Maw, inflicting 60 damage and passively applying Vile Disease to any living target it touches. Costs the user 20 Health Points to activate.
Unholy Empowerment (S-Rank, passive): Converts the damage bonus of Roiling Blood into a powerful boon toward the user’s Scarlet Virulence abilities, and other techniques that manipulate their blood. Increases the damage bonus to 30/35/40% of missing Health Points.
Blood Familiar (S-Rank, active): Forms a familiar from the user’s blood, granting it 200 Health Points at the cost of 50. The familiar moves at a base speed of 17 and is able to use Vile Disease, Wave of Blood, and Exsanguination. Its Taijutsu inflicts 80 damage at the cost of a move, increased by 20 points of damage for every 20 points of Health lost.
Vector of Infection (F-Rank, passive): A passive augmentation to Vile Disease, increasing the damage it deals by an additional 20 points. It also saps the strength and agility of the victim, reducing their speed by 70% of its base and causing the Vile Disease to spread each turn to any other living target within 20 meters of their position, with the only exception being the user.

Endless Devourer
Consume the life of your foes. Alters the appearance of the Sanguine Maw into two one-handed axes.

The Butcher (B-Rank, passive): The user’s Bukijutsu with the Sanguine Maw siphons the life of the target they strike, whether the damage is inflicted or not. Each strike siphons 5% of the base damage of the technique used, unless it is evaded outright.
Empowered through War (A-Rank, passive): Whenever the user gains excess healing through The Butcher they activate Empowered through War, increasing their speed by 2.0x their base and all damage they do by 20. Lasts for two turns or until the user’s Health Points fall from their maximum.
Open Wounds (S-Rank, passive): When an opponent falls below 20% of their maximum health they will gain an Open Wound, causing them to bleed 10 Health per turn that can only be stopped when they fully heal themselves again. This bleed increases in potency to 20 and 30 points per turn when their health falls below 50 and 80% of their maximum health respectively.
Consumption (S-Rank, passive): A passive technique that accumulates any excess healing acquired through The Butcher. Excess healing is defined as any healing that goes beyond the user’s maximum health capacity. This healing is stored, up to 80, and can be added to Taijutsu or Bukijutsu technique as a boost to its damage, including Exsanguination.
Extinguish (F-Rank, active): Activated within the same timeframe as Exsanguination, causing any damage it inflicts to increase the rate of The Butcher from 5% to 15%.

"..."

With his two other ninken sealed and Solaire by his side, the Inuzuka quietly enters mid-range, his dominating aura reducing the speed of his opponent (-2). Without warning, he casts an illusion upon the blond hair young man where snakes suddenly appear from beneath him to constrict his body, immobilizing him. At the same time, Solaire spun across the ground at twice his usual speed, tearing through the earth reminiscent of a buzz saw as he raced towards the man with the intention of mowing him down.

( Genjutsu: Oshitsubusu Hebi Kubire ) - Illusion Technique: Crushing Snake Constriction
Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.
Ōkami Kan'nomai | Dance of the Wolf God
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: (N/A) 30 if used with chakra
Damage: (20) 60 if used with chakra (60 + 20 = 80)
Description: Employing the use of Gatsuuga concepts, this technique allows for a Inuzuka or Ninken to rapidly spin horizontally or vertically. Unlike the Gatsuuga and Gatenga variants however, this technique is designed for the user to spin across the ground. Inuzuka users tend to spin across a vertical axis, doing so at such speeds that they appear to be an upright vortex that is capable of rapidly traversing across ground. Ninken tend to spin across a horizontal axis, essentially rolling across the grounds at high speeds like a buzz saw wheel, with both being capable of tearing through enemies and lesser structures. This movement can be done without the use of chakra, in which case the user will be limited to traversing across ground at speeds only slightly greater than their top running speed, or facilitated through chakra, in which case the user will be capable of traversing across ground at speeds significantly greater than that of their running speeds as the use of centrifugal force assists in the users directional movement. Ninken will be capable of going up to twice as fast as rolling across the ground puts the generated force to better use (Increased traction, large surface area, etc), while Inuzuka that use a vertical spin will be limited to 1.5x their speed. Additionally the user can transition directly into a Gatsuuga or Gatenga variant through use of this technique, granting the chained Gatsuuga/Gatenga an additional rank.
Note:
- Chakra empowered usages can only be used 4x.
- If used with chakra, -10 chakra per turn if sustained.
Excessive usage of this technique may induce vertigo, as such if used for three turns in a row the an Inuzuka user will experience vertigo that will prevent efficient usage of A rank and above Taijutsu (Reduces their power to B rank)
- When used with Chakra, the created force will be so great that the user will be capable of tearing through or dispersing B rank and below attacks (The movement generated violent air pressure much like other Gatsuuga variants), while A rank and below will neutralize their momentum. A layer of chakra is also created around the user to prevent any adverse effects while doing so.

Movement Speed: 14 - 3 (ALW) = 11
Tracking: 81

Void Harvester (5%)
Void Infusions - 0
Solaris - 15
 

Onii Chan

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Interesting ...

Upon noticing the two considerations of the aspects of the battlefield at hand one simply can only imagine the utility of their opponent; a swift hostile of perpetual congregation of the utmost destruction. At the same utilization Edward's combatant would cast a seemingly effect genjutsu upon him whilst simultaneously performing his traditional rotation's, although unknowing of the genjutsu itself it would simply be vanquished by a singular defensive. Without haste a large amalgamation of electrical currency would emit from the entirety of Ed's body to counteract both the immense speed of the dog and instantly the genjutsu that had been casted. This lightning technique, although chaotic in nature, had landed contact with the dog to not only halt their momentum but ideally paralyze it in the same frame of time; surely now the dog had pissed himself in fear.

It was without question that within this moment of stasis that Ed would not waste time; quickly weaving amongst his folded hands two seals that would conjure a gigantic meteor like ball of black steel to emerge with great speeds from the immediate ground below the dog that would surely crush their ribs in seconds. Whilst the dog had been flung from the immense force of the sudden fix of the ball outwards away from battle Ed would jump to avoid any follow up offensive that could be casted by the opponent whilst in the same turnabout using his superior Yomi gauntlet to thrust the ball downwards upon the main target.


(Yomisenpū) - 黄泉の国旋風, Whirlwind of Darkness (Passive)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: '' Yomo-tsu-Ōkami senpū kenjū, 黄泉大神旋風拳銃 ''

The most modern technology utilized by the current shinobi forces, especially those that wield weapons. Famously used by Yoshimitsu, the '' Yomisenpū '' is a gauntlet that is a replacement for the right arm or the main arm that the user uses to wield their weapon. Its attached to the severed arm may it be on purpose for preparation of installation of this tool or via prior battle. Its parameters extend just above the elbow and up the entirety of the forearm and hand. Its made of steel, yet colored and painted to be gold with a overlapping thread design on the forearm and a alternate black under base. Its capability allows the user to perform more weaponized strikes towards the opponent as the hand allows a complete 360 degree motion around a horizontal ratio thus sufficiently increasing Kenjutsu versatility and flexibility. The wrist area of the gauntlet is the main mechanism for this tool, its system revolves around a ball like structure lock firmly on top of the forearm that allows horizontal freedom, ideally a singular vertical opening on top that the hand itself is attached to which allows vertical movement of the hand giving fluid strike capability. Its hand movement potential is nearly infinite as it has complete freedom of motion, being able to twist and turn; allowing endless ways to counter a taijutsu or kenjutsu offensive.
(Raiton: Chidori Nagashi) - Lightning Release: One Thousand Birds Current
Type: Offensive/Defensive
Rank: A
Range: Short (Mid if channeled through a medium)
Chakra: 30
Damage: N/A (+10 if used to boost weapon damage)
Description: This jutsu allows the user to generate non-focused electricity from their body. It can be used as an omnidirectional attack or be channeled through weapons, the ground or other conductive mediums. Because the electricity isn't focused, it doesn't kill on contact, instead it has great numbing and paralyzing effects. To channel Nagashi through a medium, the user needs to focus the technique into one of his hands which will then be put in contact with the medium and can only choose to either do a widespread attack throughout his whole body or to channel it into something; he cannot achieve both usages at the same time. Despite not having much destructive or damaging properties, Nagashi can be used to destroy low rank earthen and wooden structures and even negate chakra on the ground to stop high ranked earth and wood techniques. It has also been noted that Lightning Specialists that have mastered Lightning to the highest degree can resist total paralyzation, although they still feel the pain and numbing effects.
Note: Paralyzation lasts 1 turn if sucessful but is ineffective against bios who have a primary Lightning Specialty
(Kōton: Kujo no Tama) Steel Release: Demolition Ball
Rank: S
Type: Offensive
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: After 2 handseals (Bird+Monkey), the user is able shoot a steel chain from any point in the ground. Attached to the tip of the chain is a small ball of black steel, and moves at the speed of an arrow. After its shot, the small ball of steel increases in size to become a devastating 2 meter in diameter recking ball. The steel chain is kept connected to the ground but cannot be used to control the direction the ball is taking. The weight of the ball is roughly 20 times that of a normal ninja.
 

Ańbu Juniør

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Unfortunately, the wind pressure generated by the ninken’s rotation allows it to rotate through/disperse the chidori nagashi due to the power difference. Given the range of the technique you used as well, even if you managed to paralyze Solaire his momentum would carry him forward and he'd slam into you. Last but not least is the fact that the ninken is moving at 26 speed, which is faster than you can perceive at 12 tracking. Since you predicated your response by witnessing the dog's movement to both unknowingly break the illusion and create a defense, then the entire premise of this move would fail.

Each scenario leaders to taking damage, with the most serious of these being a critical attack of 160 damage. However, we'll overlook these for now and continue as if your counter works.

Solaire found himself paralyzed as he spun straight into an unfocused surge of lightning. Unable to move but still able to see the man as he performer his handseals, the Ninken thought it best to defend himself in the event that he was attacked. By channeling chakra into his skin and fur he caused all of their hairs to stand on end and vibrate at ferocious speeds, acting as not only a means of attack but to also defend against incoming attacks. Immediately after his armor is formed a steel giant steel ball launched from the earth below him and launched him onto the air, but it was unable to do penetrate the defease granted through armament.

At the same time, Kōtetsu performed four handseals and channeled his chakra into the ground to create an underground mass of sentient tendrils composed of tempered black steel. Two of these Tendrils rose from the ground, the first in front of the Inuzuka to block the steel ball in its tracks, while the second, now weakened, moved to attack the opponent.

Fenriru No Busō | Fenrir's Armament
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Self
Chakra: 40 (-10 chakra per turn)
Damage: 80 (80 + 20 = 100)
Description: A problem that many Inuzuka faced was how vulnerable their Ninken were in battle - Ninken were easily struck down by elemental attacks which essentially made them a liability. As such this technique was developed as a defense mechanism for Ninken so that they would be more resilient in fights. By channeling chakra to their skin and fur a Ninken is capable of causing all of their hairs to stand on end and, through the use of chakra, force the erect hairs to vibrate at ferocious speeds. Visually a Ninken's fur will seem to spike up, and then once the vibration begins their figure will seem hazed, ethereal even, as their spiked fur rapidly fluctuates, giving rise to the image of a hellhound or demonic entity. Enemy techniques that come in contact with a Ninken under the influence of this technique will be shredded to pieces and forced to pass to the Ninken's side, leaving them unharmed. Even energy-based techniques such as fire and lightning are neutralized by this defense, with the Ninken's engorged and strengthened flesh serving to protect against any heat or electrical based affliction while chakra will empower the Ninken's fur to become flame retardant. A Ninken is capable of fine-tuning this technique as they wish so that their Inuzuka partners can still freely come into contact with the user. This technique functions as a standard armor and is capable of defending a Ninken from attacks of equal strength. Normal Ninken will have their fur damaged by elemental attacks blocked through the use of this technique, resulting in the armor weakening. High Breed Ninken however, as a result of their enhanced constitution will be capable of quickly growing their hair back by sacrificing 20 chakra, completely restoring the strength of the armor when it is damaged, requiring for the armor to be destroyed in one hit to neutralize this technique.

Notes:
- This technique lasts for up to four turns, unless destroyed.
- This technique can only be used twice per Ninken, and a Ninken must wait for two turns before utilizing this technique again.
- A Ninken can angle their hairs so that they will protect vulnerable spots such as the underside of their paws and the insides of their ears, although the prior is toughened through chakra as well.
- Gatsuuga/Gatenga techniques utilized by one clad in Fenrir's Armament will gain an additional rank, this works on A-rank and below Gatsuuga variations, S rank and above will merely gain a flat +20 damage boost.
- Naturally, the armor will persist during transformations if the user has fur.
[koton: Rūnfōji] - Steel Release: Rune Forge
Type: Offensive/Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: 40
Description: This is a simple technique which can be applied when forming a steel release technique or once it has already been made. It will happen within the same time frame of the creation of the technique is used to begin with. This applies a skill seen throughout history that many blacksmiths have used, in that to make a blade stronger, they will fold the steel to reforge, keeping the blade extremely sharp while increasing its density, such as in sushi knives. This applied in RP terms is that the steel in a technique releases more steel within itself but folds and compresses into itself. This means that the steel is harder without losing it's shape/shapness/form, and in doing so makes the technique +1 rank stronger up to S rank, whereas S rank and above will gain +10 damage. For example, if the user used the S rank steel release technique to create a sword, they would infuse more chakra into it using this technique, applying more steel and controlling it with fire chakra to create the folded steel effect, making the sword stronger, giving the sword +10 damage.
Note: Only useable 4 times, can only be used on a technique once and can only be used once per turn.
(Koton: Ma-Chi Kuroi Kouhi) – Steel Release: March of the Black Queen
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80 (80 + 10 = 90)
Description: The user will perform four handseals and focus his koton chakra into the ground to create an underground mass of sentient tendrils composed of black steel. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. These black tendrils can emerge from the ground at any time after creation and will seamlessly merge in and out of the earth. They can lash out at opponents to impale or entangle them or even aid the user in supplementary ways such as lifting them up by acting as a platform. These tendrils are made up of thousands upon thousands of individual wires and can constantly regenerate from damage insufficient in destroying them (similar to Growth of Gaheris). This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. The chakra this jutsu leeches from the user every turn facilitates this restoration by replenishing any wires that were damaged or destroyed. This regeneration is utterly powerless against techniques of equal or greater power. For example, an A-Rank Lightning technique would destroy these tendrils and they will not regenerate. Regeneration counts as a move but it doesn't need to be initiated, it just happens as soon as the tendrils sustain any damage they can regenerate from. Due to their composition, the wires which compose the tendrils can freely unwind and reshape to adopt any form or structure. This ability does cost a move. The user must also focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem). What this essentially means is, the user cannot use any new techniques while this is active or the tendrils will lose their sentience and this technique will be deactivated. The user can only make up 3 tendrils at a time, with maxing a maximum of 10. If countered with power to destroy one it has the power to destroy all tendrils.
Note: Regeneration counts as one of the user's moves per turn.
Note: Can only be used twice per battle and two turns between each usage.
Note: No steel above A-Rank on this turn this is deactivated/destroyed.

Movement Speed: 14 - 3 (ALW) = 11
Tracking: 81

Void Harvester (10%)
Void Infusions - 0
Solaris - 30

Fenrir's Armament: 1/4
 
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Onii Chan

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I see, thank you for advising me also during this test! I will keep this information in mind for future reference! I will also presume that your tendril is coming from below my character's positioning so i will continue in that regard.

As the steel solidary ball like structure was halted by the interruption of a tendril like, similar in elemental nature, counterpart whilst almost immediately followed by a additional offensive maneuver Edward would cast about a electrical chidori thunderbolt via a simple gesture of a clap to which of immense prowess towards the aforementioned, yet weakened in stature, tendril hurling itself with killing intent towards him. This tremendous blast left the tendril vanquished with ease whilst simultaneously creating a gigantic crater from below; thus due to the sudden shift of the ground below the Inuzuka combatant would merely jolt him off their feet which caused a neutral imbalance. Giving opportunity to the already formation of hand gesture whilst the combatant was stunned for a mere second Ed would simply continue his weave, forming about a mere single handseal to which he'd continue with haste to spew a immense force of water from his mouth; directive towards the crater below. This water would ideally fill the open earth with water but, however, raise the opponent upwards whilst being imbalanced to which without hesitation Edward would utilize to his advantage to continue a third weave of his hands in formation of two additional handseals to conjure forth shackles from below (five in total); shooting up and past the opponent to attach themselves firmly upon the huge unbroken steel fixture of the ball now hovering above him. With a mere swift closing of the hands Ed would merely command the shackles to run themselves inwards into the ground thus carrying about the large black steel ball downwards onto the combatant with immense force and speeds, crushing his entire body and the left over tendril that halted it in the process.

(Raiton: Chidori Jinrai) – Lightning Release: 1000 birds ThunderClap
Type: Offensive
Rank: S
Range: Mid-Long
Chakra: 40
Damage: 80
Description: The user will cover his hands in with lightning, essentially performing a (Raiton: Chidori) Lightning Release: One Thousand Birds in each hand. Clapping his hands together, the user can unleash that massive amount of lightning chakra into the form of a powerful Thunderbolt directed at the target. The technique is best used if the user has a height advantage in relation to the target. The thunderbolt is strong enough to leave a giant crater and cannot be used while being in Short-range of the target, at the risk of being hit also.

(Suiton: Bakusui Shōha) - Water Release: Exploding Water Colliding Wave
Type: Supplementary/Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user performs the snake hand seal and creates a large volume of water from their mouth spilling it toward the ground and lifting them up into the air. The user can also ride the wave, allowing him to travel at high speeds and attacking the enemy. The user can create a small ocean worth of water even in barren conditions and can use the water for additional techniques.

(Kōton: Kase) Steel Release: Shackles
Rank: C
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 15
Damage Points: 30
Description: The user does 2 handseals (Bird+Ram) focusing chakra beneath the opponent, shaping the ground into several (up to 5) shackles that shoot up to grab the enemy. The shackles are linked to chains that remain connected to the ground. Once they grab the opponent, the user can clap his hands, forcefully pulling the shackles and chains to the ground, effectively pinning the opponent to the ground, restrained by the steel chains.
 
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