[Skills Test] Skorm

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

I shall be utilizing Inari Inuzuka in signature.

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.​
 

Mirai

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Mentionable Stuff
Fenriru No Gimuzuke | Fenrir's Lesser Oblige
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)

Haiburīdo | The High Breed x2 (Ein & Zwei)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: After decades of research and selective breeding, the High Breed was born. The High Breed was bred to be genetically superior to all other Ninkens immediately displayed talents that completely overshadowed that of lesser breeds from a young age. High Breeds are born with a more robust constitution, resulting in them being larger, stronger and have a base speed of 13, faster than most other breeds as well as having a passive 20 damage increase to their techniques. They also look far more wolf-like as a result of their wolf-rich bloodline. High Breeds display savage intellect, and are capable of exercising great cunning and problem-solving abilities; and as a result of their advanced intellect, they have gained the ability of articulation. Other talents include a healing factor allowing them to heal just as well as 15 damage per turn, heightened smell based senses on par with 3T and extends up to 1 landmark away. However High Breed's have been known to reject their Inuzuka counterparts, entering into a faux relationship for a time, and then turning on their paired Inuzuka the moment they have grown large enough to kill their ill-suited partners. As a result, the High Breed was kept secret and many voted for their extermination, but in the end, they were merely banished into the woods of Konohagakure, kept alive in case the clan should have a need for them in the future. However, should a High Breed fully accept an Inuzuka a most curious phenomenon will occur in which both the High Breed and Inuzuka will become mentally linked, capable of sharing thoughts, feelings, and experiences with each other, with such a deeply intimate bond being the absolute apex of an Inuzuka and Ninken bond. (A high breed cannot use Ninjutsu or elemental Taijutsu (Aside from Inuzuka techniques of course) by default).

Note:

- Must either be posted in the user's bio (Along with an explanation of how they met a High Breed and a description of their High Breed) or posted at the start of a battle. (In which case their High Breed by default will simply look like a wolf that, for it's age, is up to twice larger than any known Ninken.)

( Ryōshi Ninken ) - Hunter Ninja Dog x1 (Drei)
Type: Offensive/Defensive/Supplementary
Rank: D - S
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The user's Ninken are among the Hunter breed of dogs, a breed available to every Inuzuka. These dogs are capable of using all of the Inuzuka canon techniques but with added effects as well as unique abilities exclusive to the main breed, unable to be obtained by custom breeds. Commonly used as the hunter dogs, these dogs are more suited to battle than their canon counterparts and as such have a neutrality to energy based attacks and a strength to all physical attacks. In addition to this, they are capable of dealing 20 damage via freeform attacks, though this cannot go over 80 damage inflicted a turn as well as a standard 20 additional damage to their Ninken techniques. These ninken move at 18 speed and have a tracking level of x2 as well as smell up to 2 landmarks away. However, this is unique to the Hunter Breed of dogs.

Note: Must be a member of the Inuzuka Clan.
Note: This is a passive technique, meant to describe the Ninken, and does not entail a sort of manipulation.

(Tabi no Katana nashi)Journey of the Swordless
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques.
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

To start, the user coats their entire body in a tiny, razor sharp layer of chakra, which looks very similar to the Medical Scalpel technique, to activate this technique. Once active, the user become a human blade, as all their strikes carry the same cutting potential as any regular sword, by being enhanced by their razor sharp chakra. Another benefit to this technique, is that the razor sharp chakra around the users body allows them to bypass wind resistances, allowing their strikes to also be much faster than when performing techniques with an actual sword. Another benefit of this, is that due to the wind resistance being removed from their strikes, while also gaining speed, all the users kenjutsu gain additional damage, by having any wind resistance removed, the strikes carry more weight, striking much harder and with more maneuverability than one could perform with a regular sword. However, the damage bonus is further increased when utilized with Kyotoryu techniques, as these techniques are specifically created for the fight style, adding Journey of the Swordless on top further empowers them, allowing the unique movements of Kyotoryu fighting style to be even more deadly than usual.

However, while this technique seems strong, the largest drawback is the user loses their ability to hold a sword. The chakra around the users body will destroy any sword hilt it comes into contact with. Even with indestructible blades, the hilt of the sword will be rejected, forcefully pushed out of the users hand if he tried to wield a bladed weapon. This is only the case for swords however, other objects, like Staffs, can be wielded, but any techniques requiring a Staff will Not gain any benefits from this technique.

Restrictions:
Must be posted in the users bio if they wish have it passive from the start of battle. Chakra cost can be paid to activate it during battle.
Once activated, the users Arms, Legs, Head, and even torso become a replacement for any Technique that requires a sword.
Due to the nature of the chakra, the user cannot wear any armor, nor can the user wield a sword of any description. However the user is able to wield non bladed weapons, but those weapons will gain no bonus' from this technique.
Any jutsu the user users, such as Earth Armor, will have its defenses Reduced by -20 if used over top of this technique. However, this only applies to techniques that attach to the users body, techniques such as Susanoo, will be unaffected.
This technique can be used by Samurai, following all the same restrictions as regular uses. However, as the user cannot wear armor with this technique active, it cannot be used with Bushido, however SSS and Iaido can be used in conjunction

(Nen Resu) Sensory Dampener
Type: Tool
Rank: A
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: The Nen Resu is a unique tool worn on the users belt that emits a dampening field around the user in order to better hide their movement and hinder an opponent from accurately tracking them. This dampening field only works on Sensory ability's (Chakra Sensing, Sage Mode, etc) but doesn't hinder a Doujutsu's ability to see or track chakra. The field emitted dampens sensory abilities both by range and tracking. This means that if a sensory ability is able to track an opponent from two landmarks away, It will only be able to track the user from one landmark away and if the sensory ability has x3 tracking, it will only be able to track x1.5 when tracking the user of the sensory dampener. This Nin-tech is a double edged sword, as it also hinders the users sensory abilities to an equal degree. Meaning their sensory ability will also be reduced by half in terms of range and tracking.
Notes:
-Must be placed in the users biography
-Cannot reduce sensory range less then a single landmark
-Can only be taught by Serpent

Hmm…what nickname shall I gave this one…” Inari pondered for a moment, her mind drifting through the endless possibilities for nicknames she associated with those whom she meets in combat. As Alucard and his team arrived, they would be greeted with the presence of the Inuzuka and her ninken, Ein and Drei whom resided to her left (Ein) and right (Drei) side about one two apart initially. The other one Zwei remained merged within her – though he can view the outside world through her senses while she tapped into his own to further enhance her own. “Hmm maybe clown fish…he’s wearing a suit…” she pondered for another moment before she shrugged. “Ah well, no time to waste. Welcome! I hope you came with the intent on having an amazing battle today. We begin right now” her previous smile fading, now as her jovial attitude turned into a more serious and tense one. The corners of her face would see the veins begin to sole, as she closed her eyes and reopened quickly in order to passively activate her Byakugan. The world was now completely viewable from any and all distances, though she immediately observed the chakra coursing into Alucard’s eyes. “A dojutsu?” she thought, sharing the idea to her eldest ninken (Ein). Never the less, she prepared for this with multiple tactics to possible test the aptitude of her enemy. Inari would start by forming a quick set of hand seals, after which she would have slammed her hand onto the surface of the terrain. This immediately caused a barrier to be formed around them, quickly pushing him and his creation (assuming she’s present) to the ground. Inari would have utilized one of her specialized earrings in order to modify the barrier – as she infused an additional amount of chakra into it. This would raise it’s effectively by one rank, making it harder to break while the chakra absorbing nature would suppress the target’s ability to utilize ninjutsu effectively.

On either side, both ninken would have inhaled and exhaled, howling to the heaven’s above and released beams of spiraling chakra from their mouths at the same time Inari started to strike herself. One aimed at Alucard while the other was aimed at Lilith; as the beams spiraled – attempting to pierce into the opponent’s body with ease. Once the beams are fired, Drei and Ein would merge with Inari while Zwei would unmerge in their place, as he now resided on the left side of Inari now. The beams being naturally empowered by the ninken’s status as more powerful ninken but also by the “Heart of the Pack” perk associated with the pack’s mastery. Inari simply waited, wondering how her opponent would handle this combination. “Shall we begin the survival tactic?

(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.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces

Rank: A-Rank + 1 Rank = S Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A (S)-Rank techniques or above or by attacking the user.
( Roku no Nettaigyo Ketatamashii ) Six Māori Godstick Piercings (Passive)
Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Godstick Piercings are a set of chakra-conductive material nails that are pierced directly on the user skin and connect with the user's chakra-flow. They are a mixture between Amplifiers and Condensers allowing the user to empower his techniques with unique properties of Water Style techniques.

Once per turn, the user is capable of accessing the power of a single Godstick, adding that effect to his technique, Passively, or actively producing a Water Mist, like the Hidden Mist technique, called the Maori Godmist. The mist is S rank in strength, costs 40 chakra and spawns up to mid-range radius around the user. It can be maintained for as long as the user is willing or capable of spending 10 chakra per turn. While the Godmist is in effect, no other mist or Godstick can be accessed. This user is able to access only a single Godstick's abilities per turn, and requires a cooldown of one turn to use the same Godstick, and can access any Godstick for up to 3 consecutive turns before requiring one turn cooldown to access them again. When using the Maori Godmist variant, the user is unable to access any other Godstick, including the main abilities of the Godstick that produced the active Godmist. After the Godmist ends by the user's choice or by being countered, the user is required to wait 1 turn before accessing another Godstick or producing another Godmist.

The user is capable of adding this effect to any technique know, not just Water style techniques.


  • - Is the godstick of the God of Warfare, the Cannibal God. It is capable of granting the [Chakra Draining Effect] manifested in the technique [Water Style: Grudge Rain Technique]. This allows the user's techniques to drain half as much chakra from an opponent as damage stated. When used with the Maori Godmist, it is capable of stealing 20 chakra per turn at Mid Range and 50 chakra per turn at Short Range.
  • Tāwhiri - Is the godstick of the God of Weather, the Rain God. It is capable of granting the [Contact Sensing Effect] manifested in the technique [Water Style: Rain Tiger At Will]. This allows the user to sense other chakra beings and physical obstacles by Contact with his techniques. When used with the Maori Godmist, it is capable of sensing anything that bumps with the water molecules in the air, or runs chakra through it.
  • Tāne - Is the godstick of the God of Forests, the Beast God. It is capable of granting the [Speed Lowering Effect] manifested in the technique [Water Style: Eurybia's Chronosphere]. This allows the user's techniques to infuse a layer of thickning chakra onto an opponent, lowering their speed to base stats for 3 turns if hit or blocked within short-range of the technique. If used with Maori Godmist, grants de mist the ability to attach syrupy water molecules onto any opponent within the mist, slowing them down to base stats.
  • Tangaroa - Is the godstick of the God of Sea, the Fish God. It is capable of granting the [Regeneration Effect] manifested in the technique [Water Style: 5 Gluttonous Sharks]. This allows user's techniques to regenerate once back to full rank and damage (meaning S ranked techniques will be regenerated back to 80 damage maximum; boosts do not get regenerated) unless neutralized or overpowered, thus can't be weakened. This ability can only be accessed 3 times per batte with a two turn cool down in between usages, and can't be used on Forbidden rank techniques. If used with the Maori Godmist, it allows the whole mist to become a nursery for the user's techniques, and can regenerate back into on rank lower and -20 damage point as the original technique once after being weakened, if they remain within the mist or the user is capable of controlling them into returning to the mist. Meaning the techniques can be defeated by equally strong techniques (same damage and following S&W) or stronger. After regenerating a maximum of three techniques, the Godmist is broken prematurely. Forbidden Ranked techniques can't be regenerated.
  • Rongo - Is the godstick of the God of Crops, the Harvest God. It is capable of granting the [Empowering Effect] by increasing the amount of chakra infused into the technique. This allows the user's technique to spend 10 more chakra than normal, increasing the rank of the technique, adding +20 damage when applicable. When used through the Maori Godmist, grants the ability to increase all techniques by 5 chakra, granting them a overpowering edge against similar ranked techniques, boosting 10 damage when aplicable.
  • Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.
x2 Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 + 20 + 10 = 110
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.[/spoier]
 

Skorm

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

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

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

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

(Darkiscie)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye
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 Ōtsutsuki clan. The combination of the Byakugan and the chakra of an Ōtsutsuki clan member can evolve the Byakugan into the Tenseigan, resulting in the loss of the Byakugan's quasi-omnidirectional and distanced vision.The Tenseigan allows the user to control both attractive and repulsive forces, similar to the Rinnegan's Deva Path. The user's eyes are on the same level as the Mangekyou Sharingan in terms of tracking and chakra perception. Additionally, it also grants the wielder the ability to use Tenseigan Chakra Mode; gaining additional increases in speed, agility and power.
Note: Requires activation (spending move) for Otsutsuki bios but remains active indefinitely afterwards if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, user becomes able to switch between both doujutsu without spending a move. User needs to have activated Byakugan before and had it active for 1 full turn.
Note: Toneri is unable to deactivate his upon it's activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

With his Tenseigan constantly active, Alucard could see the chakra network within this challenger. She was accompanied by two wild beasts on her left and right side which made it seem like this was going to be a team fight. He relished the idea of such an endeavor, Lilith might have something to do this time around too. The woman with her two beasts spoke and attempted to tease Alucard just before she welcomed him to the challenge.

Clown fish.. Well, i know many acts of entertainment. You'll see.

He would apply a grin that stretched between both of his cheeks. He already saw the chakra being channeled as Inari performed the handseals. Nevertheless, he would then feel the incredible weight of an oh so familiar barrier except this time it had been amplified in strength but it was a moot point though as the barrier would quickly be reduced in one rank due to Alucards Ghoulspine ability[see Ref]. Lilith, on the other hand, was immune to Fuinjutsu and thus completely unaffected by the barrier. She looked down briefly on her master trying to hold herself against laughter while he was pushed down. She quickly re-adjusted to the situation and would utilize the sword that she was carrying. By weaving three handseals, she would create a massive out-bursting dome that would shatter the barrier to pieces, leaving it's effects to cease its hold on her master. The dome itself formed from directly within the barrier, breaking it instantly as it expanded outwards. It was increased in damage due to the wielding of the Golden Nightmare sword that Alucard had passed down on her as well as the Liquid Krypton technique Bastion, which gave it increased durability and strength as well.

(Bisumaton: Kamigami no umi | Bismuth release: Sea of gods)
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra: 10-40 (40) + 10
Damage: 20-80 (80) + 20 + 30 = 130
Description: Sea of gods is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the bismuth release. It can be created from existing sources(earth) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid bismuth. The force of the torrent of the liquid metal will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid bismuth may be enough for some occasions too. Through this technique, the user will be able to shape the land infront of them and create small or large torrents of the liquid bismuth, create a huge "sea" of the molten metal right under their targets or manipulate pre-existing liquid bismuth to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, the bismuth will stay on the field until destroyed and does not require chakra to stay on the field. However, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Bismuth Above A-rank after using S-rank version.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-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.

Alucard, who was now up again on his feet, watched the dome that Lilith had created washing over her opponents. He knew that it wasn't enough to win of course. Instead, he would weave a few handseals and summon a coffin from the ground, revealing the Edo Tensei known as Zev onto the battlefield.

( Kuchiyose Kinjutsu: Edo Tensei ) - Forbidden Summoning Technique: Impure World Reincarnation
Rank: S
Type: Supplementary
Range: Short
Chakra cost: 40 (-20 per resurrection per turn )
Damage Points: N/A
Description: The Summoning: Impure World Reincarnation is a forbidden technique used to revive the dead. To perform this technique, the user must first acquire some of the DNA of the person they intend to revive such as limbs, organs or merely blood samples. The soul of the intended revived must also reside in the pure world (jōdo) those whose soul has been consumed by the Death God, or have been previously sealed by other methods cannot be resurrected. Next, a living sacrifice is required for the soul of the resurrected to use as a vessel. Once all prerequisites for the technique have been met, the acquired DNA of the person is smeared on a special scroll and once the scroll is activated, the remains spread out in the form of a special seal with the living sacrifice in the centre. Then dust and ash encase the sacrifice's body, giving them the same appearance that the revived had at the time of their death. The person is then revived and the end product is usually stored in a casket until summoned by the user by performing the Tiger → Snake → Dog → Dragon → Clap hands handseals. When the user summons the revived soul, a casket first appears before revealing the revived soul. The Edo Tensei Summoning can be countered by sealing away the targets soul or by having the summoner cancel the technique. As they are unlikely to do this voluntarily, using a genjutsu to trick them into cancelling the technique is ideal. The sequence of hand seals for cancelling the technique is Rat → Ox → Monkey → Tiger → Dragon → Boar and saying Kai. If the summoner dies before the technique is deactivated, then this method is impossible. If the summoned soul's controlling tag is overcome or disabled by a technique or if the user so wishes it, the summoned soul or the user can both sever the contract through the use of the Snake → Ram → Boar → Dog → Tiger seals. The summoned soul is then left as an immortal revived soul, autonomous and without any link to the summoner.
Note: A bio can only have up to a total of three souls for revival which must abide by a few rules, specific for the technique.
Note: The user of the technique can only have up to 3 Vessels in total. Orochimaru, Kabuto and Tobirama are able to have up to 2 Vessels present in battle though only one of these can be a vessel from a battle.
Note: If the user purchases the vessel, it can only have access to single abilities such as their HA/KG/AE. If a vessel is obtained through battle, he is able to utilize the bio's Dual Abilities, Modes and AN if obtained. Only the canon techniques of these are possible, however.
Note: The Edo Summons pertain to the bio and not the user, and only one of the bios of the user can use Edo tensei.
Note: A member must attain biographies in an offical match approved by 2 roleplay moderators for both the revival and sacrifice and cannot be given a biography willingly.
Note: Technique can only be used once per battle/event.


Additional effects and Restrictions:
If the user specialises in the CFS, they will receive be granted extra shielding against not just against additional elements but also mind altering techniques and have any technique that hits them be debuffed and loses one rank in potential(this is due to another prospect of Yin release that makes debuffs applicable through either chakra tethers such as hungry ghost) In this case it is the complex formation of Yin shielding that is circulating across the users skeleton that creates this debuff.
Additional restriction is that the visual genjutsu effects only takes place once the users skeleton has touched them and infused them with their chakra.
 
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Mirai

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I’d like to go on the record that you’re Yin CFS Perk doesn’t work on MIE as you mentioned. I asked this with Daemon concerning this and he did confirm that the Specialist Perk Only Works on Mind Altering Techniques.

Observation is a key factor in one’s list of needed tools in order to be successful in battle. Inari, whom is all around one of the best trackers known in the continents of the west. Her eyes allowed her to notice the minute details, such as when the creation of Alucard wasn’t affected by the barrier’s formation – which honestly seemed impressive. “It’s either a resistance or some kind of immunity perhaps…” Ein commented, capable of viewing the world through Inari’s own senses. “Doesn’t matter right now, he’s a bigger problem then the runt” Inari mentally communicated. However, the Inuzuka was a trained expert in handling situations such as this. Allowing no room to breathe, Inari would have quickly clap her hands as she kneaded her chakra. As she did, a portal would have formed about one meter behind the opponent, accurately centered between Lilith and Alucard. The portal would cause a coffin to quickly emerge from it as the door quickly swings open and ghastly arms would reach out from within it. The arms would each attempt to grab onto Alucard and Lilth respectively, which if contact is made would drag both of them into the depths of Irkalla, leaving them little room to escape the confines of the dead. It was a tricky move, considering the nature of Inari but she needed to weaponize her arsenal to the fullest potential thus couldn’t leave any opportunity to simply just slip from her grasp.

As they dealt with the coffin, Zwei would have handled the remaining liquid bismuth himself, as he would jump into the air about two meters in front of Inari but three away from the ground. Immediately, he would have begun to rapidly spin in place, the very air started to howl as a result from the extreme speeds he generated. It would have guided the liquid bismuth towards his positioning but granted with her Byakugan, she had no issue concerning the positioning of her opponents and her attack. Zwei would have completely eliminated the Liquid Bismuth but soon would have taken the full wolf form and quickly ran into the direction of the opponents, with the suction also potentially bringing them closer. The ghastly arms would attempt to grab them still even if the suction starts t move them, as they can easily reach out to short range because of this. Lastly, at the same time as all this, Drei would have stepped out from Inari’s body and released a musk into the surrounds before quickly merging back into her body. Whatever technique Alucard attempted to utilize, would essentially be interrupted, least he wish to be dragged into Irkalla.

( Kinjutsu: Edo Fūmetsu ) - Forbidden Technique: Impure World Seal Destruction
Rank: S
Type: Supplementary
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: The user claps their hands, causing a coffin, much like the ones used in Impure World Reincarnation, to erupt from a portal near the opponent. The coffin opens up, and ghostly arms reach out from the coffin and catch the opponent. If they successfully catch the opponent, he will be immobilized and unable to react. The arms drag him into the coffin and take him to the netherworld, a dimension separate from reality and which can only be escaped from via Space/Time techniques.
Note: The arms reach only up to short range of the coffin's position and lack kinetic force.
Note: This technique can only be used twice per battle.
Okami kamigami Kaiten Kiba | Wolf God's Rotating Fang
Type Supplementary/Defensive/Offensive
Rank: S
Range: Short - Mid
Chakra: N/A (40 if used with chakra)
Damage: 40 (80 if used with chakra) (80 + 20 + 10 = 110)
Description: Employing the use of Gatsuuga concepts, this technique allows for an Inuzuka or Ninken to rapidly rotate their body either vertically or horizontally in place to gather air around them. The rotational force is so powerful that it gathers wind around the user as he spins, and will create a suction effect that pulls the opponent or a technique towards them. The wind gathered by the rapid rotation is devoid of chakra similar to the Konoha Ryujin technique, and as such it can withstand B rank and below elemental techniques. When this technique is used with chakra the user will leak chakra from their entire body as they rapidly rotate in place, which will form a large wolf made of dense chakra that pulls the opponent or a technique towards it, that will then appear to devoured. The chakra wolf is equivalent in size to the Water Beast technique, and is so dense that it's equivalent in strength to S rank elemental techniques.
Notes:
- Chakra empowered usage can only be used 3x
- Excessive usage of this technique may induce vertigo, as such if used for two turns in a row the Inuzuka user will be unable to effectively use S rank and above Ninjutsu (Reduces their power to A rank).
- The suction effect can be used to divert incoming techniques of the same strength from their intended target, and reaches up to mid range.
- This technique can be used by an Inuzuka, their Ninken partner, or together as a collaboration technique, but when used in that fashion it will be considered as a single use of the technique.
Bau no Kaori | Fragrance of Bau
Rank: A
Range: Short-Long
Chakra: 30
Damage:N/A
Type: Supplementary
Description: Involves the release of copious amounts of specially produced pheromones, mixed with and rapidly propelled across the battlefield by chakra (travels somewhat faster than the typical wind jutsu on account of holding no damage). The released pheromones immediately react with skin (namely bodily oils and sweat) to produce a potent scent that is nigh on possible to remove and will mark the opponent. The scent produced by this reaction is one of a kind - unique to that individual only, easily trackable by Inuzuka but otherwise unnoticeable. This occurs in a similar way to how wild dogs mark their territory naturally, but is markedly different in that the marking is not just the user's smell - but rather a special concoction produced by a reaction between the chemicals and chakra released by the user, and those naturally released by the opponent. The released musk, while completely normal, acceptable and not at all distracting to Inuzuka members whose Ninken has released it, has been specially developed to be utterly vile to anyone who is not of Inuzuka origins. Non-Inuzuka Ninja will become affected, as the musk is specially developed to be absolutely intolerable to any non-Inuzuka clan member, and as a result will inflict nausea and disorientation upon being inhaled. For that, and the next turn, the disorientation will prevent enemies from effectively using Taijutsu above B rank on account of being incapable of coordinating effectively (lowers their power to B rank), while their speed and reactions will also lower by one rank. The nausea will be similarly inhibitive as it will prevent usage of techniques that involve spewing, should the opponent, for instance, attempt to spew out water for Exploding Colliding Wave, they will instead merely find themselves vomiting, or gagging intensely, to the point where the technique is simply un-performable (all humans are emetic, so the effect is absolute). Techniques that do not involve spewing or excessive inhalation however, are still performable as usual. Doujutsu users will also be capable of seeing the release of the musk, as it is infused with chakra.

Notes:
- Each Ninken can only utilize this once, the pheromones lasting 4 turns each use.
- Chakra infused rain above B rank will prevent the Pheromones from using the air as a medium. (Does not affect the unique scent produced once a reaction has taken place whatsoever, only the musk itself.)
- Can only be taught by Scaze
 
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Very well, thanks for checking.

As the shield of Bisumaton would wash over the entire battlefield and break the barrier as intended, it would seem like the opposing force was stunned by Lilith's strength. It had done it's job afterall. Before Alucard could summon Zev, however, he instantly would see chakra being unleashed by his opponent. It wasn't channeled into any medium whatsoever by the looks of it. He looked towards his opponents with a smile.

Oh my..

Take to the sky, my child and unleash it
- he would tell Lilith through a mental command in order to encourage her to get airborne. Alot of things were happening at the same time, however. He would still see chakra being channeled from one of the beasts as if to try take on the expanding dome of bismuth/krypton. Lilith, as she would fly 30 meters up into the air, would channel chakra herself. From her, a large serpentine dragon would emit, infused by lightning chakra. This dragon would be infused by the parasite known as Hungry Ghost, allowing it to devour chakra in clashes at certain extent.

(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) (100)
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 masters 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.

Alucard he himself would weave two handseals at the same time Lilith created the Phantom dragon. He would then simply turn his entire body into the properties of Ghoulspine, making his entire body become intangible as he himself would flank the opponents on the far right side with Lilith, still in the air, retreating to long range by flapping her wings forwards, which carried her straight backwards. They had both evaded the horrors of hell, for now..
(Mabataki) - Blink
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 50
Damage: 100
Description: Blink is a simple move that is entirely movement based and incorporates the very non-existential fabric of Ghoulspine in terms of interraction. Ghoulspine itself is Yin-infused bone release that creates an intangible state. Blink lets the user infuse their entire being and not just skeleton - into Ghoulspine. This makes their bodies simply turn into a black substance that cannot be interacted with by any physical mediums. As their body becomes essentially "nothing" - the user gains the ability to "reshape" with specific handseals. To start the sequence, the user will look at a distance they wish to reshape at and perform two handseals to do the jutsu;

Dragon - Reverse Tiger

The distance the technique lets the user reshape has a minimum of short range from their original place up to mid-range, moving at x2 speed. That is not all though, upon leaving their original place, the user will also leave a trace of their Ghoulspine chakra at their original place which upon impact with a foreign body will indulge them in a deep and hellish illusion. This illusion is rather simple and loops over and over until the target breaks free. The illusion works like this: a target that travels towards the user of the technique will experience the same course of movement in an endless loop that starts from when they move towards the user and ends when they are impacted with the Ghoulspine chakra. This illusion lasts for 2 turns unless the target breaks free.

Note: Requires Ghoulspine.
Note: Can only be used 4 times per battle.
Note: No Ghoulspine/Yin technique in the same turn as use.

At his new position (long range away now from the opponents on their left side), Alucard watched as the Yin/Lightning dragon would dive at the opponents and even devour the beasts technique which sought to destroy Liliths previous move. He took his chance and would now concentrate and take matters serious as he would unleash his chakra shroud. This mode would make him enter a trance that would quadrouplefold his speed and reflexes as well as give him a large boost in damage to his taijutsu as well as his ninjutsu. Not only that, but he would also be able to use the shroud for extremely powerful ninjutsu techniques.

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: N/A
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on their collar, dark markings over their eyebrows and lower eyelids, and a single horn shaped like Kaguya's, extending from their forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user's strength is significantly increased, adding +40 damage to their Ninjutsu and Taijutsu techniques. Their speed is also enhanced, increasing it by four times their base.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 4 additional turns before using again.
Note: Can only be used by Otsutsuki Tenseigan wielders while the Tenseigan is active.
Note: If the Tenseigan is deactivated or reverted back to its Byakugan state then the mode is forcibly ended.
 

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The attempt to banish the mortal to Irkalla seemed to have been thawed; but Inari was more than ready to continue the pressure. Her Byakugan allowed her to keep track of both of the enemies, one of which started to knead an immense amount of chakra from her body, while the clownfish guy started making a set of handseals. “Incoming” she announced to Zwei via their mental link, as Lilth unleashed the Yin/Lightning Release Dragon and Alucard shifted his physical form into an intangible one. Curiosity of this technique peaked Inari’s mind but she wasn’t in a position to question it right now. However instead of wasting any time, Inari would immediately turn her attention to her ninken’s incoming technique. It was all perfectly timed, with Inari immediately running into the direction of the dragon. She would leap into the air, having as she quickly performs a powerful downward slash, with arm acting as the “sword”. This in turn would cause immense wind pressure to be summoned as a result, as it would cause the Phantom Dragon to shatter in half, completely passing Inari and Zwei safely as the ninken merged back into her body. The ninken prior to her master’s assault would have stopped his rotation after handling the liquid bismuth. “The hunt is on…” she announced as she was free to perform her own technique still at that moment, the sword swing not requiring any chakra. Utilizing her control over Yin Release she would have copied her opponent’s tactic, immediately conjuring two dragons. Once composed of Fire Release and the other of Water Release. The dragons in question each formed directly behind the opponent, about three meters behind Lilith and five behind Alucard. The moment the latter would reform into his tangible state, the dragon would immediately rush at him, though this wasn’t his only problem.

Originally before Inari rushed from her position; Ein would have unmerged and utilizing the mental link with Inari would have started to sprint into the direction of Alucard’s trail. The ninken upon emerging, would perform one of the most potent Inuzuka rotations to date, as it blitz towards Alucard’s position. This would leave the vampire with the approaching ninken and dragon; while Inari continued into the direction of Lilth, not as she didn’t need to babysit the eldest of the ninken as he gotten serious now. She landed and stared to move in a complete zig zag motion, as she wondered what the opponent intended on doing in retaliation to this. All their actions occurring simultaneous to one another as the pack prepared to hunt.

(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A (80 + 20+ 20 = 120)
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased
(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) (100/2 = 80 DMG)
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 masters 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.
Ōkami No Kaminoikari | Wrath of the Wolf God
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (80 + 20 + 10 = 110)
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.
Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turn
 

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Lilith and Alucard both observed the field with caution but would keep the aggression as well. It would seem that the main target, the humanoid was maybe even decent as they strung together three offenses at once. Alucard had once again seen chakra being kneaded inside the opponent without any clear direction or jutsu that was created infront of them. It was clearly yet another ambush of a move and as soon as he noticed it, he would use his mental link to Lilith and commanded her to fly towards him and close the gap. Besides this, he could, through his Yin/Yang sensory pick up chakra elsewhere on the field even though his opponent themselves had clearly a shielding against it. Through his telepathic link to Lilith, he would simply state Come to me, my child and watch from behind. Lilith responded to this command and flew towards Alucard as the two dragons would form behind Alucard and Lilith's original location. Alucard would continue to enter his chakra mode while simultaneously perform a chakra-less sword technique with his signature sword, Darkiscie[ref]. On contact with that would cut his dragon in half and cripple the other incoming technique, albeit he did not count on it being enough to stop it. Indeed, the sword carried chakra siphoning abilities but just to be on the safe side, he went on with the plan. Lilith's task was clear, soon as she had reached range to attack the ninken, she would perform her jutsu, all at the same timeframe. Alucard, while entering his chakra mode, drew his blade at the very same time to unleash a horizontal blow that was extended in range due to his mastery of Kenjutsu. He was able to do this combo because the sword strike lacked chakra. The strike was able to cut the Yin dragon in half and thus destroying it. As the sword itself would hit the ninken too, it would reduce it's ability to continue the technique and would essentially end it's assault.

(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 + 40
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.

Lilith, still at the same time as this, would have performed the Hands of Sloth technique that she would use to intercept the remaining threats, namely the beast that was still rolling towards Alucard as he performed his slash and her own dragon that was about to hit her from behind. The hands of sloth, in it's physical form would grow around her, allowing her to rip through the Phantom dragon that was chasing behind her as well as box the threat of the beast's attack if it would somehow still work even after being touched by Darkiscie.

(Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: 120
Description: This technique gets its name from one of the deadliest sins, Sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them, creating several chakra arms (up to 8) behind them, each of which is spiritual in nature. The arms themselves are invisible to the naked eye, but they can be sensed by external forms of chakra sensory or Doujutsu. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them intangible if they wish to bypass these physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.

Alucard and Lilith would both hold onto their respective techniques as the focus now obviously turned to Inari. Lilith was now flying above Alucard, about 10 meters into the air with the arms of her Yin technique aimed towards Inari incase the pursuit would continue.

(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note:
Can only be used by Skorm

TCM: 1/6 turns.
 

Mirai

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Alright so after some talking around, it’s been concluded that: Skorm has not successfully activated TCM due to the lack of reposting of the technique. Thus, it will not factor into the move he made, essentially being voided. Thus he was struck by Phantom Dragon and Ninken Technique. No mention of how many arms was made with Hands of Sloth, and after talking with Skorm all 8 will be considered for this, thus due to the damage be split, the sole arm attempting to strike the ninken mid rotation was deemed not enough. With Alucard’s DMG shaving vs matter-based elements, the water dragon struck him for 60 DMG after his attempt at cutting it via his sword (reducing by 30). This causes Alucard to take 30 DMG, while his damage shaving would have blocked 40 from the ninken’s technique, causing him to suffer 100 DMG total. This would cause the 60, 40 and 20 % HP General Drawbacks it kick in.

20% - An attack causing this amount of damage to the torso will cause the victim's Ninjutsu using the stomach/lungs to mold chakra to cause 5 less damage and their overall tracking will reduce 10.

40% - An attack causing this amount of damage to the torso will cause further trouble with Ninjutsu. The victim will be unable to use jutsu they have to spit out or use their torso to form without causing 10 damage to themselves.

60% - An attack causing this amount of damage will limit the user's ability to effectively use their Genjutsu in combat. For any Genjutsu that is ranked above B rank, the user will receive 10 damage and an overall reduction of damage to Ninjutsu by 15.

Inari couldn’t help but smirk; seems the man overestimated his own capabilities. With the impact Ein made, it truly ran through the man while the dragon in question would have been dispelled by Inari after being struck in order avoid her ninken being harmed as well the other one fading away as well. As Ein speeds past Alucard, he wastes no time turning as he now redirects to the vampire man once more. It would only be about 3 meters away when the ninken turned back though with the nature of the rotation, it would pick up more power as a result as it ramped up to 120 DMG now. The others however would have noticed some of the same arms approaching them; with Inari’s Byakugan seeing the tangible arms. Instead, she would have quickly slashed her arm downwards, creating a plethora of chakra shockwaves to form. Empowered by the nature of her piercings once more and the microscopic blades feeding into the others, it would serve its purpose of eradicating the remaining hands directed at her as it spreads quite wide. Drei would have unmerged from Inari was well, as she fired a beam of chakra from her mouth directed at the Alucard, while her father approached from behind of him in turn. Rather than merging with Inari again, the Inuzuka would instead mount the back of her ninken as they quickly made strides towards the opponent. “Don’t worry, we’ll join the party now!” she commented to them as she approached swiftly.

(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40 + 10 = 50
Damage: 80 + 20 + 20 = 120
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.
Fenriru Migoto Hōkō | Fenrir’s Lustrous Roar
Rank: S
Type: Offensive
Range: Short - Long
Chakra cost: 40
Damage points: 80 +20 + 10 = 110
Description: A more advanced version of Radiant Howl, this technique builds upon a Ninken’s ability to channel and release chakra from their mouth in order to launch ranged attacks. Foregoing the ability to release a radial blast of chakra like the lesser version does, Lustrous Roar focuses solely on piercing power. The Ninken will gather a large amount of chakra within their mouth that is compressed and released in the form of a compact, spiraling beam the speeds towards their target through a roar or bark. This technique also allows a Ninken to control the direction of the attack by moving their heads. The sheer density of the beam makes it equivalent in power to techniques of the same strength, and with the spiraling motion, coupled with the speed of the released beam, allows it to pierce through its targets. Consequently, after using this technique the Ninken will be unable to use techniques that include releasing chakra from their mouth.
Notes:
- This technique can only be used twice per Ninken and requires a two turn cooldown after each use.
- No S-rank or above Inuzuka techniques can be used by the Ninken who uses this technique in the same or following turn.
- Can only be taught by Ańbu Juniør.
( Roku no Nettaigyo Ketatamashii ) Six Māori Godstick Piercings (Passive)

Type: Tool
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Godstick Piercings are a set of chakra-conductive material nails that are pierced directly on the user skin and connect with the user's chakra-flow. They are a mixture between Amplifiers and Condensers allowing the user to empower his techniques with unique properties of Water Style techniques.

Once per turn, the user is capable of accessing the power of a single Godstick, adding that effect to his technique, Passively, or actively producing a Water Mist, like the Hidden Mist technique, called the Maori Godmist. The mist is S rank in strength, costs 40 chakra and spawns up to mid-range radius around the user. It can be maintained for as long as the user is willing or capable of spending 10 chakra per turn. While the Godmist is in effect, no other mist or Godstick can be accessed. This user is able to access only a single Godstick's abilities per turn, and requires a cooldown of one turn to use the same Godstick, and can access any Godstick for up to 3 consecutive turns before requiring one turn cooldown to access them again. When using the Maori Godmist variant, the user is unable to access any other Godstick, including the main abilities of the Godstick that produced the active Godmist. After the Godmist ends by the user's choice or by being countered, the user is required to wait 1 turn before accessing another Godstick or producing another Godmist.

The user is capable of adding this effect to any technique know, not just Water style techniques.

  • - Is the godstick of the God of Warfare, the Cannibal God. It is capable of granting the [Chakra Draining Effect] manifested in the technique [Water Style: Grudge Rain Technique]. This allows the user's techniques to drain half as much chakra from an opponent as damage stated. When used with the Maori Godmist, it is capable of stealing 20 chakra per turn at Mid Range and 50 chakra per turn at Short Range.
  • Tāwhiri - Is the godstick of the God of Weather, the Rain God. It is capable of granting the [Contact Sensing Effect] manifested in the technique [Water Style: Rain Tiger At Will]. This allows the user to sense other chakra beings and physical obstacles by Contact with his techniques. When used with the Maori Godmist, it is capable of sensing anything that bumps with the water molecules in the air, or runs chakra through it.
  • Tāne - Is the godstick of the God of Forests, the Beast God. It is capable of granting the [Speed Lowering Effect] manifested in the technique [Water Style: Eurybia's Chronosphere]. This allows the user's techniques to infuse a layer of thickning chakra onto an opponent, lowering their speed to base stats for 3 turns if hit or blocked within short-range of the technique. If used with Maori Godmist, grants de mist the ability to attach syrupy water molecules onto any opponent within the mist, slowing them down to base stats.
  • Tangaroa - Is the godstick of the God of Sea, the Fish God. It is capable of granting the [Regeneration Effect] manifested in the technique [Water Style: 5 Gluttonous Sharks]. This allows user's techniques to regenerate once back to full rank and damage (meaning S ranked techniques will be regenerated back to 80 damage maximum; boosts do not get regenerated) unless neutralized or overpowered, thus can't be weakened. This ability can only be accessed 3 times per batte with a two turn cool down in between usages, and can't be used on Forbidden rank techniques. If used with the Maori Godmist, it allows the whole mist to become a nursery for the user's techniques, and can regenerate back into on rank lower and -20 damage point as the original technique once after being weakened, if they remain within the mist or the user is capable of controlling them into returning to the mist. Meaning the techniques can be defeated by equally strong techniques (same damage and following S&W) or stronger. After regenerating a maximum of three techniques, the Godmist is broken prematurely. Forbidden Ranked techniques can't be regenerated.
  • Rongo - Is the godstick of the God of Crops, the Harvest God. It is capable of granting the [Empowering Effect] by increasing the amount of chakra infused into the technique. This allows the user's technique to spend 10 more chakra than normal, increasing the rank of the technique, adding +20 damage when applicable. When used through the Maori Godmist, grants the ability to increase all techniques by 5 chakra, granting them a overpowering edge against similar ranked techniques, boosting 10 damage when aplicable.
  • Haumia - Is the godstick of the God of Wild, the Hunter God. It is capable of granting the [Depowering effect] manifested in the technique [Water Style: Mist Rain]. This allows the user's technique to shave off 1 rank from an opposing jutsu, -20 damage when applicable. When used through the Maori Godmist, it is capable of shaving off some power, having them being overpowered by similarily ranked techniques, or shaving 10 damage when applicable.
Ōkami No Kaminoikari | Wrath of the Wolf God (Reference)
Type: Offensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 50
Damage: 90 (80 + 20 + 10 = 120)
Description: Existing as the pinnacle of Gatsuuga or Gatenga variants, Wrath of the Wolf God requires the expenditure of vast amounts of chakra so as to reach staggering gyration speeds. Initiated by channeling chakra throughout the body so as to cushion internal organs and heighten muscle, bone, and connective to place the body in an above peak state, Wrath of the Wolf God will have the user then begin to spin just as they would when utilizing a Gatsuuga or Gatenga technique. The difference, however, lies in the immense amount of chakra that will flow through, and seep out of the user's body. At times the chakra will spin in the same direction as the user, at other times it will spin in the opposite, adjacent or random angles that will generate increased traction for even greater rotations per minute. Regardless of the manner in which the chakra spins, one thing will be certain, that the user's physical spin will far surpass that of any Gatsuuga or Gatenga technique ever demonstrated. So fast in fact, that the air will visibly ripple in the wake of the user as they move, as the user will easily achieve the tops speeds of Dance of the Wolf God, and a howl - said to be that of Fenrir himself will emanate from the user's position. The flaw of this technique, however, is that it is not immediately invoked at its full power. On the turn of its creation Wrath of the Wolf God will only possess the power of an S-ranked attack (it is considered neutral to elemental techniques), however, as the user's rotation speed continuously increases it will, by each passing turn, receive a cumulative +10 damage boost that will allow it to reach its full powered forbidden ranked damage by the turn after it is used. Once Wrath of the Wolf God is started, it can only be stopped by the user or a technique of equal or greater power, against anything else the Gatsuuga/Gatenga will merely momentarily lose momentum, and then immediately recover by the beginning of the next turn, it may be vital, then, for an opponent to stop it in its initial stage, before it can ramp up in power.
Notes:
- This technique can only be used once per Ninken or Inuzuka. If an Inuzuka uses it, then the Ninken cannot use it, and vice-versa.
- The backlash when this technique ending is severe, once stopped the restrictions will take a turn to kick in. On the next turn, the user will, on account of achieving such immense rotation speeds, experience severe dizziness to such an extent that they will not be able to walk properly, halving their speed, and their vision will also be severely impaired as everything will appear blurry. On account of motion sickness, the user will experience severe nausea that will prevent then from using any technique that involves spewing a substance from the mouth for a turn, and their extremities will be racked with pain for two turns.
- If canceled before Wrath of the Wolf God can reach its forbidden ranked power, then the user will only experience the pain backlash, and for only one turn.
- If the complete version is achieved the user will, upon receiving the backlash, be barred from Inuzuka or taijutsu techniques above B-rank for two turn
 
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Skorm

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Alucard was ran over by both attackers. He took massive amounts of damage but was still in play as he could sense the beast that had rammed him would now come on from behind once more. Not only that, but he was being targeted by yet another one far away. With Lilith close by, Alucard would focus on attack while Lilith would dive down and touch Alucard which would instantly heal him using her Yang release since her hands of sloth technique had essentially been neutralized. Doing so, would heal Alucard back to full health as if he had not taken damage in the first place whatsoever. Simultaneously to this, Alucard would utilize his chakra and created a void around him of crystaline dust shards that would circle around him and Lilith. It was one of his strongest techniques and it called for the moment was dire now. He could control the shards with absolute precision and they would be amplified in strength by his Darkiscie sword[ref] as well as carrying a natural debuff to them that would allow it to debuff both the laser and the beasts rolling attack. As the shielding formation of the dust technique had done its job, it would then let Alucard form it into however he wanted.

It's time to sin..

(Yoton: Taiyōnomegumi) - Yang Release: Touch of the Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost:70 per use
Damage points: N/A
Description: Through the infusion of Yang natured chakra into others, users can heal others to their original best physical form. It can be used to regrow missing body parts, heal wounds, purge poisons, etc. The target needs to be alive and the bigger the injury, the longer it takes to heal. The limits of the heal, however, are almost none as it can heal 150 damage per turn and can even heal the chakra system or other injuries that are otherwise not possible to be healed. The technique requires time and physical contact and as such isn't very suited to use in a battle when compared to regular Iryo Ninjutsu.
Note: Yang Release masters are able to use on themselves.

(Jinton/Inton: Shamen | Dust/Yin Release: Absolution)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long
Chakra: 70 (-20/turn)
Damage: 140 + 20 = 160
Description: Absolution is an advanced form of Dust release in which the user incorporates the unique trait of Yin release to solidify the the naturally energetic form of the Dust chakra. Instead, the form of the Jinton will take that of a stream of easily manipulative shards with the same disintegrating properties as its pure energetic form. On touch, these shards will travel through any target and disintegrate anything they touch(in accordance to S/W of Dust release). These shards are able to move and take the shape of anything due to Yin and Shape manipulation abilities. The shards will always originate from the users body and can have an extended duration on the field if the user wishes, which requires more chakra and extends the restrictions the user gets originally by the length the user keeps the technique active. In accordance to the properties of the Hungry Ghost technique, Absolution carries a debuff similar to that of the Hungry Ghost except it will only interract with techniques it clashes with and will not carry any parasitic properties once the technique defeats another(if it does) of course. The shards are a beautiful sight to behold, which is another property of the Yin aspect and gained passively. The shards are completely jet black and has a cyan flare to their exterior like a cold meteorite. This is purely an aesthetic property and carries no weight in battle.

Note: When the user has performed this technique, they are hindered from using S-rank and above techniques for two turns afterwards, as well as Yin/Dust release techniques above A-rank.
Note: Can only be used twice per battle with a cooldown of 4 turns.
Note: Can be sustained up to 3 turns for each use, but sustaining the technique prolongs the restrictive effects during that time it is sustained.
Note: User cannot use any Jinton/Earth/Fire/Wind/Yin techniques while this technique is active.

With both threats dealt with, Alucards absolution technique would remain on the field, un-dampened in damage as it was simply too powerful even against the two clashes. He would continue the technique as Lilith would create a beaming light that would scatter across the entire battlefield and temporarily blind everyone on the field excluding herself, who could pinpoint Inaris location and tell Alucard where she would be. The dust shards would then seek and destroy her.

(Raigen Raikochu) – Lightning Illusion Flash of Lightning Pillar
Rank: S
Type: Supplementaty
Range: Short-Long
Chakra: 40
Damage: N/A
Description: After performing the following handseals Ram → Horse → Snake → Tiger the user will release a massive amount of lighting chakra which he uses to create a blinding light that appears to emanate from all over the users body. The light can blind any enemy that sees it but its main ability is that, through skill and precise chakra control and timing, the user can use it as a cover to put the enemy into a genjutsu by using the light as a decoy, preventing the enemy from noticing the genjutsu was placed.
Note: Can follow with any Genjutsu the user knows up to A-Rank but needs to have mastered Genjutsu. The user will need to effectively spend two moves, performing both the Lightning Illusion and the Genjutsu; the first only serves as a cover to place the second unnoticed
Note: Can only be used once every three turns

(Darkiscie)
Type:
Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note:
Can only be used by Skorm
 
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Mirai

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As the trio (Inari and co) approached; the Inuzuka would notice a technique being kneaded by her opponent though she forewarned the ninken whom was coming at him. Ein; however, had ramped up so much speed it would quite hard to justify changing course at this point, with his power built up even more (now 130). The Jinton clashed with the ninken’s technique, weakened but still overpowering it. It would be proven too much for him to handle, though his sacrifice wasn’t about go in vein. “That’s the nature of the hunt; some will survive while others might fall…” Inari commented, as she inhaled and exhaled. The ninken, saddened by the loss of their father loomed in their hearts, but with the final resolve, they all amounted a powerful enough attack – as Inari would have weaved three hand seals. Upon the last seal being made, she would have formed a barrier of Solar Wind all around her up to short range while also infusing an additional amount of chakra into the barrier. This would act as both an offense and a defense, as the script from the barrier would have absorbed the dust/yin particles surrounding them (neutral interaction). As the continued to absorb the technique – the dust would have bene completely nullified, though Drei would have stopped in her tracks at Inari’s command, as from the barrier a blast of Solar Wind was released. The blast would have carried the same base damage as the originally absorbed technique, as it mows down the area swiftly with the bright emerald energy. She wasn’t bothered, realizing that her ninken’s sacrifice wasn’t in vain. Once it reached near to Alucard, it would attempt to completely burn his skin to a bloody crisp.

While this occurs, the Drei would have increased the potent nature of her tails, as they swayed behind her infused with chakra. They would curiously wait on the opponent; wondering what they intended on doing now in retaliation.

(Taiyofuuton Fuinjutsu: Mimoza) Solar Wind Release/Sealing Technique: Mimosa
Type: Offensive, Defensive
Rank: A/S Rank
Range: Short – Long
Chakra: 30/70 (70 + 10 =80)
Damage: N/A (140)
Description: Mimosa is a unique combination technique utilizing Solar Wind Release and Fuinjutsu in conjunction with another. Upon making three hand seals – an immediate barrier composed of solar wind and fuinjutsu script forms. The script itself is labeled “Solar Flare”; in which it’s quite literal in its purpose to come. Once an opposing technique comes into direct contact with the barrier, the script would trigger in response as it forcefully absorbs the opposing technique into it. However, once it does this; the script acts as a “cleanser” and “converter”, immediately clearing out the opponent’s chakra and converting it into Solar Wind itself. Afterwards, the chakra is then rereleased outwards back in the general direction in which it came from or of the user’s choice. This blast of solar wind is proportional to the original technique’s range, carrying the same base damage (according to the rank absorbed) while moving at the speed of an S Rank Wind Technique. This technique can only be used twice per battle, going on cooldown for three turns after use. The user cannot utilize Solar Wind nor Fuinjutsu up to A rank in the same and next turn after use as well. The barrier covers a range of five meters all around the user; which the absorbing is based on S/W of Solar Wind chakra interactions. The barrier can absorb and redirect neutral techniques of equal rank, one rank lower for elements strong to Solar Wind, and one rank higher for elements weak to Solar Wind. Users without Adv. Fuinjutsu can only perform the A-Rank variant, while those with Adv. Fuinjutsu can only perform the S-Rank variant. The latter's upper limit for absorption is 70 chakra.
(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.
Kitsune No Shukufuku | Kitsune's Blessing
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Self
Chakra: 30
Damage: 60 + 20 + 10 = 90
Description: Allows a Ninken to channel chakra to their tail and greatly empower it, chakra usage servers to heighten the physicality of their tails to above the norm, which strengthens muscles for various effects; such as allowing for the faster movement of the tail and also implanting iron like strength unto a Ninken's tail - with a strike from a hardened tail being akin to a strike from a steel bar, and also making it prehensile. Chakra released outside the tail serves to create a barrier of chakra which, a Ninken, employing their familiarity of spinning motions from Gatsuuga variants to shape manipulation, will employ violent gyrations to the barrier of created chakra. This will essentially turn a Ninken's tail into a weapon that can be utilized to pierce, tear and rip through enemy structures, while the inwards surge of chakra serves to assist in the manipulation of the now destructive appendage, allowing a Ninken to whip their tail around at rapid speeds, harden it to clash with solids, and also, employing the Inuzuka clan's signature body transformative techniques, lengthen it so that it can extend to up to twice their body size, and then retract again.
Notes:
- Can be used twice per Ninken.
- No Inuzuka techniques above S rank for the rest of the turn.
- Lasts for four turns.
- The offensive force of this technique can be bolstered by use of a Gatsuuga, as the generated centrifugal force is directly translated into destructive power, as it is used to increase the speed and strength at which the tail lashes out, adding +20 damage and making the tails attacks a blur to the naked eye of Sage rank and below Shinobi.
- Naturally this can be used during combination transformations such as Two Headed Wolf Beast.
 

Skorm

ιn ѕιlιco
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GG - i've had a few disagreements here and there but of course must let the grader pass the judgement.

Thanks to the proctor for the test ^^.


Alucard watched his Absolution technique getting absorbed, almost akin to that of his own dark release. He was almost impressed had it not been for the smug moment that he wanted to point out to his opponent. He wondered how it could've been. Nevertheless, he wasn't going to throw in the towel. As the sky would start to glow from Inari's point of origin, Alucard would shout out.

One by one, you will fall - unlike us.

Lilith knew that Alucard was crippled in his chakra reserves after such a technique was used. He faced the opponents technique alone and stuck true to the elements she knew. She started by weaving a few handseals and created a massive liquid tornado of liquid krypton that would be amplified in strength through additional chakra of the element and also by her primal element, bisumaton. The tornado would expand rapidly and devour the solar wind that Inari had conjured.

(Kuriputon: Feruinta | Liquid Krypton Release: Felwinter)
Type: Offensive/Defensive/Supplementary
Rank: D-S (S)
Range: Short-Long
Chakra: 10-40(-10 per turn when sustained)
Damage: 20-80 (80) + 20 + 30 = 130
Description: Felwinter is a multi-ranked technique that serves as the basic, jack-of-all-trades technique of the Krypton release. It can be created from existing sources(air) or from the user directly. Depending on how much chakra he/she spends it amps the technique further and thus produces more liquid Krypton. The force of the torrent of the ultra cold liquid will also become greater the more chakra is spent into the technique. But even so, small amounts of liquid Krypton may be enough for some occasions too. Through this technique, the user will be able to create small or large torrents of the liquid Krypton, create a huge "sea" of the ultra cold liquid or manipulate pre-existing liquid Krypton to form into huge hands or small flying liquid bullets. Even though the possibilities are essentially endless, since the release is indeed liquid it cannot maintain any lasting functional structures unless chakra is used to sustain the releases state. Sort of like water which can be formed into a dragon but needs chakra to sustain its form in such case. D, C and B ranks can be used indefinitely while B-ranks will require one handseal; Hare. A rank variation can be used up to 4 times, but will start to require two handseals; Hare - Ox. S-rank variation requires three handseals; Hare - Ox - Rabbit - and can be used up to 3 times per battle.

Note: B-ranks require a single handseal, A ranks two handseals and S rank three handseals.
Note: A rank version can be used 4 times per battle, S rank 3.
Note: No Krypton Above A-rank after using S-rank version in the same turn and next.

(Bisumaton: Shakunetsu no Aibu | Bismuth Release: Scorching Caress)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Scorching Caress is an infusion technique designed in order to amplify the nature of other techniques. Namely the addition of molten bismuth into other solid material and or into liquids. The user will forge a sole hand seal while in the process of making another technique (aka done in the same timeframe). Once this is triggered, the original technique – which this applies namely to solid elements such as earth/earth-based CE/AE that normally melts under the sheer heat of molten bismuth. The additional infusion of chakra therefore causes the solid material to melt down, becoming an amalgamation of the element and liquid bismuth however in the case of liquids, it instead superheats the liquid in question by infusing a mass amount bismuth into it. This in turn allows the technique to operate as it was originally intended to do but with some key differences, the first is technique now its mixed with the bismuth (in the case of solids), though it doesn’t gain its strength and weaknesses, nor can the Bismuth within the targeted technique(s) be manipulated by the user in any way, and also an increased in potency. This potency is namely an increase in the techniques defensive and offensive capabilities, alas offensive techniques gain an additional increase in rank by +1 for A rank and below techniques, while S rank and above gain a +20 DMG increase. Defensive techniques gain the same type of boons however in the case of S ranks, it gains the ability to defend against techniques one rank higher than normal instead. It also comes at sustained cost of 10 chakra points per turn in order to keep the applied technique in its molten state. This technique can only be used four times per battle, with a two turn cooldown between uses.

(Kuriputon: Basution | Liquid Krypton Release: Bastion)
Type: Supplementary
Rank: A-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.

The storm was a spectacular mess, with its majority being consistent of sub-zero degrees krypton with bubbles or droplets of molten bismuth. As the tornado ravaged on, Alucard was sitting down and watched as the remaining opponents was swallowed by the bellow of the storm.
 
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