Takauji Ashikaga vs. Vegeta, Skarlet, Sado, and Desmond

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As his foes approached and unleashed their offense Ashikaga's body was clearly ragged and weary, likely attributed from the mass destruction he had wrought in three landmarks and the damage he had suffered by Sado's hand. But he was very much in fighting condition, or so he believed. He could feel the power of his Mother surge through his corrupted form, her essence empowering the life force that contributed to the very nature of his existence. It seemed, finally, that the cavalry had assembled and the Tsumikage was now charging forth with his vanguard. It was as the Voice foretold; they were, in many senses, the last vanguard of hope for humanity before the coming storm. The final group of champions that would come and protect the world - although it would likely be in vain.

"We stand at the end of the world. You are the chosen protectors! Now come, protect everything you care for!" The Shogun shouted with all his might, forming the most coherent sentence he had in some time. It was as if someone else was speaking through his body, and he was a mere puppet or vessel for the will of another. His words strangely seemed to completely ignore the goading that Sado attempted to shout toward him, as if they were entirely irrelevant. But as he completed his rallying cry to his enemies, the two Red Sand lances struck Ashikaga in the chest and left shoulder - he shouted a venomous cry and the pain surged through his body, the red lines illuminating as it occurred. From the wounds copious amounts of Voidborne Corruption would spurt out. But as it did so, Desmond's Tenseigan Gravity technique would subsequently latch onto the corruption; while it didn't pull it far back enough to reach the Otsutsuki, it would spray itself in a cone facing the enemies roughly 6 meters in length from Ashikaga's position.

Despite the pain, the Voidborne Corruption worked within his body to maintain structural integrity. Given that he was still in the fourth stage of the Gates of Life, Ashikaga performed yet another Ionic Blink and dismantled his body at the molecular level, freeing him from the red spears that had inflicted such potent damage. Doing so would also prevent the Sealing Tag from taking effect and fully forming, freeing him entirely. Moving at vastly enhanced speeds that likely only Sado could keep up with, the Shogun nigh instantaneously appearing directly behind Desmond, within arm's reach, and thrusting his hand through his chest. The Voidborne Corruption that had spurted out from Ashikaga's body would still remain on his hand after reforming, thus afflicting Desmond with the corruption directly in his body. Simultaneously as he performs his arm thrust, he would initiate the Crucible of Destruction and alter the Creation's effects, creating a radiant aura of raw heat energy in mid-range around him. It's powers would burn those in proximity as if they stood in a windy oven.

Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 60 – 120 (120 + 100 = 220)
Description: A type of movement not dissimilar to Flicker Evasion allowed by the Eight Inner Gates; the Ionic Blink utilizes Ashikaga’s unique genetic makeup to allow him to perform a type of Paradoxical Rebirth at a different location, essentially by breaking his body down at a molecular level and moving at his current speed. The technique allows for extremely quick movement, and can, with proper reformation, allow Ashikaga to perform basic types of Taijutsu assaults coming out of the Ionic Blink. The strength and speed of this technique varies depending on the current state of the Gates of Life.
Type: Offensive
Rank: Forbidden
Range: Short – Mid
Chakra: N/A
Damage: 140
Description: The Crucible of Destruction is a technique which, derived from its sibling Creation, focuses the ambient heat that Ashikaga’s body emits outwards. This technique is akin to that of a gust of searing winds, playing neutrally to all elemental natures and indiscriminately radiating itself outwards in a mid-range area of effect. After use, the Crucible of Creation itself is deactivated for a period of two turns leaving entering short-range of Ashikaga more viable.
Health: 520 - 120(-20) - 100(-20) = 340
 
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Pyro NB

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Turn order:

Howard > Takauji > Pyro > Takauji > Vegeta > Takauji > Korra > Takauji

Howard:
Note:
Last turn of Yang Mode.
( Fukanzen Sennin Modo ) - Imperfect Sage Mode ( Reference )
Type: Supplementary
Rank: S
Range: N/a
Chakra: N/A ( -10 turn to sustain )
Damage: N/A (Active +20 Damage to all Ninjutsu and Taijutsu up to S-Rank)
Description: An empowered state of the body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employs Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is able to reduce 20 damage from damage for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x2. Their ninjutsu and strength increases, empowering taijutsu and other close-range physical combat techniques by +20. Additionally, Genjutsu cast by the user is empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required (Effective on Genjutsu up to B rank). Lastly, the user gains access to contract-specific anatomical features and other physical feats granted by Sage mode.

Note: Usable twice per battle, the user must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.

( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell ( Reference for the entire arc )
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch-based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long-range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.
Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then a universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.

Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch-based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch-based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.

( Kuchiyose no Jutsu: Salazzle ) - Summoning Technique: Salazzle ( Personal Summon )
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Salazzle is a dark grey Fire salamander resembling a bipedal salamander. She has a thin dark grey body with a purple underside. Her head is dark grey with purple eyes and slit pupils reducing the amount of light that can enter into the eyes. There are several tooth-like protrusions on the lower jaw being vestigial teeth that can be released after biting something leaving sharp arrow-like teeth behind. Salazzle's body has three pink markings, one on the chest, and the other two on the abdomen. Salazzle has a long, dark grey tail with a pink underside and two protrusions come out from the tail's base which can be used like hypodermic needles should a tail strike land allowing her to inject poison directly into an opponent's bloodstream. She has hands and feet with five digits each similar to summons like Ma and Pa toad having a somewhat bipedal stance however when she moves she returns to all fours to move and run. She is roughly a meter long small enough to stand on a shoulder or cling to the body thus making travel easier.

She can move at twice the base speed of a Sage rank bio. Salazzle can use poison techniques releasing the poison from her vestigial fangs molding it with poison chakra and expelling it from the mouth allowing her to use any poison technique the user knows up to S rank. Or she can release poison techniques from her tail protuberances shooting the techniques outward or over her head. Once every three turns, passively she is able to concentrate more chakra and poison into a technique increasing the chakra found inside of the technique by ten and increasing the amount of Samandarin forced into it increasing the amount of poison used for the technique. This has the effect of increasing the damage by twenty and can up the rank of the technique as well (both apply to only A-ranks and below) however, it can grant S ranks ten additional damage. This ability has a three-turn cooldown and works for a single poison technique that she herself uses. She does this by producing her own toxin, Samandarin and forcing it into a standard poison technique compounding its power and symptoms with the Samandarin. This happens in the same timeframe as the technique it is being used for.

Her poison is Samandarin a toxic substance produced by most Fire salamanders. Its effects are over-excitation of the muscles, restlessness, hypertension, rapid breathing, dilated pupils, muscle convulsions, respiratory paralysis, and eventually, the poisoned person will faint. Once poisoned by this substance the first symptom is muscle convulsions and over-excitation of the muscles as well as restlessness causing the poisoned individual to twitch and stutter this happens the turn after the poison touched the skin. After two turns the lungs begin to shut down causing labored breathing causing the opponent to need to gasp taking deep breathes to merely obtain enough oxygen to breathe as well as hypertension and rapid breathing. Finally after six turns of being poisoned the organs begin to shut down causing the poisoned individual to pass out, for the WSE this causes the individual's health to drop to zero. She is able to communicate with her summoner either verbally or mentally.

Note: Can only be summoned once lasting four turns

( Doton/Katon: Saruiwa ) - Earth/Fire Release: Monkey Rock ( Reference | Sentinet x2 )
Type: Supplementary/Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80 ( +20 Sage Mode ) ( +40 Chakra Transfer ) = 140
Description: This technique creates a giant stone monkey by accumulating surrounding ground and shaping it into the animal, which is then reinforced with fire. Unlike the Great Stone Golem, the user doesn't have to continuously fuel the technique with their chakra. While the height of the monkey can reach up to 30m, it has a capacity for moving quite fast that belies its hulking stature.

Note: Due to being a dual elemental technique, the user can only use one other jutsu that turn.
Note: This technique does not have any basic elemental weakness.

(Yoton Modo) - Yang State ( Reference )
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo's Six Paths Sage Mode, those who have completed Yang can enter this mode to elevate their prowess but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for a proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black jumpsuit akin to the one Bruce Lee donned in the “Tower of Death.” Their hair and sclera become white as well and their hands gain pure white, fingerless gloves with black magatama on the back. Along with the 4 Truth-Seeking Orbs, the user will gain a pair of white nunchaku consisting of the same energy and ability of the orbs. The main attribute that users in this state gain is Tian. Tian refers to a physical power beyond the scope of the earthly mortal. While in this state, the user’s ability to track and react to movements and actions is near limitless. Gaining a tracking capability on par with the Eighth Gate, the user's speed increases by x6 as well. Almost all physical damage is all but negligible to a user in this state, tanking S rank damage from any clash. The only possible way to cause physical harm to a user in this state would be for them to use Yang Release or Forbidden ranked techniques, or techniques that exceed the damage of 7th Gate and beyond. The effects of these Jutsu, while not dealing physical damage, will still apply such as fatigue, paralysis, etc. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.

Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.

( Toyokumono ) - Toyokumono ( Reference )
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non-Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short-range, this allows the user to have a near 100% chance of landing attacks despite any physical counter presented. Should the target be mid-range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid-range.

Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.

(Yoton: Gudodama) Yang Release: Truth-Seeking Ball ( Reference )
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 70 (-20 per turn)
Damage: 100 each
Description: This is a version of the Truth-Seeking Ball capable only to users within the Yang State. These orbs possess the five nature elements plus the user’s Yang Release chakra. The ratio of Yang chakra that exists within the orbs is greater than the parent technique and thus has more physical qualities to compensate for the lack of Yin and natural energy. These orbs are around the size of a fist and are bright, radiant, and white. These orbs are malleable like the parent technique due to the collection of nature chakra within them; however, they have a great deal more physical energy due to their high ratio of Yang chakra. The high concentration of Yang makes these orbs incredibly hot to the touch. No heat actually emanates from the orbs, but if anyone or anything else other than the user comes into contact with the orbs, they’ll scorch immediately. These orbs can effortlessly evaporate liquids and disintegrate solids. High energy elements like lightning and fire only feed its energy and thus these orbs can only be matched by chakra exceeding forbidden rank in strength. Like the parent technique, the user can generate various shapes and entities with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion with these orbs. With the use of a single hand seal, however, the user can use one of their orbs to heal themselves or others from damage that could have otherwise been fatal. The user can do this twice ( only once on themselves ), sacrificing up to two spheres, however, the user can only use the application once every three turns. Again, like the parent technique, the user can only command the orbs for two turns before they return to an idle position. After using one of the orbs to heal damage, the user will be unable to use the Truth-Seeking Orbs for 3 turns.
Note: Can only be used while in Yang State.
Note: The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 20 meters they will remain until the user gets close enough to call them back.
Note: The user gains 4 orbs which surround them in any form they desire upon creation.
Pyro NB:
( Doujutsu: Tenseigan ) - Eye Technique: Reincarnation Eye(Passive)
Type: Supplementary
Rank: S
Range: Short - Long
Chakra: N/A ( -10 per turn )
Damage: N/A
Description: The Tenseigan (転生眼, Literally meaning: Reincarnation Eye) is a powerful dōjutsu utilized by the Ōtsutsuki clan. The combination of the Byakugan and the chakra of a 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 afterward if the user chooses to. After having a complete Otsutsuki bio with Tenseigan for 1 month, the 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 its activation, becoming his default eye state.
Note: When active, the user loses all access to Byakugan related abilities and instead gains Tenseigan effects.

(Gurentsu~e) - Grenth
Type: Weapon/Armor
Rank: S
Range: Short(gas/blades)-Mid(Skulls)
Chakra: 40(repair), X(-arm technique used), -5 per turn(Shijima Device)
Damage: +10(blade damage), X(poison dmg), X(arm technique dmg)
Description: Grenth is an armor based on the Tyrian God of Death; it was created by Desmond upon joining the Reapers. It is comprised of an animal skull, dense chakra metal pauldrons/chest plate/vambraces/tasset/greaves/sabatons, cloth lined with a chakra thread mesh, and leather straps. Altogether the armor is able to take up to one S-Rank of non-elemental dmg and up to one A-Rank of elemental dmg within reason. Unless the armor is completely destroyed the user can spend 40 chakra to infuse into the metal causing it to reform.

The skull mask is repurposed to function as a rebreather allowing the user to breathe underwater without making bubbles and a redesigned Shijima device built-in as headphones. By flipping a switch the headphones activate draining 5 chakra from the user per turn allowing all chakra enhanced sounds A-Rank and below to be met with white noise preventing the sound from reaching the user's ears. On the right pauldron are five detachable skulls that can be filled with poison gas and tossed like a grenade at opponents; alternatively the user can push a button at the top of the skull sprouting a skeletal body no bigger than a 2yr old allowing the skull to chase down/latch onto enemies before releasing their poison. The vambraces are designed with puppetry in mind and were built to accommodate the use of any arm based puppetry techniques the user may know as well as release poisonous gas. The tasset has three heads and a man being dragged to hell on either side of them molded into it. These are filled with poisonous gas that can be released at the will of the user. Attached to the tasset is a long decorative cloth that has darken blades woven into the seams; due to their coloration, they aren’t noticeable by any means. The greaves have 8in hidden blades in the upper area and are filled with gas that can be released at any time. The sabatons have 8in hidden blades in the frontward soles.

Notes:
~Repairing counts as a move slot and can only be done twice.
~Utilizing puppetry techniques count as a move slot
~Utilizing gas while freeform takes a move slot
~Skulls can each contain different poisons which must be mentioned in bio
~Requires puppetry and some form of med training to utilize those fields
~Can only be taught by Pyro NB

(Kuchiyose no Jutsu: Cynn) - Summoning Technique: Cynn
Rank: S-Rank
Range: Short
Damage: N/A
Chakra: 40
Description: Cynn is the oldest of Azrael's children and has brown and beige fur with traces of yellow and black. She stands about 7ft tall when standing on two legs and can be ridden when on all fours. Unlike most of her kind, she was born with the inability to speak but granted the ability to communicate telepathically to those she trust. She has also been Keji's personal summon since the day he first discovered the species. Due to this they've trained side for years granting her more tai prowess compared to her peers(+10 to all tai) and has since matched Keji speed(w/o leg weights).

Notes:
~Must have signed Springhare contract and tattoo
~Moves count as users moves
~Can only be summoned once per battle
~Can only stay for 4 turns
~Can only be summoned/taught by Keji

(Kuchiyose no jutsu: Jecht) Summoning Technique: Jecht
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Jecht is the son of Castiel and one of Desmond’s closest friends, like his father he has 3 pair of wings each half the size of the pair before them. Appearance-wise he has 2 tails, desert brown and white feathers that also seem to have a golden shimmer to them when in direct sunlight, a yellow/golden beak, and dark golden slit-pupil eyes. When it comes to size, he is roughly the of an Argentavis Magnificens, allowing him to carry one person on his back at a time. Ability wise Jecht can utilize Rain Release as well as techniques affiliated with the summoning contract. Being a mythical creature associated with rain and storms Jecht has such immense control over the skies he is capable of preventing his allies from taking any damage from his rain release so long as he demonstrates a grasp on their location(s). Due to being an aerial creature, Jecht is able to telepathically communicate back and forth with Desmond.

Notes:
~Can only stay for 4 turns
~Moves count as users moves
~Can only be summoned once per battle
~Must have signed Thunderbird contract and tattoo
~Is the only Thunderbird able to utilize Rain Release
~Can only be summoned by Pyro NB

(Kinzoku Kugutsu: Lyss) - Autonomous Puppet: Lyss
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Lyss is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Lyss is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Lyss's daggers are laced with a puppeteer poison, upon being cut by the daggers, the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Lyss:
Lyss's unique function allows the puppet to release a mist of adhesive water from within(A-Ranked). This concoction sticks to anything within a short-range radius of Lyssa but the key component to this is when the water adheres to a victim's eyes. The water forms a type of contact lens over the cornea causing light to drastically reflect around it which in turn causes the victims to view things as if looking through a kaleidoscope. The water naturally conductive to electricity, however, loses its adhesive nature after three turns returning the affecteds vision back to normal.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique function last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Kinzoku Kugutsu: Irīya) - Autonomous Puppet: Ilya
Type: Tool
Rank: A
Range: Short-Long
Chakra: 30-40(chakra bullets), 30(Abilities)
Damage: 60-90(chakra bullets), 60(Freeform)
Description: Ilya is designed after the twin Goddesses of beauty, water, and illusion Lyssa from Tyrian lore. Being an auto puppet she is programmed to initiate defensive measures when unknown or hostile chakra signatures come within range but is also programmed to follow their owner's orders to the letter, and has been programmed with learning and speech capabilities to further increase her usefulness in battle while also increasing their realism. She has a fair skin tone, long white hair, and wears purple and gold armor. She is made up of layered chakra metals with rubber between each layer. Along with her normal auto puppet abilities, Ilya is fully capable of performing non-chakra related taijutsu, puppetry techniques, and has a unique function of her own.

Abilities:
Weapons:
Ilya's whip has special seals placed on it which activate when they come into contact with a target. These seals drain 5 chakra every time the weapon hits or 5 every turn a target is bound storing this chakra within her body which can later be used to fuel the puppets attacks. The trick to this, however, is that the weapons must also be held by Ilya in order for the seals to activate further preventing friendly fire in case the puppet is disarmed.

Ilya:
Ilya's unique function allows her to release a puppeteer poison in gas form, Inhalation the victim will be partially paralyzed after three turns. After six turns the victim is completely paralyzed and after seven turns, the victim dies from the poison. Puppeteer poison, due to being minimalistic in its nature, is as advanced as poisons created by medics and as such, both the effects triggered by inhalation and ingesting of it takes the same amount of time.

Notes:
~Chakra bullets are still subject to the same rules as the normal auto puppets
~Unique functions last 3 turns with a 5 turn cooldown between uses
~The rubber insolation can protect against non-focused electricity A-Rank and below 3x per fight
~Takes up one of the user's auto puppet slots
~Can only be taught by Pyro NB

(Jupiter) Zeus(Coffin on Ilya's back)
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: Zeus is a puppet-based off of Greek mythology. Zeus was the sky and thunder god in ancient Greek religion, who rules as king of the gods of Mount Olympus. Zeus is a fairly tall puppet being around six feet tall making it taller than most ordinary puppets. Zeus wears a torn white cloth around his body that covers his legs, but keeps his chest exposed. One of its most unique characteristics is that it holds a metallic lightning rod in its left and right hands. Most of Zeus’s abilities are derived off of lightning hence the reason for the lightning rod.

Abilities:
The first ability that Zeus has is based off using the two lightning rods that are in its hand. By activating a seal on the lightning rods the user can release form them a lightning bolt that can extend up ten meters of wherever the rods where pointed. With this ability, it is possible for the user to adjust the puppet’s arms in order to release the lightning bolt into different directions, but the overall damage caused by this attack is equivalent to A-rank. When releasing the lightning bolt directly at an opponent, it is possible for the user to cause electricity to branch off of the main bolt in order to hit multiple targets. It is also possible for the user to place the rods on the ground and activate the seal and release underground a stream of lightning and once it reaches its designated location the user can cause lightning to erupt from the ground in a ten-meter radius of wherever the lightning bolts go off at and can extend up to ten meters in the sky once it has been done.

The second ability of the rods is that the user has the ability to activate another sealing tag in response to incoming lightning up to S-Rank. Zeus will then place the rods in a vertical position and emit a golden barrier five meters around itself. This next ability comes into action upon a lightning attack coming within five meters of the barrier and will then begin to seal/drag the lightning-based attack inside of the rods. Once this is done, the rods will become charged with electricity and this can be seen as lightning currents branching off of it. Once the user has charged the rods with incoming attack electricity can be seen flowing through it and will allow the user to boost the next attack used by rods by +20. Alternatively, it is possible for the user to release the sealed technique in the form of a lightning bolt/stream towards an opponent that is up to long-range. As always the user can opt to point the rods in different directions in order to allow the lightning currents to attack different opponents.

Lastly, the user can infuse ten chakra points into a seal on Zeus’s body causing its body to emit a bright white light up to five meters around itself. This light does not harm anyone’s eyesight but does prevent the opponent from seeing what is happening around Zeus and what is happening to Zeus directly. Essentially, this light will block the opponent’s line of vision with a bright light. This ability can last up to one turn and can only be used three times. Additionally, it is possible for Zeus to own up to its name as a god because on the soles of Zeus’s feet are holes that the user can pour chakra into. By spending five chakra points every time the user can passively activate an ability of Zeus that allows it to move throughout the field and scale the skies with the help of the chakra pushing him around.

Note: The first ability has a one-turn cooldown whereas the second ability has a two-turn cooldown.

(Abigōru) Abigor(Coffin on Lyss's back)
Type: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.

Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long-range.

Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)

Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.

Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)

Notes:
~Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~Each cannon has a one-turn cooldown except for Absorption cannon which has a three-turn cooldown.

(Juno) Artemis(Coffin on Desmond's back)
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long-range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.

Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long-range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta-colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)

Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long-range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in the lightning element and are able to be controlled via a string in order to allow for directional control. (A-rank)

Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters (A-rank).

Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that is filled with the puppeteer's poison. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.

Note: Each arrow has a one-turn cooldown but do note that Exorcism Arrow is only useable four times per event.
Korra:
Active - ( Dōjutsu Ketsuryūgan ) - Eye Technique: Blood Dragon Eye
]Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15 ( -10 per turn to keep active )
Damage: N/A
Description: The Ketsuryūgan (血龍眼, Literally meaning: Blood Dragon Eye) is a dōjutsu, which appears in certain individuals of the Chinoike clan. The Ketsuryūgan is recognized by its reddish color, giving a special appearance for the users of this dōjutsu, characterized as holders of eyes as red as blood. A notable ability of the Ketsuryūgan is its ability to cast genjutsu, either by making physical skin contact with the target or meeting each other's gaze, on a level of comparable strength to the Sharingan as well as be able to follow high-speed movements. One of its main abilities is their ability to manipulate iron, or more accurately, any liquid with a high iron concentration which allows them the ability to manipulate the blood within themselves for Ninjutsu use. Much like any other Dōjutsu, the Ketsuryugan is to enable the user to see the flow of chakra to differentiate chakras from different people or from different sources. Similar to the Byakugan, the user can see chakra through matter and beyond dense matter or in long distances. This ability also allows the wielder to see one's "life force", or their physical energy and sense and see any living object within range.
Note: The user, if he hasn't gained full mastery over his doujutsu, will need to spend a move to activate it, although as long as he has chakra and enough stamina, he'll be able to keep it active until the end of the match. If the user is Jounin Rank or above and has held the Doujutsu for a month, he becomes able to passively activate it.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: While traveling the NW, bios with an activated Ketsuryugan are able to see up to two 2 adjacent landmarks away though this does not beyond an ocean landmark.
Note: In order to utilize any of the blood-based abilities, the user must be at least Jounin rank.

Pawāringu) Power Ring starting in Red
Rank: S
Type: Offensive/Defensive/Supplementary
Range: Short
Chakra Cost N/A (40 for creating Tools/Weapons)
Damage Cost: N/A
Description: This Power Ring is worn by the user and glows different colors depending on the user's emotion when activated. Green - Will, Indigo - Compassion, Red - Rage, Blue - Hope, Star Sapphire - Love, Yellow - Fear, Orange - Greed, while there is also two strong modes with Black - Death and White - Life. The user can switch between with each Corps/Emotion containing different abilities. To switch to a new emotion the ring deactivates and takes 1 turn completely to switch to a new emotion. Even though each emotion gives the user different abilities each emotion has some shared abilities.

Shared Abilities - By channeling their chakra into the ring, it glows the color it is on and can be used to create weapons like hammers, swords, kunai, and shields made up of pure chakra that stay connected to the ring by a chakra chain. Weapons created by the ring cause A rank damage. When creating a shield the shield can block up to B rank elemental jutsu (within reasonable size) and ninja tools. If the shield goes against an A rank jutsu, the shield will block it but be destroyed and will automatically loose to S rank jutsu. The ring can also release A rank blast that can stun opponents and have them stop moving for a turn. The ring can be programmed. It can be coded to the wearer so as to make them unusable if stolen. Commands can be stored in the ring to be executed at a later date, even if the bearer is not wearing the ring.

Green/Will – When the ring is set to Green Lantern mode they gain certain abilities and is powered by Willpower. By using the user's willpower and having the ring boosting it the user will be immune to B rank and below Gen and Mind-Altering jutsu. At the cost of a jutsu per turn, the ring will raise the user's willpower to break out of Gen and other Mind-altering jutsu of A-rank and below.

Indigo/Compassion – Indigo is powered by Compassion. This emotion has a limited ability to heal injuries from C rank jutsu and below. The healing is only to the extent of the small injuries and light injuries like surface wounds and slow bleeding. If the user knows Medical Ninjutsu, the ring can also use A rank and below Med Nin at half the cost of chakra.

Red/Rage – When set to Red Lantern Ring the ring is powered by Rage. Using their rage to empower them the user can create stronger constructs that are one rank high than all the other Emotions constructs S rank (offensively and defensively).

Blue/Hope – When set to Blue Lantern the ring is powered by Hope. As fear is the belief of imminent demise, hope is the belief of imminent success. The ring stores and can release up to a medium source of water that spreads into mid-range. Once used it takes the ring 4 turns to gather water from the moisture in the air to collect enough water.

Star Sapphire/Love – When set on Star Sapphire Lantern the ring is powered by Love. The user can use the ring to trap the opponent in a genjutsu (B rank gen, up to Mid Range) where the opponent sees a bright violet light shine from the ring than has them see an irresistible person of the opposite *** of them in front of them. The genjutsu person will grab them and kiss them and mimic the kiss of death to the opponent keeping them paralyze in real life.

Yellow (Sinestro)/Fear - The Power Ring is unique in that its base of power is fear. The yellow mode can create holograms (like Haze Clone Technique) that are scary-looking humanoid creatures that cause paralysis due to the user's killing intent. This killing intent follows the effects of the canon Killing Intent technique and the user's own rank. This would help distract the opponent and make him think that they are fighting against different people/beast and different KGs even tho their attacks would be intangible.

Orange/Greed – When set to Orange Lantern the ring is powered by greed. The Orange rings have the unique ability to absorb the chakra from opponents or summons by creating a construct chain and has it wrap around them. Another ability is being capable of creating chakra avatar Orange Lanterns of the beings the user kills, literally stealing their identity postmortem. This avatar is avarice corrupted version of its former self, possessing no thought pattern besides the insatiable greed. In all other circumstances, they act as individual but collective soldiers to the user, as they are an extension of his power. The avatars are able to use taijutsu and up to B rank ninjutsu. They can take up to B rank jutsu. They can also create powerful blasts of concussive force that knock out opponents.

Black/Death – When the ring is set to Black Lantern the ring is powered by Death and is one of the strongest modes. The user can also create chakra copies of the ring and have them attach to opponents. Once attach the user has the chakra copies slowly send pulses of electricity into the opponent constantly. After 1 turn the opponent will just feel a weird shock. After 2 turns the opponent will start feeling numb. After 3 turns the opponent will become paralysis and unable to move. After 4 turns the opponent will become unconscious and after 5 turns the shock becomes lethally enough to kill the opponent. (The Chakra rings can be destroyed with an A rank jutsu and up)

White/Life – When set to White Lantern the ring is powered by life and is the strongest mode. The user of a white ring can generate any color of the emotional spectrum and use the powers of each color (can only use 1 of the other corps abilities once a turn and cannot use two different corps/emotions abilities in the same turn and at max can only use each corp ability at most 3 times). A white lantern can render him/her/itself invisible by willing themselves to bend light waves around his/her/its form.

Note: Have to be taught how to use the ring by Korra
Note: When creating weapons and shields it counts as a move.
Note: When using any Emotion/Corps ability it counts as a move and at most can be used 5 times a match expect for Red which can only be used 4 times a match. The Shared Abilities do not have a limit usage.
Note: If the ring comes off the user it deactivates and the user must wait 3 turns so it can charge.
Note: The user has to state at the beginning of the battle which emotion they start off with. If they don’t they have to state later in the battle what emotion they want to use and then have to wait 1 turn for it change into the emotion.
Note: The user cannot start in White or Black Lantern mode. The user has to wait 4 turns in a battle before switching into White or Black Lantern. Once in White or Black Lantern Mode the user is stuck into that mode and cannot switch into any other Emotion/Corps for the rest of the fight.
Vegeta:
(Dōjutsu: Byakugan) Eye Technique: The All-Seeing White Eye
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 hand seals: 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.

( Kanpekinanin Hebi Sennin Modo ) - Perfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique employs Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn) for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close-range physical combat techniques by +30. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. And similarly, the requirement to break out of user’s Genjutsu using Release or Chakra surge is one rank higher than required. Lastly, the user gains access to snake anatomy, Sage Art: Inorganic Reincarnation and other physical feats granted by Sage mode.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

(Katon: Rengoku no Honō ) - Fire Release: Flames of Purgatory
Type: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: +10/20/30
Damage Points: N/A
Description: Flames of Purgatory is a technique used to extend the fundamental properties of Katon jutsu. It is considered a passive technique, is instantly activated and can apply to all future fire techniques. The effects of this jutsu are quite simple - the alteration, when applied, will utilize the infusion of additional chakra into the chosen fire technique (10/20/30) to greatly increase the exothermic power of the technique in question. From this, the chosen fire technique will be produced in a state that is far hotter than usual. This won't translate into a direct increase in physical damage; what it will result in however is that the affected fire technique will radiate waves of chakra as heat as it travels. The intensity of the heat produced by these chakra waves will be so great that any enemy that stays within the vicinity (short-range) of a Purgatory infused fire technique for more than a turn will begin to experience fatigue symptoms, losing (2/5/10) health from the next turn onwards per turn. As a result, it is vital that enemies extinguish the flames of Purgatory infused fire techniques on the turn that they are produced (in which case they will suffer no tangible effects), otherwise their stamina and physicality will be gradually reduced by the waves of heat so intense that prolonged exposure could lead to severe negative effects in accordance to health lost. Naturally, the intensity of the heat waves produced by the flame scales upwards in accordance to the amount of chakra added to the fire techniques creation. The greatest drawback of this technique is the large expenditures of chakra that its effects require. This technique can be deactivated at will, lasting four turns maximum, with its effects persisting in fire techniques that it is applied to within this period until their very expiration. It can be activated twice. Once this technique ends it cannot be activated for two turns thereafter.

(Katon: Sanshō̄o no Kate) | Fire Release: The Phoenix Feathered Muffler
Type: Defensive/Supplementary
Rank: B
Range: Self
Chakra: 20 (-5 per turn)
Damage: N/A
Description: The Phoenix Feathered Muffler is a simple technique that involves the release of fire chakra that will cloak the user. Although this technique fully cloaks the user - as many defensive techniques do, it does not offer the typical defensive properties that a normal armor would, in fact, outside of the fiery golden glow that will emanate from the users visage, and the techniques special interaction with fire techniques, virtually nothing will change as the shroud is almost completely incorporeal. However, when the user is in contact with a flame that is either devoid of chakra, comprised of the user's chakra, or comprised of the chakra of one that the user has a blood contract with, such as summons, the shrouds true abilities will be displayed. The user will be capable of interacting with any flame or fire technique that they produce without suffering from harm or adverse effects - such as respiratory problems - not only that but, should they so wish, they will be capable of interacting with fire as if it were a solid, liquid or gas - such as standing on top of a flame despite its incorporeal qualities or floating within a fire. This ability signifies the user as the 'Unburnt', gracing the user with an ability previously believed to be the sole realm of the Dragon and Phoenix. (Does not grant the user immunity to enemy fire techniques).

Notes:
This technique can be used a maximum of twice, will last until canceled and has a two-turn cooldown between usages. Furthermore, a rather intriguing and strange effect of this technique is that, no matter how hard the user may try, they will be incapable of using water techniques while this technique is active. Stranger yet is that the only solid portion of this technique is a feather comprised of golden ash, seemingly immune to anything but water, that will attach itself to the user's chest
They each watched the futility of their move as the Red Sand pierced through the Fallen Shogun and his body reacted by erupting in another slurry of that sickly black tar-like sludge. The damage was dealt but it was obvious that they had no option but to destroy the beast that stood before them. Sado himself picked up on it all, at least he believed he did more so than any of the others due to the fact that he had fought this creature hour after hour. He didn't know if the rest knew yet, but he knew deep inside his beating goliath heart that Takauji Ashikaga, wasn't the final thing they would have to fight. This was the start of something they couldn't stop. Something set in motion long before their short lives began. The Fallen Shogun was meant to fall here, it was an orchestrated plan. Sado thought, with his limited capacity that this man, he was the saddest pawn in all of this uprooted from his home, Sado imagined he traveled across the sea for power but found only lies and promises. Then through experimentation or occult practices, he became a meat puppet, and a gateway for that female being he saw on the tapestry in Sentinel's Stand who was sealed away. This man was the door to her prison and Tsumigakure was breaking it down but honestly, Sado would give the entire world for one more day with his allies. He would trade away the other villages, their Kage's, and the Eastern Continent to protect and be protected by the tribe that surrounded him now.

Vegeta's clone had tossed Flying Thunder God kunai everywhere for this exact moment while Skarlet and Sado tried to bind the Fallen Shogun. During their travel, Sado had told every single one of his allies about the Fallen Shogun's abilities in detail and Vegeta trusted his word. They were old allies the first of the Golden Sabbath. The clone already knew that the Fallen Shogun could break down his body, move, teleport or warp and that meant he was prepared already when he saw it happen. When the body broke down and he saw the Fallen Shogun vanish he reacted, teleporting himself and each one of his allies long-range from their current position at a good vantage to see their old position. Due to the fact that both the clone and Vegeta himself were in Perfect Sage Mode, and their training in Jeet Kun Do, as well as the other performance-enhancing abilities they had reactions fast enough to keep up with the Shogun mentally but they definitely, wouldn't be able to move their body fast enough to produce a movement-based reaction. This meant that space-time was their only hope as in an instant the group both vanished and reappeared.


(Hiraishin no Jutsu) - Flying Thunder God Technique ( Vegeta's clone )
Rank: S
Type: Attack
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: A complex Space-Time Ninjutsu technique, the Flying Thunder God Technique works almost as a summoning technique. The user basically teleports himself to the location of a given seal mark. This seal mark is placed by the ( Fūin Hirashin no Jutsu ) - Seal of The Flying Thunder God technique and can be placed in anything. Normally used in special kunai, thrown by the user, the technique can also be used to teleport to anything marked with the tag. The technique is not a movement technique but rather simply a pure teleport technique. Note: Only Minato and Tobirama bios can use this jutsu. It is unavoidable unless with space/time ninjutsu and can only be used 4 times per battle
Sado spoke as they reappeared long range behind the Fallen Shogun. Even now he knew that this was what the Mother and her Cult wanted from them. The music that played reflected that saying that he knew, but that didn't matter because they had sinned before and they'd sin again. They were the Village Hidden in Sin for a reason and if the whole world had to burn for them to sustain and survive they would do this without remorse. The Fallen Shogun wouldn't be taking his tribe from him again, not like what had happened before. When all of these actions came to a close, the Yang energy he had so desperately tried to cling to would fade from his body. He would basically be useless at that point and he knew that. He waited for it as for the first time in his life he put it, directly in the hands of others.

You dumb bastard, this is Tsumigakure. Our entire lives we've been struggling. So we don't need an introduction from the likes of you because when we get knocked down-... EVERY SINGLE ONE OF US GETS THE **** BACK UP AGAIN!

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( Sandāu~ēbu ) - Thunderwave ( Sado | Passive )
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence, it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle, it can be used to play theme music or it can make the user louder as it has a built-in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long-range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the user's ears or cause them any undue problems. It can be fine-tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
After being transported via Geet's FTG all that was going through Desmond's head was "die. Die.. DIe... DIE! DIE!! DIE!!! DIE!!!! DIE!!!!! DIE!!!!!! DIE!!!!!!" Immediately upon reacquiring the shogun Desmond quickly grasps one of his orbs with his right hand and aimed it at the man. He had bolstered the technique with chakra provided to him by one of Sado's clones through the Chakra Transfer Technique. With his allies clear of the potential blast, Desmond released a golden blast of chakra was launched from his hand as Sado's clone finished speaking.
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( Kinrin Tensei Baku ) - Golden Wheel Reincarnation Explosion ( Desmond )
Rank: Forbidden
Type: Offensive
Range: Short - Long
Chakra: 70 ( +20 Chakra Transfer ) = 90
Damage: 120 (170 with TSB) ( +30 TCM ) ( +40 Chakra Transfer ) = 190
Description: While using Tenseigan Chakra Mode, the user focuses a tremendous amount of chakra into one of his Truth-Seeking Balls and grasps it in his hand to create a giant golden sword of pure chakra of comparable size to the sword of an unstabilized Susano'o, capable of easily slicing the large mountains in half with a single swipe. He could also focus it into a single blast, capable of destroying near anything in its path. If the user does not have access to the Truth-Seeking Orbs, he is able to use his Puppet Cursing Technique spheres in their place.

Note: Can only be used with Tenseigan Chakra Mode
Note: Can only be used two times, each time preventing further use for 2 turns.
Note: After using, the user cannot use any Tenseigan based jutsu besides the Chakra Mode for two turns.
While Sado began playing music and Desmond began to mold and manipulate the spheres that surrounded him Jack reached out toward his ally. He placed his hand upon Desmond's shoulder as he channeled more and more chakra through him using his body as a conduit. He gave his heartbroken friend all of the chakra he needed to destroy and obliterate the village's sorrow, and the heartache inside of him and each of their hearts. He knew, just like Sado, this wouldn't be the end if it worked. It would be the beginning of the end.

This hand of ours glows with an awesome power! Its loud roar tells us to defeat you! Take this! Our love! Our anger! And all of our sorrow! DIE YOU SON OF A BITCH!!!!!!!!!!!

(Chakra Tensõ no Jutsu) Chakra Transfer Technique ( Jack | Sado's clone )
Type: Supplementary
Rank: N/A ( 20 )
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
As soon as they appeared because of the clone's quick thinking Vegeta was already forming hand seals. He would trigger a series of large flame projectiles as he threw his hands forward as if shadow-boxing to the beat Sado was laying down. The projectiles would home in on the Fallen Shogun, with Vegeta aiming them so that they didn't interfere with whatever the hell Desmond was doing over there. When they finally hit their mark they would erupt into large red flames which would probably burn and char the black slime that made up the Fallen Shogun's body. Geets had fired his technique off as to not detonate until both techniques his and Desmond's could do their maximum amount of damage,

Does this thing think it can take me on?

I only need one technique to beat him.

( Katon: Shinku Kaen ) - Fire Release: Crimson Flame ( Vegeta )
Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40 ( +20 CT ) = 60
Damage: 80 ( +30 PSM ) ( +40 CT ) = 150
Description: The user forms three handseals and accumulates fire and/or lava chakra in his hand and triggers a series of large fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area, causing a massive mid ranged explosion. The more blasts the user makes, the smaller the ensuing explosions become.
Skarlet wasn't as invested as the rest. She kind of just empowered Vegeta's technique and pretended to play along.

Something, something, something-... Darkside.

Something, something, something-... Complete.

(Chakra Tensõ no Jutsu) Chakra Transfer Technique ( Skarlet )
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred) ( 20 )
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possesses innately. The user will release his or her unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near-perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipient's chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle
In the warrior's code, there was no chance at surrender for any of those men and women that stood before the Fallen Shogun and the eventual onslaught of the Mother Cult. Even though Sado's body was screaming at him to stop, his spirit was crying out "never!" Deep in each of their souls, a quiet ember was sparking and igniting, and gradually it was growing into a roaring inferno. Did the rest of the world know yet? This wasn't east vs west, this wasn't man against man, this was something bigger than all of them. They asked themselves could any of the villages stand alone? Obviously, whatever was lashing out, saw Tsumigakure as their only true rival at this moment. Would that be enough to weather the storm?
 

Drackos

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It wasn't painful. At least, that is what his senses told him in the instant that Vegeta's attacks connected. But one thing was for certain: the former Shogun, Takauji Ashikaga, was dying. There was only so much punishment his new body could sustain. It was as the Voice told him, after all. He was a mere prototype. A body warped by the diluted Sea of Life of the Goddess of Life, a strain that was nearly 10,000 years old. Perhaps the Shogun's one regret in his two lives: he failed to be in control of his own destiny. The Kyuubi had taken it from him first, destroying his once glorious home in the Hangurian Freehold. An empire that once spanned the majority of the Western Continent that was unfortunately reduced to nothingness within days of an attack from the Nine Tailed Demon Fox. And, once he attempted to revive that empire, his own arrogance blinded him to the dangers that lay in wait in the East. Perhaps his greatest weakness? He was easily manipulated. There was nothing special about his body, no specific reason for the Great Mother Cult to choose him for this task. He was simply powerful, and a convenient target.

And so as his body suffered the dual energy attacks, he could finally feel the control that the Sea of Life imposed on him weaken - albeit only slightly. In his head he could still hear Her voice compelling him to act, but he knew that it was over. The Voidborne Corruption began to fail him as the strength departed his form, leaving just enough to regenerate the structural integrity of his body one final time. And thus, his lifeless body flopped to the ground as it was launched backwards and then back down. No corruption spewed forth this time. And for the first in quite some while, the red lines that pulsated along his body no longer glowed. They had won.

The Shogun coughed as he lay there lifelessly. "Villagers of Tsumigakure. You've done well to defeat...me." It was painful to speak, not because of his pride and shame in losing, but because his body quite literally had no strength left in it. "It was my arrogance that led to this defeat. I threw away so many lives, and lost what was once my home. But those you face....they are not arrogant. This cult has lived for thousands of years, and they have prepared for all that time. For the time has come...the revival of the Great Mother..." Ashikaga coughed one last time before his body suddenly went rigid, followed by a seizure that contorted his form. Suddenly the Sea of Life that was within him was apparently juiced from his own body, seeping into the ground.

"She rises from the void. The Goddess of Life, Mother of Beasts, Primordial Creation and Shaper of the Gods - Tiamat!" They were the final words that were audible from the Shogun, as suddenly the ground violently shook as an earthquake raged throughout the entire world. The magnitude of the earthquake was similar to a 7.0 on the Richter scale, shaking the entire world to its core. The quake lasted for all of three minutes, a remarkably long quake, and wrought destruction throughout all population zones in the entire ninja world. And once it passed, a thin blue beam of light could be seen from anywhere - a light that was being emitted from over the Hokubu Ocean.

Health: 340 - 190 - 150 = 0
 

Howard

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Sado's reactions to what he knew and felt were as follows.

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( Sandāu~ēbu ) - Thunderwave ( Sado | Passive )
Type: Tool
Rank: A
Range: Short - Long
Chakra: N/A ( - 5 per turn when used )
Damage: N/A
Description: Thunderwave is a basic chest plate outfitted with a surround sound speaker system, and a microphone. It can be used to play music or make noises more audible than normal similar to a karaoke machine. It is able to produce sound louder than most techniques or the clashing of techniques and can be much louder than the user or opponent can scream. In essence it can act like the (Utsusemi no Jutsu) - Empty Cicada Shell Technique passively at all times being louder and stronger than even that basic technique. It comes pre-loaded with all of the wielder's favorite songs. In battle it can be used to play theme music or it can make the user louder as it has a built in microphone system connected to the speaker system.
The primary use of Thunderwave as mentioned above is the ability to play music with the offshoot of this being the ability to cancel sound waves with sound waves while playing music. This is similar to the Scientific Ninja Tool: Shijima and works like a noise-cancellation speaker. The system can emit a sound wave with the same amplitude but with inverted phase also known as antiphase to the original sound. The waves combine to form a new wave, in a process called interference, and effectively cancel each other out. This effect is called destructive interference and is able to nullify sound techniques in equal rank. The sound can encompass a short - long range area around the user being louder the closer to the user the people who can hear it are and due to this it has a dampening system as to not harm the users ears or cause them any undue problems. It can be fine tuned to look different depending on the wielder's appearance or preference.
Note: Sound techniques can only be canceled once per turn three times per battle.
Sado staggered forward as music began to emanate from him as if he were trying to walk toward the creature that remained after the onslaught of attacks and in a way it seemed as if he was preparing himself to console the Fallen Shogun. It was a moment of kindness in a hellish apocalyptic scenario but it was cut short as his legs almost gave out from below him only allowing him to take one step forward.
The Yang energy that had sustained him, that had allowed his body to move, warp space, and react and fight well into exhaustion over the course of nearly several days of pure, unending combat had fled his body leaving him weakened. His muscles were pulsing, as with each heartbeat he felt the anguish of knowing he was right swell through his chest. The goliath barbarian may have been a reckless, stupid creature but he picked up on what was happening so keenly that he felt like he knew what came next.
He listened, as the final words escaped Takauji Ashikaga's lips. He couldn't tell if it was a warning or a challenge, but either way at this moment Sado could barely stand, he could scarcely move as his clones gripped him holding him up and allowing the prideful goliath to speak to the dying Takauji. There was an honesty in his voice and the resentment that once was, faded away.

I believe it was my own arrogance, and need for acceptance that drove you to such drastic and thoughtless actions. I was careless, I'm no strategist or military genius from a well-to-do family just a barbarian who bought the right training lessons from people smarter than myself. So seeing a powerful being such as yourself with natural talent fall before me and my allies brings me no pleasure, only grief. I'm sorry that it ended this way, Shogun; Takauji Ashikaga. Hopefully, you find peace in the next life, while I try my best to cling to this one with these brave men and women who mean more to me than the world itself.

The tan-skinned muscular goliath smiled imperceptibly as his body hung limply in the grasp of his clones who held him steady through the devastating series of quakes otherwise he would have probably fallen to the ground. The tremors and the radiant blue light told him that this was only the beginning of an event that would rock the rest of the world, and possibly Tsumigakure to its core. He took a long breath inward trying to sustain himself and calm his hyperactive mind.
One objective had been completed with the defeat of Takauji bringing to a close a long, drawn-out chapter in Tsumigakure's history but a long string of other more substantial and dangerous tasks laid before them. They needed to provide safety to their people, and they needed to aid in the defeat of the Mother, if they could be of use then they had to. It was partially their fault that she has risen, Sado blamed himself in several different ways for this, but in the end, for this moment he was content to be surrounded by his allies for this moment.
Two of his clones, Jack and Doombringer began the process of sealing away any of the Sea of Life that littered the field after the battle but a more thorough clean-up was definitely required for the lands that Ashikaga had rampaged through and decimated. Surely, the rest of the world could handle "The Mother, Tiamat" for some time.
There were two other "Great Villages" and numerous fledgling clans, he thought as Sado waited for his allies and how they would respond to everything that had happened. For his clones, if they found it possible they would seal away the corpse of Takauji Ashikaga. Together they would leave the field of combat, his clones basically carrying Sado himself.

( Han'you Fūin ) - Generic Sealing Technique x2 ( Jack and Doombringer | Sado's clones )
Rank: B-Rank
Type: Supplementary , Defensive
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a standard ninja skill which allows a ninja to summon an assortment of items or weapons that have been stored using Fūinjutsu,typically they are stored within scrolls. When needed, the owner will activate the seals releasing their item or weapon of choice. Scrolls can also be used as ammunition for other weapons. The items themselves are unaffected by time. This Technique allows the user to seal any weapons they wish being their own or opponents.
Note: Cannot seal opponent's custom weapons, or the special weapons of a particular character ( example: Samehada or Kubikiribocho ).
Note: Can only seal corpses, and not injured people regardless of the extent of their injury.

Sado's Chakra
2900 - 870 ( Weapon x ) = 2030
Remaining chakra:
2030
Senjutsu chakra:
5 + 870 ( Weapon X ) = 875
875 - 140 ( Yang Mode and others ) = 735
735 - 40 ( Tools of the Traveler ) = 695
695 - 10 ( Tags of the Red Desert ) = 685
685 - 20 ( Monkey Rock | Maintain ) = 665

665 - 140 ( Yang Mode and others ) = 525
525 - 5 ( Thunderwave ) = 520
520 - 20 ( Monkey Rock | Maintain ) = 500

500 - 5 ( Thunderwave ) 495
495 - 20 ( Monkey Rock | Maintain ) = 475
475 - 30 ( Sage Mode | Maintain ) = 445


Remaining Senjutsu chakra:
445

Other Clone's chakra:
446

Jack's chakra:
1028 - 20 ( Chakra Transfer ) = 1008
1008 - 20 ( Generic Sealing Technique ) = 988

Doombringer chakra:
942 - 20 ( Generic Sealing Technique ) = 922

Monkey Rock 1's chakra:
300
Monkey Rock 2's chakra:
300
 
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Vegeta

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After listening to the Shogun speak, Vegeta ponders what he means as he looks at his Kage. Magnificent, he thinks to himself at his kage and villagers performances. However there was also a feeling of eminent doom, the words of the Shogun shook him and he wasn't sure why. The earthquake hits hard poofing away Vegeta's clones, and grasping the side of Boit Vegeta jumps upwards back on top of Boitata and sends chakra to his feet to stay connected to the beast till the earth stopped shaking beneath them. He found himself thinking of the villagers, and of the days when their clan, the Golden Sabbath began to lay the foundation for what became the Hidden Sin. Not saying a word in his classic post battle form, Vegeta just crosses his arms and waits for everyone to come to terms with the weight of their defeated adversaries final words..
 

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As the creature is defeated Skarlet, her clone, and her two summons watch as the man name Sado talks to the Shogun, she would still be confused as to what the f#ck happened. After Sado and the spiked hair man stop speaking Skarlet will turn her attention to them.

Now with that over who the f#ck are y’all? My cousin Korra didn’t tell much and what f#ck where we all just fighting? Who’s this mother? What’s the void? Y’all have this village fighting Gods and Goddess? Y’all really wild I see.

And with this Skarlet would sit and wait. She already helped them with this one fight so she was gonna be helping them with another.
 

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As the Shogun fell finally defeated Desmond deactivated his TCM and slowly made his way towards the Shogun's fallen body. Desmond listened to his words as he grew closer and he thought to himself about how this could have potentially been him. How leaving his home caused him to lose so much and how his actions could've turned him against that he wished to protect, the thought angered and disgusted him even more. As Desmond reached the Shoguns now lifeless body he removed his mask and flicked his wrist revealing a hidden blade. He used the blade to carve the shogun up, hands from arms, forearms from upper arms, upper arms from the torso, feet from shins, shins from thighs, thighs from the torso, and the head he slowly carved off drained and embalmed to preserve it.

Grabbing the head to take as his reminder that he failed his family a reminder of the sin he has committed Desmond walked slowly towards Sado covered in the blood of the shogun as he did so. He didn't care that his face was showing anymore, he didn't care about much other than what he had lost and his failure. Geet's spoke but all Desmond could thing was how there was nothing magnificent about his lands being razed due to his absence. The woman that had fought with them while helpful Desmond didn't acknowledge as he didn't have the energy to engage with new people at the time. Upon reaching Sado he would his blue and gold eyes meeting Sado's, You should go check on Tetsuo, he and his mother are the only ones left alive in the forest. With that said Desmond and his party walked onwards.
 
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