The Long Road To Mastery (3.5)

Ańbu Juniør

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6 turn Battle
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Mid Range (10 Meters)
Terrain: Snowy Plain

Kōtetsu Inuzuka

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

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Ani) Brother (Always Active, Reference)
TType: Supplementary
Rank: N/A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: Keotsu's legendary blade Mythos has been with him through trials and tribulations of all sorts; and in turn, Keotsu has used his strength to help his friends through their own challenges. The strength Keotsu could offer was always limited, though, as so many of his teachings were made with his own blade in mind. This technique allows others to use Mythos, when they normally could not. Because Mythos is tied to Keotsu's soul, he will perform a small ritual with one that Keotsu is incredibly close to: Keotsu will place Mythos in its entirety atop one of his brothers-in-arms' weapons, and coat it in an incredibly thin layer of the Mythril that Mythos is made of. In this action, Keotsu accepts this person into his soul, marking them as someone of great importance to him. This imparts the weapon with all the abilities of Mythos.
*Note: Cannot be used in battle. The purpose of this technique is to allow others to be able to use Mythos.
*Note: True to the blade, if a piece of Mythos is ever used against Keotsu, this technique will "deactivate", and that person will be as if they could not have used Mythos in the first place.
*Note: Those who Keotsu teaches "Brother" will be able to use (Ten'notsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber with all of its abilities, including access to the Legendary Command Arts.
(Tennotsurugi: Mythos, Jinsei no Sāberu) Astrum Sword: Mythos, Vita Saber (Reference)
Rank: N/A
Type: Weapon
Range: N/A
Chakra Cost: N/A
Damage: +20 to Kenjutsu and Command Arts
Description: "The Blade of Heaven...Mythos the Life Sabre. One of the Ten Shinning Weapons." When Keotsu returned to the known continent from his journey to regions unknown, he returned with his blade Mythos in a new form; some secret event took place which reconfigured the blade and created a powerful connection between Keotsu and the sword. The Mythril blade retained its ability to change it's shape, but not it's mass when subjected to Keotsu's chakras, as did the scabbard of the weapon, though the two were no longer explicitly linked. A few improvements were noted by Keotsu, though: the blade seemed to resonate better than before, boosting his powers in battle: offensive Kenjutsu techniques and Command Arts have their power increased by +20, and defensive and supplementary Kenjutsu and Command Arts are increased in their effectiveness by +20 (that is, a defensive technique that is A-rank (60 damage) would be capable of now defending from an S-rank (80 damage) ; second, the blade came to reject energies that were foreign to Keotsu - that's to say, for example, if an enemy tried to use Nagashi after grabbing the blade, the energy would stop completely due to the nature of the blade's composition. This particular power comes about from the blade's new found synergy with Keotsu, in an effort to prevent it from being used against him. Retaining all the properties of the metal it was forged from, Mythos is indestructible and will never dull, in any of its forms.*The user can manipulate the blade’s form during battle at any time, but it costs 35 chakra to do so, and also counts towards one of that turn’s three allotted moves.
*Can only be wielded by Keotsu. When someone else tries to hold the blade, it will reject their chakra and increase its density exponentially, making it to heavy to be lifted. However, it reverts to its original density when Keotsu is holding it.
*While the sword can transform into different types of weapons, like a katana or spear, it is bound by its mass, meaning that the form it takes on has to be within the realms of creating from the same amount of matter.
*While Mythos is in hand, Keotsu is unable to cast Genjutsu at all.
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
(Yōton/Fuuinjutsu: Kokū no Zantō - Sorarisu) Yang Release/Sealing Art: Remnants of the Void - Solaris
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 (-10 per turn)
Damage: N/A
Description: Solaris is a unique Advanced Fuuinjutsu seal placed on the body that incorporates Yang chakra. This seal works by passively siphoning Yang chakra from the user’s body and storing it, with the seal being capable of storing up to 80 chakra in total. Making use of the body’s condition as a trigger this seal will activate whenever the user falls unconscious as a result of an enemy technique. Upon activation it floods the user’s body with the previously stored chakra, purging any invading chakra and healing the body by the amount of chakra stored within the seal and essentially “breathing life” back into the user, allowing them to regain consciousness as the invading chakra is flushed from their system. In addition to resuscitation, the user’s constitution will be temporarily boosted for the following two turns due to the abundant Yang chakra, making them immune to Spiritual techniques with less chakra than that stored in the seal. While this energy heals physical wounds, it does nothing to mitigate the damage done to the spirit, meaning that if the user’s health is depleted through damage done spiritually, this technique will not resuscitate them. Due to the overwhelming amount of Yang energy present within the body, the user will be unable to make use of Yin release, other Spiritual techniques, or elemental techniques for the following two turns. Their speed is also reduced by -3 levels, and they are unable to use techniques above A-rank for the same duration.

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

Intrinsic Traits:

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

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

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

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

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

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

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

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

Ańbu Juniør

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Only change is my Speed Resistance only affecting you in short range.
With his Ninken merged within and the only visible weapon being the jagged black blade strapped across the back of his waist, Kōtetsu comes across the scarred visage of his latest foe. Eger to face her, he activates his enhanced strength as Sirris channels chakra to her nose to heighten her sense of smell to the point where she becomes able to visualize scents, an ability that the Inuzuka himself was able to tap into due to their merger.

Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.

Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
(Mukō: Mukō Hābesuta) – Void: Void Harvester (Reference)
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that periodically gives its user a random chance to gain a single Void Infusion. In the user’s first turn of battle they have a 5% chance to gain a Void Infusion. In their second turn they have a 10% chance, and in their third a 15% chance. This increases by increments of 5% until it caps out at 25% or they receive a Void Infusion. Upon receiving a Void Infusion this Artifact goes dormant until the user runs out of Void Infusions.
Health
200
Chakra
1,600 - 145​
Movement Speed: 14 - 3 (ALW) = 11
Tracking: 81

Solaris: 10/80
Void Harvester: (5%)
Void Infusions: 0/4
 

McRazor

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Awards
Only change is my Speed Resistance only affecting you in short range.
With his Ninken merged within and the only visible weapon being the jagged black blade strapped across the back of his waist, Kōtetsu comes across the scarred visage of his latest foe. Eger to face her, he activates his enhanced strength as Sirris channels chakra to her nose to heighten her sense of smell to the point where she becomes able to visualize scents, an ability that the Inuzuka himself was able to tap into due to their merger.
Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20 (-10 per turn)
Damage: N/A
Description: Spectral Sense is a technique usable only by ninken that takes advantage of the ability to sense and track targets through scent. By channeling chakra to their nose a Ninken’s sense of smell is heightened to the point where they become able to visualize scents. Much like synesthesia, this technique enables scents detected by the ninken’s sense of smell to be interpreted visually, with whatever smelt being interpreted as visible colors that will seep and ooze out of techniques and people. This will not be limited to the ninken’s visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance, a ninken will be able to close their eyes yet will still see colors, with scents from behind them interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the scent - whether it be a person or technique, the more vivid and bright the color will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Stronger scents, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colors, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities and other disciplines of chakra transformation will also have their own distinct colors, even pure physical and spiritual energies, including spiritual beings/entities, will have their own hue.
Note:
- This technique can only be used three times per battle/arc.
- Color perception will appear like a filter that overlays onto the normal view of the world.
- Once activated this technique lasts until deactivated, draining -10 chakra per turn from the user.
( Chakura Chikara ) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
(Mukō: Mukō Hābesuta) – Void: Void Harvester (Reference)
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact that periodically gives its user a random chance to gain a single Void Infusion. In the user’s first turn of battle they have a 5% chance to gain a Void Infusion. In their second turn they have a 10% chance, and in their third a 15% chance. This increases by increments of 5% until it caps out at 25% or they receive a Void Infusion. Upon receiving a Void Infusion this Artifact goes dormant until the user runs out of Void Infusions.
Health

200
Chakra
1,600 - 145
Movement Speed: 14 - 3 (ALW) = 11
Tracking: 81
Solaris: 10/80
Void Harvester: (5%)
Void Infusions: 0/4
EDIT: Sorry about the edit. I just realized afterwards that it's a snowy plain. Shame, Barney would've done well here. Either way, I'll keep my move as it is since I don't think it matters much cosmetically. Let me know if you want me to edit amd I'll changey descriptions to match the snow.
__________

(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 Jonin 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.
At first sight, an inconspicuous opponent stood before Kiana as she inspected him from top to bottom with her passively always active Byakugan. Inspecting his chakra pathways and it's signature, she could immediately tell that something was amiss. It would appear that multiple entities resided within one body as she could clearly differentiate multiple separate chakra pathways and signatures. Obviously, she was alone at the moment but it would certainly help if she could even out the odds. She tightened up her body into a stance and prepared for action as she saw her opponent channel chakra into his limbs and she logically assumed it would be released either through the ground towards her in some form of a shockwave or earth manipulation or as a blast through the air from his hands. This anticipated offensive action prompted her to instinctively react to it and create two mechanical puppets that would hover and appear in front of her in the form of a shield to protect her from the imminent danger. It would only be after the puppets were created that Kiana would realize that the chakra wasn't utilized for an assault but instead served as a showcase of his macho. "What an entitled jerk." she thought to herself. Seeing as the opponent missed his chance to strike first, Kiana took the chance for herself.

The puppets would break formation and split to their sides in an arc, maintaining the mid range distance. This would serve the purpose to draw out the battlefield and to split the focus of the opponent and his inhabitants. Since the puppets were mechanical they wouldn't have any apparent scent like an ordinary human but Kiana wasn't necessarily concerned about how her opponent could perceive them. Instead, her instincts would usually prompt her to continue the battle with an illusion since it was her main prowess, but the fact that the opponent was composed of multiple entities was troublesome. She was a genjutsu master and she knew all the quirks these kids nowadays used to release themselves from the grip of her imagination. As such, she figured that continuing with an illusion wouldn't be too fruitful and instead she clasped her hands and stomped her foot in sync with the movement of her puppets, channeling Capsaicin into the ground. Her actions would partially be blocked from her opponents vision due to the formation of her puppets that hovered in front of her before splitting. From there, the ground would crack open and Capsaicin would shot out in the form of a multitude of geysers aimed in multiple directions. These geysers were aimed at all angles at the opponent which would serve the purpose of applying Caspaicin onto him while also limiting his movement by preemptively aiming at his possible escape routes. Furthermore, the Capsaicin would be aimed across the battlefield to make navigation and movement though it almost impossible without being hit while also hitting her own puppets with Capsaicin and applying it onto them. Since they were mechanical inhuman puppets they couldn't succumb to the effects of Capsaicin while they were the perfect vectors to spread the Capsaicin onto the opponent should they engage into hand to hand combat. Furthermore, the extremely offensive and pungent smell of the spicy Capsaicin would be an incredible nuisance for any nose especially one with a refined sense of smell as it spread across the whole battlefield.

Obviously, it was Kianas goal to keep her opponent at a distance since she wasn't a prolific hand to hand combatant, but was ready to give her all if it came to it. If the Capsaicin would be applied to the opponent it would stick and seep through his clothing, making contact with his skin and clinging to his neurons in order to make him feel immeasurable burning pain as the influx of calcium ions would be shot through his nervous system and into his brain. This one was certainly no illusion. As her final act, Kiana would jump from the ground to sever her contact with the ground and to further utilize her mid air position.

(Ōtsutsuki-ryu: Kugutsu no Jutsu) Ōtsutsuki Style: Puppet Technique
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 (-5 per turn used per puppet)
Damage: N/A
Description: As the founders of the puppetry technique, the Otsutuski clan have made great strides in mechanical engineering which has allowed them to make various multi-purposed puppets. However, they've also made strides in the manipulation of these puppets, granting them the ability to utilize their puppets remotely and without the need for chakra strings. Otsutsuki shinobi are capable of embedding their chakra into their puppets to allow them to act on their own recognizance as pseudo-sentient beings, independent of the user's direct control. Because they are free enough to act independently they simulate robots or clones in this regard. As a result, the puppets are free to move about at much longer ranges than they would under the control of chakra strings. However, due to the advanced chakra manipulation required for this technique, the user cannot cannot use any sort of clone jutsu whilst their chakra fuel the puppets. The user can control up to 3 puppets in total with this technique and can maintain it as long as their chakra allows them to.
Note: Puppets used under this technique have the same freedom of movement as any other sentient being (clones, summons, shinobi, etc).
Note: For humanoid like puppets, aside from their mechanized capabilities, they are allowed to use ordinary, non-chakra oriented taijutsu.
Note: Unlike actual clones, puppets cannot be put under genjutsu, nor will the user gain knowledge of the puppets experience if they are destroyed or the technique is released. Puppets are not linked to their user through any means that would allow them to sense each other's presence through this technique.
Kapusaichinton: Keisan Sa Reta Wareme | Capsaicin Release: Canny Crevices
Type: Offensive
Rank: A rank
Range: Short to Mid
Chakra: 30
Damage: 60+20
Description: Canny Crevices is a justu based on the main release of Capsaicin. Specifically, on the high SHU variant that is used to harm enemies. To execute the jutsu the user claps his hands together while releasing his Capsaicin chakra into the ground and using the present earth beneath the surface to mold it into the sticky and waxy substance of Capsaicin. A brief moment later the user stomps his foot on the ground, forcing the Capsaicin to build up and crack the surface of the earth due to the pressure, causing the Capsaicin to blast through the cracks and shoot onto the battlefield like geysers. With care and control the user can direct the bursts as well as control the cracks in order to optimize the Capsaicin release from beneath the surface and stay away from direct harm. If the opponent would be caught by the Capsaicin, the substance would stick to him and penetrate his clothing. The Capsaicin would cripple the opponent by overwhelming his nerves and due to it sticking even to his clothes it would present itself as a trouble for removing the Capsaicin. An affected opponent would quickly fall into agony which would very soon be his demise due to the agressive nature of Capsaicin. Thanks to its sticky and burning properties it would momentarily start spreading the burning sensation through the opponents body. The reacting neurons would start firing calcium ions at the brain uncontrollably, overwhelming the opponents brain with signals of agonyzing pain. When a target is bound by this, due to the pain their reaction times are reduced by 2 ranks, losing a rank per turn if they don't release themselves.
Note: Can only be used 3 times per battle

HP: 200
CP: 2100-15-20-30=2035
Speed: 10
Tracking: 42
 
Last edited:

Ańbu Juniør

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Unsure if you're flying or not.
The chakra ebbed into the mechanical puppets that allow for their remote manipulation enables the Inuzuka to perceive them as they move to his sides. The shared ability of Sirris' spectral sense also allows him to see the chakra pooling beneath the earth and vaguely gauge its strength. Deciding it to be inconsequential, Kōtetsu flexes his leg muscles, causing his leg weights to be automatically removed via the automated clamps that hold them in place. At the same time, he rotates his body and spins rapidly through the air towards Kiana. The shell of air gathered around him during his drill-like rotation ensures that none of the capsaicin released from the geysers would touch him.

(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (A)
Range: Short - Long
Chakra: N/A
Damage: 60 - 80 (60 + 10 + 25 = 95 )
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion (Reference)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.
Health
200
Chakra
1,455 - 45​
Movement Speed: 14 (56)
Tracking: 81

Solaris: 20/80
Void Harvester: (10%)
Void Infusions: 0/4
 
Last edited:

McRazor

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Unsure if you're flying or not.
The chakra ebbed into the mechanical puppets that allow for their remote manipulation enables the Inuzuka to perceive them as they move to his sides. The shared ability of Sirris' spectral sense also allows him to see the chakra pooling beneath the earth and vaguely gauge its strength. Deciding it to be inconsequential, Kōtetsu flexes his leg muscles, causing his leg weights to be automatically removed via the automated clamps that hold them in place. At the same time, he rotates his body and spins rapidly through the air towards Kiana. The shell of air gathered around him during his drill-like rotation ensures that none of the capsaicin released from the geysers would touch him.
(Kaihou Kasugai) Automated Clamps (Passive)
Type: Tool
Rank: E
Range: N/A
Chakra Cost: N/A
Damage points: N/A
Description: A basic automated clamp designed to read the electrical input of muscles contracting allowing the user to simply flex in a specific way to release them. These clamps are integrated into Leg Weights to hold them in place. Allowing the user to simply flex their leg in a specific manor to passively release the weight giving them freedom of mobility. These clamps give no added bonus or benefit other then releasing the weights in a more versatile way, better suited for combat.
Notes:
-Must be placed in the users biography
-Can only be taught by Serpent
(Katai Omori) Leg Weights (Reference)
Type: Weapon
Rank: S
Range: Short
Chakra: N/A
Damage: N/A
Description: An advanced version of the normal Leg Weights created for those dedicated to their craft, the Advanced Leg Weights increase the stress and weight applied to the user in order to achieve an even higher payoff. When inactive and worn, the user experiences a -3 Speed level drop due to the intense weight slowing him down. However, when released, the user gains a drastic boost to his base running speed (x4) and +35 to all his kick-related moves. Much like the weaker versions, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other. Only one of the user's bio can have these weights at any time.
(Jūjin Taijutsu Ougi: Tōboe Kemono Kiba) Beast Human Martial Art: Howling Beast Fang
Type: Offensive/Supplementary
Rank: B - S (A)
Range: Short - Long
Chakra: N/A
Damage: 60 - 80 (60 + 10 + 25 = 95 )
Description: Capable of being used as a standalone or collaboration technique that can be done either alone, between ninken, or ninken and their Inuzuka partner, Howling Beast Fang is a Gatsuuga based technique that sees the user(s) spin at ferocious speeds in the form of a drill. This ultra-violent rotation gathers a shell of air around the user(s) that allow them to tear through not only their opponents but solid structures and techniques of equal strength.
Notes:
- The A-ranked version of this technique can only be used four times per battle, while S-ranked can only be used twice and requires a single turn cooldown between uses.
- This technique can only be used by members of the Inuzuka Clan and their ninken.
(Mukō: Senmon Chūnyū) – Void: Specialized Infusion (Reference)
Type: Void Infused Artifact
Rank: A
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses a technique within a field of their specializations, they have a 25% chance to gain a single Void Infusion, occurring at most once every two turns.
Health

200
Chakra
1,455 - 45
Movement Speed: 14 (56)
Tracking: 81
Solaris: 20/80
Void Harvester: (10%)
Void Infusions: 0/4
Upon releasing the Capsaicin, Kiana saw her opponent drop his weights and spin through the air towards her, deflecting all the Capsaicin that was aimed and shot at him. "Tsk. Quite sleek, not gonna lie." she thought. Kiana was just curious how long he could spin like that before he would become dizzy. Albeit not making contact, at least the Capsaicin managed to weaken the spin a bit, which could prove cruicial further down the line. She noted the rest of the Capsaicin that was scattered around the snow and would use it at a later point in time. Since her opponent thrust himself at her, the puppets would automatically change the course of their actions and would rush back towards Kiana, aimed to arrive from the sides of the opponent at the same time, converging into a single point in front of Kiana. They would spread their limbs and mimic the rotation of the opponent, albeit in a comical and mocking fashion. Still, it would serve the purpose of drilling into the opponent from the sides, depending on the moment he would release himself from his own spin. To make sure that he would stop his rotation, even for a brief moment, Kiana used her mid air position to release an ominous black shroud with a purple hue around herself that quickly condensed into a crystalline armour. The mysterious material was called Stygian Water and it carried dangerous corrosive and burning properties that were aimed to prevent direct contact from a foe, otherwise damaging themselves in the process, while the purple hue could be attributed to her star chakra. The armour would be formed in such manner that it would let her hold her mid air position by giving her support on the ground, after which she would activate her flight technique and waited for the most opportune moment before shifting her momentum upwards and dodging the opponents spinning drill from above him. As the flight technique took her upwards, a residual black mist would be left at her original position and should the opponent continue with the spin, he would have to pass through it, suffering the effect of Stygian Water. In her mind, if he wanted to lay a hand on her, the spin would have to stop and this was a way to achieve that. Depending on his actions and continuation of his spin, the puppets would aim to crash onto him nonetheless, chasing relentlessly and hitting him with their limbs and applying the Capsaicin that was stuck on them. Since the whole scenario from this point onwards was situational, Kiana would assume that she got the upper hand with her movement and would use an additional trick up her sleeve. As she was at the apex of her upward movement, she would thrust her palm downwards, when the opponent would be directly below her, releasing a thick spike that was aimed to impale the opponent and those that he was composed of.

(Suteijian Suiton: Sutikusu dibain purotekushon) Ξ Stygian Water: Styx Divine Protection
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)+20
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.
Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.
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( Furaito no Jutsu ) - Flight Technique
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -10 per turn )
Damage: N/A
Description: Through the use of their chakra, the user gains the ability of unsupported flight and levitation. The user moves and maneuvers at his running speed. This can be used upon activation as a means of dodging attacks but afterwards cannot be utilized like such.
Note: This can be used by custom Otsutsuki clan bios, canon bios noted to have flight, and Juubi Jinchuriki bios.
HP: 200
CP: 2035-5-5-5-40-30=1950
Speed: 10
Tracking: 42
 

Ańbu Juniør

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Kōtetsu pays little heed to the weakening of his rotation due to the geysers, focusing instead on the chakra within the mechanical puppets coming from his sides and the woman's in front of him. Pretending to continue on towards the Otsutsuki, he waited until they were about to collide with him before suddenly releasing a blast of chakra to drastically alter his trajectory diagonally upwards and backward away from Kiana. The sudden shift in momentum was so unexpected and sudden that the puppets crashed into each other and be destroyed, but the Otsutsuki's upward movement from her flight technique moved her out of harm's way.

(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.

Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
With his movement allowing him to dodge the mist of Stygian Water and the thick spike (if Kiana continues it), he exits his rotation and performs a single handseal to produce a medium-sized disk of black steel. In the same timeframe, he applies a specific technique to it that allows him to levitate the disk through mental commands and wills it to move toward his foe.

(Kyosei Kōton no Jutsu) - Greater Steel Release Technique
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: A bigger version of Basic Steel Release where the user will do one hand seal (Bird) and produce medium to large sized objects, pillars, weapons, etc, made of black steel, from their body or from the earth.
Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Alternatively, the user can apply this to a steel technique upon creation in the same timeframe as it's predecessor technique.

Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.
Health
200
Chakra
1,410 - 105​
Movement Speed: 14 (56)
Tracking: 81

Solaris: 30/80
Void Harvester: (15%)
Void Infusions: 0/4
 

McRazor

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Kōtetsu pays little heed to the weakening of his rotation due to the geysers, focusing instead on the chakra within the mechanical puppets coming from his sides and the woman's in front of him. Pretending to continue on towards the Otsutsuki, he waited until they were about to collide with him before suddenly releasing a blast of chakra to drastically alter his trajectory diagonally upwards and backward away from Kiana. The sudden shift in momentum was so unexpected and sudden that the puppets crashed into each other and be destroyed, but the Otsutsuki's upward movement from her flight technique moved her out of harm's way.
(Jūjin Taijutsu Ougi: Tsuki No Ryōken) Beast Human Martial Art: Burn of the Moon Hound
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: This technique allows the user to, during a Gatsuuga or Gatenga technique, suddenly change the direction in which they’re moving. In short, this allows them to maneuver around obstacles, incoming attacks, or drastically change direction to chase down a fleeing target. This is done by releasing blasts of chakra from the body to alter their trajectory. When used to maneuver around an attack or obstacles an initial blast of chakra is released to remove themself from the obstacle’s path, which is followed by a secondary blast to correct their trajectory. When used to change directions completely, only a single blast of chakra is released, and this allows the user to make sharp turns. The only downside to this technique is that it cannot be used to dodge techniques or obstacles that encompass a wide range.
Notes:
- This technique can only be used during a Gatsuuga or Gatenga technique.
- This technique requires a one-turn cooldown between uses.
With his movement allowing him to dodge the mist of Stygian Water and the thick spike (if Kiana continues it), he exits his rotation and performs a single handseal to produce a medium-sized disk of black steel. In the same timeframe, he applies a specific technique to it that allows him to levitate the disk through mental commands and wills it to move toward his foe.
(Kyosei Kōton no Jutsu) - Greater Steel Release Technique
Rank: A
Type: Offensive/Defensive/Supplementary
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: A bigger version of Basic Steel Release where the user will do one hand seal (Bird) and produce medium to large sized objects, pillars, weapons, etc, made of black steel, from their body or from the earth.
Koton: Torikku No Ikurudo Okkote | Steel Release: Tricks of the Madhatter
Type: Supplementary
Rank: A - Rank
Range: Short
Chakra: 30
Damage: N/A
Description:
The user will begin the technique in accordance to any self created steel construct which he carries. Once the said contact is made, the user will add a natural steel release property which the user has, which is the steel release control of the user. Upon the said contact, the amounts of steel will be put to the point of them almost leviating, which is similar and can be imagined as objects in outter space. Light pushes or touches would be able to move objects far easier than they have been previously moved. The effect of every single steel construction will appear as if they are not being pulled by the earth gravity with the same force allowing created weapons to move faster and be more resilient in control. The user however will have complete control over objects being manipulated by this jutsu, with them once they are levitating or mid-air are then able to simple use a mind command and have the object launch at something such as an enemy. The user of this is capable of using this technique on any steel created structure that contains their own chakra in it. Alternatively, the user can apply this to a steel technique upon creation in the same timeframe as it's predecessor technique.
Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.
Health

200
Chakra
1,410 - 105
Movement Speed: 14 (56)
Tracking: 81
Solaris: 30/80
Void Harvester: (15%)
Void Infusions: 0/4
A smile appeared on Kianas face, hidden behind the armour. She loved this, although she abandoned the spike idea for this particular moment. Her opponent admittedly had amazing reaction speed and it was admirable how his body didn't suffer from such a crazy momentum shift. Those gravitational forces must've felt like a truck hitting you. Within the blink long standstill as her puppets crashed just below her, Kiana saw her opponent stopping his spin to create a solid structure beneath him. This prompted her to perform two handseals at which point her opponent started flying back at her. She would spread her hands upwards in expectation of rain, as the skies immediately darkened and Sytgian Water started falling heavily across the battlefield, corroding everything solid it came into contact with. This would include the levitating solid structure, weakening it and hopefully throwing off the opponents footing. The rain would even inadvertently remove the residue Capsaicin as well as thawing the snow in the process, while the raindrops burrowed their way through the snow, corroding even the earth beneath them.

Albeit these actions seemed foolish and naive, Kiana knew what was coming. Or at least she had a good idea of what might come. She knew that a direct impact with the opponent was going to happen, sooner or later and that her armour had an expiration. It could've been that the opponent wanted to fake it and wait for the armour to time out. But how did he know? She knew she had to act first while she had the necessary protection and the added danger it came with. With her flight still active, she took a careful approach, making sure that the opponent wouldn't be able to enter the radius where the Stygian rain wasn't falling. Judging by his speed, he was faster than her even in the air so she knew he would catch up eventually, which is why Kiana would set up an additional trap, to keep the opponent on the outside, exposed to the rain. From her body, a burst of water would emanate outwards with the force of several tons, timed precisely to impact the opponent if he continued with his forward momentum. The opponent would be unfortunate enough that Kiana added the corrosive properties of the Stygian Water to the barrier as well, while seemingly visually disappearing from the battlefield, although that wasn't her primary concern. It seemed that her opponent wouldn't have too much trouble finding her no matter where she was.

(Suteijian Suiton: Megami no noroi) Ξ Stygian Water: Curse of the Goddess
Rank: B
Type: Supplementary
Range: Short - Long
Chakra Cost: 20 (-5 per turn)
Damage Points: N/A (-20)
Description: Created as a way to deter opponents, the user does two hand seals and creates a light rain of Stygian Water. What this rain does is uses Stygian Water's corrosive ability to eat away at matter used within the rain. This translates to a 20 damage reduction in foreign earth based jutsu, ranging from Earth to Steel to even Shikotsumyaku bones and CE derived from Earth. This allows the user to weaken the opponent's jutsu to prevent high damage being done against him. Something unique about the technique is that the rain doesn't fall within a 2m radius of the user and the clouds created will move accordingly to the user's movements to keep this radius of non rain available.
Note: Lasts 3 turns each use, reducing enemy jutsu during that time.
Note: Can only be used 3 times with a 2 turn cooldown period between usages
( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80+20+20
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.
Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages
(Suteijian Suiton: Ikari no Yomi) Ξ Stygian Water: Ferry to the Underworld
Rank: B
Type: Supplementary | Offensive
Range: Short - Long
Chakra Cost: 20 ( +10 to Water jutsu )
Damage Points: N/A (+20)
Description: Designed as a way to increase the user's ability to utilize Stygian Water, this technique is treated as an infusion type ability which is to be used side by side with a regular suiton technique. When the user uses a Suiton technique up to and including S ranks, they can perform this in the same timeframe in order to coat said technique with a thick layer of Stygian water by adding Stygian Water chakra into it and giving it heated, corrosive properties which makes them more dangerous (+20). Alternatively, When a water source is around within range, whether it be a small river or an large pond, the user is able to send his chakra into the source and transform it into Stygian water to create a source for his techniques.Similar to Mei Terumi and her corrosive/Burning elements, the user is immune to being burned by his creations, thus enabling him to physically touch the element whenever his chakra is present, but isn't immune to bluntly being hit by it. This not only provides a source of Stygian Water, but also prevents others from using the Water source unless they somehow over power the user's chakra to cleanse the corrosive water and use it as their own.
Note: Can only be used 4 times with a two turn cooldown
HP: 200
CP: 1950-5-5-10-20-40-20=1850
Speed: 10
Tracking: 42

Styx Divine Protection 2/3
Curse of the Goddess 1/3
 

Ańbu Juniør

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The black liquid falling from the sky was something that the Inuzuka once again intended to ignore, but he changes his mind when it makes contact with his skin. Even with his Fortified Anatomy lessening the damage he took (-10), it was incredibly hot, causing him to wince as it ate away at the steel platform giving him a foothold in the sky. He gazes in the direction of his prey, who releases a burst of the same black liquid around herself in what he can only assume is a futile attempt to keep him at bay. In response, he leaps into the air and spins at a ferocious speed as chakra leaks from his body to take the form of a drill-like shell that surrounds him. With his claws at the tip of his rotation, he tears through the air towards the Otsutsuki and adds a specific rhythm to his spin that facilitates the generation of wild air pressure and rapid winds that have a pushing property. Just before making contact with the orb, he separates from the vortex and fires it forward as a unidirectional shockwave that slams into the orb.

Though unable to overpower it, his attack greatly weakens it, lowing it to ninety damage. This allows Kōtetsu, whose own rotation follows immediately behind, to pierce through the orb with little resistance. This slightly weakens his attack, but it's enough to penetrate the armor of Stygian Water and drill his foe into the earth, resulting in the creation of a small crater. With his attack successful, the Inuzuka disengages and retreats two meters away, remaining in the area unaffected by the black rain.

(Jūjin Taijutsu Ougi: Kantsū Kiba) Beast Human Martial Art: Penetrating Fang
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80 (80 + 25 + 10 = 115)
Description: Penetrating Fang is a technique that combines Kenjutsu/Bukijutsu[/B] and the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan. The user will spin at a ferocious speed toward their target with their weapon held upward, putting it at the tip of their drill-like rotation as air is gathered around them to form a protective shell, protecting them from attacks and techniques up to equal rank. Alternatively, instead of rotating along the horizontal axis in the shape of a drill, the user can spin across the ground vertically, similar to Dance of the Wolf God where they appear as an upright vortex as they rapidly traverse across the ground, with their weapon held perpendicular to their body. This allows the user to attack in a 360-degree fashion, and even defend against techniques that come from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate. This chakra will form a drill-like shell around the user and their sword and can be made of either raw or elemental chakra such as fire, lightning, or wind. The usage of raw chakra will allow this technique to be equivalent in strength to elemental technique due to shape manipulation, while the use of elemental chakra will cause it to adopt the appropriate strengths and weaknesses of the chosen element.

Notes:
- The A-ranked version of this technique can only be used four times per battle, while S ranked can only be used twice and requires a single turn cooldown between uses.
- Due to their sharp nails, members of the Inuzuka clan can perform this technique with their bare hands.
- This technique can only be used by members of the Inuzuka Clan.
Fenriru no Tayori | Tidings of Fenrir
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (115)
Description: This allows the user to, when performing a Gatsuuga or Gatenga variant, add a specific rhythm to their violent gyrations that will facilitate the generation of wild air pressure and rapid winds, not at all unlike those of ‘Leaf Dragon God’. The formed vortex(created with the aid of chakra) will span out to a distance thrice that of the users length/height in all directions, and will be created with either a push or pull property. Depending on how the user spins, the air pressure generated by their Gatsuuga will either drag opponents caught within its vicinity to the center of the vortex, or repel them away, both iterations will deal slicing and blunt damage equal to that of the Gatsuuga or Gatenga that spawned it. The created vortex is equal in power to elemental ninjutsu, and the user is capable of separating from the vortex and releasing it in a set direction as a unidirectional shockwave should they so wish.
Notes:
Can only be used 4x
Once used the user cannot use Inuzuka techniques above S rank for the rest of the turn
Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result can be performed in virtually the same timeframe as it has no independent usages.
Can be used by either Inuzuka or Ninken.
Health
200 - 10
Chakra
1,305 - 85​
Movement Speed: 14 (56)
Tracking: 81

Solaris: 40/80
Void Harvester: (20%)
Void Infusions: 0/4[/FONT
 

McRazor

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The black liquid falling from the sky was something that the Inuzuka once again intended to ignore, but he changes his mind when it makes contact with his skin. Even with his Fortified Anatomy lessening the damage he took (-10), it was incredibly hot, causing him to wince as it ate away at the steel platform giving him a foothold in the sky. He gazes in the direction of his prey, who releases a burst of the same black liquid around herself in what he can only assume is a futile attempt to keep him at bay. In response, he leaps into the air and spins at a ferocious speed as chakra leaks from his body to take the form of a drill-like shell that surrounds him. With his claws at the tip of his rotation, he tears through the air towards the Otsutsuki and adds a specific rhythm to his spin that facilitates the generation of wild air pressure and rapid winds that have a pushing property. Just before making contact with the orb, he separates from the vortex and fires it forward as a unidirectional shockwave that slams into the orb.
Though unable to overpower it, his attack greatly weakens it, lowing it to ninety damage. This allows Kōtetsu, whose own rotation follows immediately behind, to pierce through the orb with little resistance. This slightly weakens his attack, but it's enough to penetrate the armor of Stygian Water and drill his foe into the earth, resulting in the creation of a small crater. With his attack successful, the Inuzuka disengages and retreats two meters away, remaining in the area unaffected by the black rain.
(Jūjin Taijutsu Ougi: Kantsū Kiba) Beast Human Martial Art: Penetrating Fang
Type: Offensive
Rank: A - S (S)
Range: Short - Mid
Chakra: N/A - 40
Damage: 60 - 80 (80 + 25 + 10 = 115)
Description: Penetrating Fang is a technique that combines Kenjutsu/Bukijutsu[/B] and the Gatsuuga and Gatenga rotational methods of the Inuzuka Clan. The user will spin at a ferocious speed toward their target with their weapon held upward, putting it at the tip of their drill-like rotation as air is gathered around them to form a protective shell, protecting them from attacks and techniques up to equal rank. Alternatively, instead of rotating along the horizontal axis in the shape of a drill, the user can spin across the ground vertically, similar to Dance of the Wolf God where they appear as an upright vortex as they rapidly traverse across the ground, with their weapon held perpendicular to their body. This allows the user to attack in a 360-degree fashion, and even defend against techniques that come from multiple angles. The A-ranked version of this technique doesn’t require chakra, but when the S-ranked version is used the user will leak chakra from their entire body as they rapidly rotate. This chakra will form a drill-like shell around the user and their sword and can be made of either raw or elemental chakra such as fire, lightning, or wind. The usage of raw chakra will allow this technique to be equivalent in strength to elemental technique due to shape manipulation, while the use of elemental chakra will cause it to adopt the appropriate strengths and weaknesses of the chosen element.
Notes:
- The A-ranked version of this technique can only be used four times per battle, while S ranked can only be used twice and requires a single turn cooldown between uses.
- Due to their sharp nails, members of the Inuzuka clan can perform this technique with their bare hands.
- This technique can only be used by members of the Inuzuka Clan.
Fenriru no Tayori | Tidings of Fenrir
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/A (115)
Description: This allows the user to, when performing a Gatsuuga or Gatenga variant, add a specific rhythm to their violent gyrations that will facilitate the generation of wild air pressure and rapid winds, not at all unlike those of ‘Leaf Dragon God’. The formed vortex(created with the aid of chakra) will span out to a distance thrice that of the users length/height in all directions, and will be created with either a push or pull property. Depending on how the user spins, the air pressure generated by their Gatsuuga will either drag opponents caught within its vicinity to the center of the vortex, or repel them away, both iterations will deal slicing and blunt damage equal to that of the Gatsuuga or Gatenga that spawned it. The created vortex is equal in power to elemental ninjutsu, and the user is capable of separating from the vortex and releasing it in a set direction as a unidirectional shockwave should they so wish.
Notes:
Can only be used 4x
Once used the user cannot use Inuzuka techniques above S rank for the rest of the turn
Can only be performed at the same time as a Gatsuuga or Gatenga variant, and as a result can be performed in virtually the same timeframe as it has no independent usages.
Can be used by either Inuzuka or Ninken.
Health

200 - 10
Chakra
1,305 - 85
Movement Speed: 14 (56)
Tracking: 81
Solaris: 40/80
Void Harvester: (20%)
Void Infusions: 0/4[/FONT
Two loud thumps in a very quick succession were heard as Kianas defensive barrier broke down. The opponent got in by brute force and Kiana barely had a moment to react before getting knocked down into the ground. An instinctive reaction to the break in would be a lean back and an ever so slight flight readjustment backwards to try and make it harder for the opponent to hit from his set trajectory while also giving Kiana a fighting chance. Furthermore, the persistent spinning of her opponent gave Kiana an idea. Since the spins were so powerful to break her barrier, Kiana wasn't sure if her armour would hold up so she released and spun her star chakra around herself, creating a vortex that turned into a protective dragon. Luckily, the dragon would form with impeccable timing, just in time to brace for impact after which it would open its jaws and swing his head at the opponent, while Kiana would utilize her armour one last time, just before expiry. From her left palm, a spike would protrude aiming to impale the opponent as it extended through and beyond the body of the dragon. It was tight, but with a bit of wiggling, they could've all fit within the 2m rain free radius, if the opponent so wanted, albeit taking all the damage respectively.

(Suteijian Suiton: Sutikusu dibain purotekushon) Ξ Stygian Water: Styx Divine Protection (Reference)
Type: Offensive/Defensive
Rank: S
Range: Short
Chakra 40 (-5 per turn)
Damage: N/A (80)+20
Description:
After gathering a large amount of Stygian Water chakra, the user releases it throughout his entire body, emanating in the form of a blackish chakra shroud of Water though this is not all; in addition to this, the user would simultaneously compresses the water at incredible levels, turning it hard and almost crystalline in nature to form a black armor that protects him. This is very similar to the "Hidden Waterfall Style: Water Slicing Blade" technique used by normal water users, and comes with high amounts of durability. The armor resembles that of a black knight (see depiction below) with a light Stygian Water mist pouring off of its backside. Though the armor is dark in color, it is also transparent due to its crystalline form that it has taken on. Though the armor is mainly used as a defensive mechanism, it can also be used similar to the earth release hardening technique in order to create spikes, blades and other tools that protrude from the armor as an offensive mechanism. These protrusions would cost a move to do and would be S rank (80 dmg) in strength overall, being able to extend into the edges of short range (5m). Due it being made of compressed Stygian Water, it can also be used as a source for other Stygian water techniques, thus making it that much more versatile in its usages. The user will also have full control over the armor to the point where he/she is able to create openings on portions of his/her body so that they can release attacks from there. I.e. retracting the armor from the hand in order to do a rasengan etc. This control in itself comes as a passive ability.
Note: Can only be used 2 times, lasting 3 turns each use.
Note: Needs a 2 turn rest period in between usages, while also limited to A rank and below Stygian Water during that period.
Note: Can't use any elements besides Stygian water and the ones that combine to make it while this is active
Note: The protrusions to attack can only be used 3 times overall.
( Kujaku Myōhō - Ryu ) - Mysterious Peacock method - Dragon
Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra: 70
Damage: 140 ( -30 to user )
Description: The user will channel their star chakra and have it completely envelop them in a dark purple aura and shoot up into the sky. The chakra will form a serpentine like dragon and wrap its lower body around the user. Upon being created, the user can passively control the dragon to have it dive and attack or release powerful blasts of star chakra equivalent to A-rank (once per turn). The user may also chose to have the dragon grow wings to elevate the both of them, however they can only fly as fast as their current speed. Due to the use of all the user's star chakra, the user cannot use any other Mysterious Peacock technique while this is in play. The dragon may remain on the field a total of 4 turns and doesn't require the user to have previously activated the Mysterious Peacock Method. However once this technique ends, the user's body will have sustained so much damage that they will only be able to use the Mysterious Peacock Method once afterwards (if possible) and for a total of 4 turns instead of five.
Note: If the user was using their Mysterious Peacock Method technique when using this, they will collapse unable to use above A rank techniques for 3 turns. This technique can only be used once per battle.
HP: 200-30=170
CP: 1850-5-5-10-5-70=1755
Speed: 10
Tracking: 42

Styx Divine Protection 3/3
Curse of the Goddess 2/3
Dragon 1/4
 

Ańbu Juniør

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Sensing the massive buildup and release of chakra that takes the form of a dragon, Kōtetsu exists his rotation and allows his momentum to carry him forward as he concentrates chakra into his left hand. The corrosive nature of the black rain stings his skin, but it's of little consequence. His target was in his grasp, and that was all that mattered. Akin to a living missile with his fist outstretched, the Inuzuka strikes the protruding spike, forcing it to disperse as he continues forward. The unrelenting force of his punch connects with the dragon, but it buckles under his overwhelming might, and so too does the armor of corrosive black water Kiana wore. Finally, his fist connects with her chest, sending her spiraling into the earth below.

With his attack successful the Inuzuka lands in the crater created from his opponent's contact with the ground, about 5 meters away, and waits for her last desperate struggle as the black rain drips from his body.

( 1000m Panchi ) - 1000m Punch
Type: Offensive
Rank: S
Range: Short
Chakra: 60 (+25)
Damage: 120 (120 + 25 + 20 = 165)
Description: This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying up to a full landmark away if met with no resistance in its way. Targets hit, due to its power and impact, will suffer bone-breaking effects and will trigger the 80% General Body Health Effects. In addition, the technique can also be used to defend against corporeal ninjutsu attacks such as Earth and Wind up to the same rank. If the user punches the ground, the chakra released will produce a massive shockwave that shatters and crushes the earth up to mid-range deep and is capable of leveling a landmark, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.
Note: Can only be used by Sakura or Tsunade bios.
Health
190 - 10
Chakra
1,220 - 135​
Movement Speed: 14 (56)
Tracking: 81

Solaris: 50/80
Void Harvester: (25%)
Void Infusions: 1/4[/FONT
 

McRazor

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Sensing the massive buildup and release of chakra that takes the form of a dragon, Kōtetsu exists his rotation and allows his momentum to carry him forward as he concentrates chakra into his left hand. The corrosive nature of the black rain stings his skin, but it's of little consequence. His target was in his grasp, and that was all that mattered. Akin to a living missile with his fist outstretched, the Inuzuka strikes the protruding spike, forcing it to disperse as he continues forward. The unrelenting force of his punch connects with the dragon, but it buckles under his overwhelming might, and so too does the armor of corrosive black water Kiana wore. Finally, his fist connects with her chest, sending her spiraling into the earth below.
With his attack successful the Inuzuka lands in the crater created from his opponent's contact with the ground, about 5 meters away, and waits for her last desperate struggle as the black rain drips from his body.
( 1000m Panchi ) - 1000m Punch
Type: Offensive
Rank: S
Range: Short
Chakra: 60 (+25)
Damage: 120 (120 + 25 + 20 = 165)
Description: This technique is both terribly simple and terribly dangerous. The user concentrates their chakra into their fist and simply lands a devastating full punch blow on the target, sending him flying up to a full landmark away if met with no resistance in its way. Targets hit, due to its power and impact, will suffer bone-breaking effects and will trigger the 80% General Body Health Effects. In addition, the technique can also be used to defend against corporeal ninjutsu attacks such as Earth and Wind up to the same rank. If the user punches the ground, the chakra released will produce a massive shockwave that shatters and crushes the earth up to mid-range deep and is capable of leveling a landmark, leaving behind an enormous crater. The technique is so powerful it can be used against boss summons or gigantic enemies with no noticeable result change.
Note: Can only be used by Sakura or Tsunade bios.
Health

190 - 10
Chakra
1,220 - 135
Movement Speed: 14 (56)
Tracking: 81
Solaris: 50/80
Void Harvester: (25%)
Void Infusions: 1/4[/FONT
I was checking my bio earlier and noticed that I didn't calculate my tracking spec. Apologies for that. Thankfully it didn't matter so far.
___

The next few moments could be described as bullet time and their were crucial for Kiana's survival, as adrenaline rushed to her ears. Moments that seemed as if someone drastically slowed down the frames in a video game to enter a cheat code. Kiana's dragon was punched through and the opponents charged fist was closing in on Kiana's very body as she leaned back, which would tip her momentum backwards, into a fall later on. Her spike was shattered as if her armour didn't exist, creating a chain reaction that shattered it's cristalline structure completely. The shattered shards were suspended in mid air, as well as Kiana and her opponent. The sheer force of the brute was quite unsettling. His face was clenched in a roar as if he was a rabid dog, drawing power for his punch from the little finger on his foot. The amount of chakra pulled from the rest of his body and condensed into his fist was beyond anything she ever saw before. There was nothing in her arsenal that would be able to serve as a suitable defense. Not by a long shot. The only way to survive such a punch was not getting hit at all. The unfortunate thing for Kiana however, was the fact that his movements were very fast. He was faster than her and his mere presence was increasing atmospheric pressure around Kiana. It felt as if she was even slower now that she could, pretty much, notice the blackheads on his nose. In such a scenario, where she needed a sudden burst of speed to dodge the oncoming attack, nothing really came to mind. Unless... She tipped the balance of her chakra towards yang, imbuing herself with physical prowess. Her body got charged as life force surged through it. Her maneuverability and physical resistance rose while also granting her passive healing. Unexpectedly, her flight technique suddenly stopped and Kianas lean turned into a drop to the ground in a backward summersault motion. Subsequently, her feet would follow upwards as the opponent blasted just above, missing her by a hair and she would count it as a miracle. The dark clouds started slowly dissipating and the sun pierced through, as if a higher force was on her side. During the summersault, her left foot would be charged with earth chakra while also emanating a purple glow, lodging itself with great force into the opponents crotch and blasting him into the air. To finish her motion, she would perform a screw so that she would be turned towards the direction of the opponent.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
( Gekiha NagareBoshi Zenshin ) - Crushing Meteor Drive
Type: Offensive
Rank: S
Range: Short
Chakra cost: 40
Damage points: 80+40+20=140
Description: By charging one leg with earth chakra the user is able deliver a devastatingly powerful kick, one that is almost comparable to kicks augmented by Chakra Enhanced Strength, to the target’s crotch. The strike can send even larger animals flying.
HP: 170
CP: 1755-5-5-100-40=1605
Speed: (10-2)x3.5=28
Tracking: (10-2+4)x(2+3)=60

Curse of the Goddess 3/3
Power of The Sun 1/4
 
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Ańbu Juniør

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Kōtetsu senses the build-up of Yang energy in the body of the Otsutsuki, and being familiar with the self-empowering nature of yang release he does the same as she falls to the ground.

(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
He takes notice of her backward somersault and flips in the opposite direction as he tucks his left leg to his stomach and leaves his right leg extended. He concentrates his incredible stretch into that leg and heel, and as Kiana's leg raises it's met with Kōtetsu's right leg as he passes overhead. The force of his kick is enough to send her slamming into the earth with tremendous force, and he finally lands a short distance away.

( Tsūtenkyaku ) - Heavenly Foot of Pain
Type: Offensive
Rank: S
Range: Short
Chakra: 40 (+25)
Damage: 80 (80 + 40 + 35 + 25 = 180)
Description: This technique is simply a falling axe kick. The user concentrates their incredible strength into his or her heel and foot and strikes the enemy from above, slamming them into the earth with great force. It was shown that when it strikes the ground it results in a gigantic crater ( mid-range all around, up to 5 meters deep ) that can greatly injure an opponent caught in its short-range strike zone. The technique can also be used against corporeal ninjutsu techniques such as those from Earth Release.
Note: Can only be used by Sakura, Tsunade, or Sarada bios after activating Chakra Enhanced Strength.
Health
180 + 20
Chakra
1,085 - 185​
Movement Speed: 49 (56)
Tracking: 81

Solaris: 60/80
Void Harvester: (Dormant)
Void Infusions: 1/4

Power of The Sun: 1/4
 

McRazor

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Kōtetsu senses the build-up of Yang energy in the body of the Otsutsuki, and being familiar with the self-empowering nature of yang release he does the same as she falls to the ground.
(Yoton: Ken'i) - Yang Release: Power of The Sun
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 100 (50 per turn)
Damage points: N/A (+40 to Taijutsu)
Description: The user will reinforce his own body with Yang natured chakra, empowering his physical abilities to the outermost limits. This allows him to become physically very strong (beyond the normal levels of chakra enhanced strength), increases his resistance to physical damage (decreasing 60 damage from any physical contact), his speed (boosted to 3.5x his normal speed), and grants him a passive healing of all minor wounds at 30 damage per turn. However, by infusing himself with the Yang Nature, he becomes unable to use Yin Release techniques or Yin/Yang Release techniques; he cannot use Genjutsu or non elemental Ninjutsu of any kind (including special fields like Fuuinjutsu).
Note: Can only be used twice per battle and lasts 4 turns per use.
He takes notice of her backward somersault and flips in the opposite direction as he tucks his left leg to his stomach and leaves his right leg extended. He concentrates his incredible stretch into that leg and heel, and as Kiana's leg raises it's met with Kōtetsu's right leg as he passes overhead. The force of his kick is enough to send her slamming into the earth with tremendous force, and he finally lands a short distance away.
( Tsūtenkyaku ) - Heavenly Foot of Pain
Type: Offensive
Rank: S
Range: Short
Chakra: 40 (+25)
Damage: 80 (80 + 40 + 35 + 25 = 180)
Description: This technique is simply a falling axe kick. The user concentrates their incredible strength into his or her heel and foot and strikes the enemy from above, slamming them into the earth with great force. It was shown that when it strikes the ground it results in a gigantic crater ( mid-range all around, up to 5 meters deep ) that can greatly injure an opponent caught in its short-range strike zone. The technique can also be used against corporeal ninjutsu techniques such as those from Earth Release.
Note: Can only be used by Sakura, Tsunade, or Sarada bios after activating Chakra Enhanced Strength.
Health

180 + 20

Chakra

1,085 - 185
Movement Speed: 49 (56)
Tracking: 81
Solaris: 60/80
Void Harvester: (Dormant)
Void Infusions: 1/4
Power of The Sun: 1/4
Finally, their feet would meet in what would look like the birth of a supernova. An incredible release of energy overpowered Kiana's kick and traveled through her leg. Her opponents kick simply dwarfed her own, resulting in her taking the full brunt of the damage, mitigated slightly by the yang imbued within her body. Still, her ankle would get dislodged out of its socket while her tibia and fibula would receive multiple hairline frsctures along their length, making it impossible to stand on her leg. From the collision, Kiana would be blasted into the ground, flat out on her back as her previous momentum was completely negated. The rough landing would cause the earth to shift outwards in the form of a giant crater while Kiana would lose her breath for a few moments. She was still aware of the situation, forcing herself not to pass out from the pain, as the yang started to passively heal the broken leg. This relieved the pain just slightly, which prompted Kiana to perform a handseal in order to rid herself completely of the disgusting weakness known as pain. Controlled amounts of Capsaicin spread through her body, blocking her pain receptors from reporting pain. This allowed her to stand up on her feet and assume a fighting stance yet again. This time with a limp, as her broken ankle was still healing. For the first time, she would let her voice escape.

"Let's go."

60% - An attack causing this amount of damage will limit the user's ability to effectively use their legs in combat. For any jutsu using the legs offensively such as Taijutsu or certain types of Ninjutsu that are ranked above B rank, the user will receive 10 damage.
Kapusaichinton: Bafubodi | Capsaicin Release: Buoyant Body
Type: Supplementary
Rank: S rank
Range: Self
Chakra: 40
Damage: N/A
Description: Buoyant Body is a self-empowering activation technique based on the low SHU Capsaicin and it provides the user with a multitude of effects. After a single handseal, the user molds Capsaicin chakra and using shape manipulation, spreads it throughout his body binding it to the TRPV1 receptors in his skin. Since the SHU value is on the low side, it doesn't have harsh and harming effects that other Capsaicin techniques have. Instead, once bound to the sensory receptors, they start sending signals into the brain which interprets them as a heating sensation. The heating sensation builds up blood pressure as it spreads through the body, acting as an artificial adrenaline shot. Due to the adrenaline and the occupied sensory receptors, the user becomes psychically immune to physical damage, by not being able to experience it. Upon being hit and experiencing trauma, the pain receptors are unable to report the pain due to the fact that the Capsaicin is bound to them and because its overriding the signals that they send, focusing on the fact that they only send heating signals, instead of pain. This of course, doesn't give the user physical immunity and it can sometimes be very dangerous not to be able to experience pain. Due to this, the user won't be able to know that he's been hurt until he visually confirms it. Since this technique acts as an artificial adrenaline shot and because the user becomes unable to feel pain, his other senses heighten in order to compensate. His speed, tracking and reaction time improves, providing him with a x1.5 multiplier to his current values, which allows him to move faster, track and react to opponents of greater speed. This effect, once activated, lasts for 3 turns and once it wears off, it leaves the user sensitive to Capsaicin and limits his usage of Capsaicin techniques for the following 2 turns. This means that the user won't be able to perform Capsaicin techniques above A rank due to the intense molding of Capsaicin chakra required for such techniques. Any trauma and physical damage that the user suffered will be felt normally once the effects wear off, if the user doesn't deal with them beforehand. User can deactivate this technique on command by performing an additional handseal.
Note: Can only be used once per battle
Note: Lasts for 3 turns
HP: 170-120+30=80
CP: 1605-5-50-40=1510
Speed: 28
Tracking: 60

Power of The Sun 2/4
Buoyant Body 1/3
 
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Mirai

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Trait Points
80⚔️
Right so I was asked to read this fight up by Anbu Junior in order to determine a winner. At first, I’ll admit it was quite even in the first half of the fight, but where I started to see the “shift” is when McRazor used his Stygian Water technique. The problem with this is that active debuffs restricts the user from being able to apply more than one boost onto techniques while active. Even if the Stygian Water Technique is literally specific in what it debuffs, it’s still a perpetual debuff that can at any point in time affect AJ’s technique. Therefore, while active, I firmly believe some of the boosts Razor applied shouldn’t have worked. Of course, in some instances, like rain vs the steel didn’t matter much but when it bleed nito the Taijutsu portion, that’s where I believe AJ took command of the fight even if briefly. The exchange would have actually been 120 vs 180. Then with Power of the Sun being active, would have reduced it by -60 to make it 120 as Razor pointed out. Never the less, I like the last portion the best with the brief Taijutsu exchange but in the end, I am awarding AJ the victory of this battle.
 
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