[The Necropolis] Battle against the Twin Fates

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They have gone by many names in the past: the Weaver and Unweaver, Nam'tar and Nym'tar, the Authors of Destiny, and the Overseers of the Necropolis. The pair has worked tirelessly and eternally watching over the strings of fate, toiling at them in both the grandest and minute of scales. For thousands of years they have said nothing except the chants and whispers of their Hymns, eerily filling the outermost sections of the massive Necropolis. Even as the nine Champions took their position the weavers seemed to to not take notice, continuing to hover with their heads held low toward their arms. But their whispers grew louder as they came closer, to the point where it almost seemed that the Hymns were ear piercingly loud even though they were still just whispers. But unbeknownst to the Champions of Humanity the Hymns of Unweaving and Weaving were well at work, and beneath the sounds of chanting and whispering the undead were stirring to the Twin Fates' call.

Beneath the first and second groups Unyielding Thrall would rupture the rocky ground below the Champions of Humanity, their rotting and fleshy arms grabbing at their ankles and legs from underneath as they struggled to climb through the earth. As the Thrall made their move the Hymn of Unweaving was already well at work to Unweave the Champions from reality; as each second passed the Unweaver was already plucking away at the strings of fate very carefully with her ontological prowess. If the Champions hoped to reach deeper into Irkalla triumphing over the Twin Fates was an absolute necessity; but they existed on a higher plane, rendered untouchable with their Divinity.

(Ori no Sanbika) - Hymn of Weaving
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: A power long lost to time and created by divine powers. The Hymn of Weaving is used by the Twin Fates to write destiny, using their Divine powers to direct the cosmos to determine and control fate. When weaponized against the Champions of Humanity the Hymn of Weaving controls their fate; the Twin Fates can use this power to control their opponents’ techniques. More specifically, it can change their directionality, their form, their nature, their damage and chakra, and even outright disperse them from existence entirely. This can only be done when an opponent is not within a Barrier of Ascendant Light. While within a barrier and protected the Hymn of Weaving can be used to displace the Twin Fates’ enemies, able to relocate them at will within the battlefield.
(Ori Hodoku Sanbika) - Hymn of Unweaving
Type: Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: N/A
Damage: N/A
Description: The Hymn of Unweaving is used by the Twin Fates to unwrite destiny itself, using their Divine powers to direct and control events which have been written to no longer be; when weaponized against the Champions of Humanity the Hymn of Unweaving will progressively unwrite the Twin Fates’ opponents from reality itself. Each turn their opponents will suffer from a reduction of twenty health points from their maximum reserves; note that this is not damage, this is a reduction in health. The damage inflicted by the Hymn of Unweaving cannot be healed or reversed, even by techniques like Izanagi. It is possible to block the effects of the Hymn of Unweaving by taking shelter within a Barrier of Ascendant Light. Suffering from the effects of the Hymn of Unweaving requires one to remain outside a Barrier of Ascendant Light for a full turn
(Yuruginai Suraru) – The Unyielding Thrall
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: The Unyielding Thrall are the mind-warped denizens of Irkalla, twisted and tormented by Phetra’s Encroaching Darkness as they suffer for eternity. Their original minds and personalities wiped away, the Thrall now serve Phetra and the other Lords of the Underworld faithfully. Periodically throughout battle the Twin Fates will call the Unyielding Thrall to battle the Champions of Humanity. The Unyielding Thrall summoned by the Twin Fates are endowed with 120 health points and move at a Jounin’s base speed. Because their minds have been twisted and warped by the powers of Phetra they cannot be influenced by spiritual techniques like Genjutsu, Yamanaka, and even Yin Release. The Unyielding Thrall are able to inflict damage to the Barrier of Ascendant Light.
 

Arthorius

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The champions stood ready as the battle began, while the hymns were almost deafening and the darkness was limiting vision, each of the champions felt the ground beneath them rumble and crack as the thralls attempted to claw their way free to the surface. Lucifer and Merlin had both fought the undead at the gates and they were aware that some of the undead would detonate upon their destruction showering their cursed bodies everywhere.

Thanks to this knowledge the rest of the champions would be warned of this eventuality and could plan their defenses around this. With group one and two under attack, Vayne of group three would activate their barrier of ascendant light immediately, like a bastion against the darkness the item hummed to light illuminating the surroundings in an almost ethereal warming glow.

Reference: (Kekkai no Yūsei Hikari) – Barrier of Ascendant Light
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-80 chakra cost per turn)
Damage: N/A
Description: The Barrier of Ascendant Light is a technology developed by the Spider himself. It combines ancient Irkallan runic magic with his own mix of Barrier Ninjutsu, producing what he calls Ascendant Light. The device itself appears as a small grey cylindrical transponder, and is placed on the ground by the user to release the barrier. The barrier shimmers a golden light, illuminating an area within short-range of the transponder’s position. Encroaching Darkness prevents the light from radiating, retaining absolute darkness outside of the barrier’s walls. While within it Champions of Humanity are protected from the Hymns of Unweaving and Weaving, with the exception of Displacement effects. Each transponder can be used any number of times, but when disabled it cannot be used for four turns. The barrier has a maximum of 120 health points, and once destroyed they become disabled for the aforementioned turn limit.

Whilst this was taking place, group one and two acted swiftly to remove the thrall from the area, with Kōtetsu of group two reacting to the crumbling ground by slamming both hands down, releasing three thick cords of steel release that would skewer the thralls beneath them, lifting them from the ground and hurling them forwards, towards the fates with enough force to send them sailing past group one, leaving them between group one and the fates.

(Purototaipu: Sekai Hebi No Hōyō) Prototype: Embrace of the World Serpent
Type: Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 +25 = 105
Description: The user channels chakra to either one or both arms as they thrush them forwards, releasing their steel chakra in the form of four demon-like tendrils of steel wound together that can reach up to fifteen meters. Connected to the user, these tendrils are released with enough destructive force to easily pierce through solid structures of equal strength, and once impaled the user will be able to lift, tear apart, and even throw their target. The user can also manipulate the tendrils to separate into four individual parts to bind a target, though they will retain the collective power of S rank. If a target is bound, the user can have the part binding them to remain intact while the rest of the steel will shatter and fall to the ground.

Notes:
- This technique can be used twice per battle and requires a one turn cool down between each use.

Simultaneously, Panthalassa of group one despite being blind in the darkness would feel the ground cracking, following the directions mentioned by Lucifer regarding the exploding thralls the Aburame would act by sending waves of their bugs to surround the thralls swarming over them in such numbers that they would physically lift them up in to the air forming in to a large orb with the thralls trapped inside being torn apart by countless bugs, while the orb moved in line with the thrall that were already thrown, grouping them up. Once the thralls were airborne being dragged away helplessly, group one would activate their barrier of ascendant light, humming to life it offered safety in the darkness.

( Hijutsu: Mushimuma ) Secret Technique: Insect Bog
Type: Offensive
Rank: A
Range: Short - Mid
Chakra cost: 30
Damage points: 60 +20 = 80
Description: The user sends their insects to encase the opponent from underneath them, the insects then lift the opponent into the air and crushes them.

Note: Must be a member of the Aburame clan.

Vayne of group three was ready to spring into action, with the barrier of ascendant light illuminating an area it finally allowed him to cast a shadow in this pitch black environment, allowing him to use his clans abilities of shadow manipulation, forming a handseal he sent his shadow shooting across the terrain beneath the thrall that had all been grouped up, catching them in the shadows grasp leaving them unable to escape. While he did this, Naruto of group two activated their barrier of ascendant light yelling dattebayo.

( Kagemane Basho Jutsu ) - Shadow Imitation Field Technique
Type: Supplementary
Rank: A
Range: Mid
Chakra: 30
Damage: N/A
Description: After forming the Hare handseal, the user expands their shadow to cover a wide range, thereby reducing the chance of escape. Due to the technique's concept, multiple targets can be captured simultaneously.

Lucifer saw the enemies in front of him thanks to the enhanced vision granted by the spider's enhancements, they were weakened from his allies' attacks and they stood between the child of Tiamat and the fates, paralysed by his allies ninjutsu. While his ally Shirou activated the barrier of ascendant light, Lucifer was summoning the full power of the sea of life, Lucifer sent a huge S ranked wave in front of himself, being at the head of the group allowed him to do this without endangering his team mates, the thrall however would not be so lucky being swept away in the primordial mud and crushed, the sea would continue onwards washing over the twin fates, though Lucifer was unsure what would happen when he did this. Regardless of the outcome, the ground between Lucifer and the fates would be smothered in the sea of life.

(Seimei no Umi) – The Sea of Life
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60
Damage: 80 – 100
Description: The Sea of Life is the principle and signature skill of all Children of Tiamat; like Tiamat, it is a manifestation of their will and an extension of their own bodies. In essence, the Sea of Life emulates the concept of all life being born from the sea. Unlike the All-Mother, the Children of Tiamat expend considerable chakra when accessing this technique, or its variants. The black mud can be generated from any part of the user’s body and is of extraordinarily high density, allowing it to easily engulf and overcome physical obstacles. When used the scale of this technique can vary depending on the rank used; at its highest rank it can surpass even that of Water Release: Great Waterfall. Through physical force alone it can overwhelm multiple opponents, carrying immense concussive force. The user is able to release the mud from their body in any shape that they choose, limited only by their imagination and rank. The technique carries with it the Amino-Geis, forcibly converting whoever is caught into a slave of the user. The mud can be blocked or sealed, although it must respect neutrality and damage values. S-Rank applications can be used thrice per battle, once every two turns.

The sea of life would destroy the thrall but more importantly it would drag them far enough away that should any explode, the champions would likely be safe. Merlin would be in a meditative position during this, gathering natural energy as best he could even here in the depths of the underworld. Shirou meanwhile would tap in to his clans unique abilities summoning forth a grimoire that enhanced abilities, preparing for what was certainly not the last wave of undead, he would hand the book to Lucifer, it was attuned to the child of Tiamat’s unique powers, enhancing the potency of the sea of life within him.

(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

Blades of the Saber
The user will summon a sword from the Throne with a glowing metal blade that vibrates at the frequency of lightning. It is coated in and charged with a never-ending current of electricity that cannot be short circuited or insulated. The blade can be stabbed into a conductive surface such as earth, water, metal, mist, etc to release currents of electricity in every direction, that quickly form into dozens, hundreds or thousands of replicas of the metal blade jutting upwards, downwards or in any direction. This counts as a move, deals 60 damage per attack (regardless of the number of blades used) and the user is free to perform other techniques. If the user drops the blade, it can be recalled to their hand with a mental command or manipulated remotely through hand gestures in a similar manner to Lightning Blade Levitation. Upon summoning, the blade leaks prana into the user's body which renders them immune to electric shocks and paralysis. Alternatively, the glowing blade is coated in wreath of prana-infused flames which cannot be extinguished. Both the fire and the aforementioned electricity, can be used as a source for Fire, Lightning and advanced or custom elements which are energetic (e.g. Dark, Rhythm or Storm). This fiery blade renders the user immune to burns, dehydration and the effects of scorching temperatures. The blades themselves deal 80 damage on direct contact with the opponent’s body or techniques. Using it to counter a technique counts as one of the user’s moves per turn.

Spears of the Lancer
The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move.

Bows of the Archer
The user will summon any kind of bow as well as a quiver full of arrows onto their back. The quiver will appear with a strap that will be fastened onto the user's body. Upon contact with the bow, the user's body will be flooded with an incredible amount of prana. This will enhance their sense of sight without making them more sensitive to bright lights or intense stimuli. This increased visual acuity will allow them to see everything in the landmark they're in as well as see through clouds of dust, mist and heavy rain. This means they will be completely unaffected by such conditions present in certain landmarks. Their eyes will also become capable of following the speed of quicker targets, which translates to a tracking increase of x3. The arrows will not be subject to the effects of gravity or air resistance and so they will continue perpetually nor will they ever slow down since no energy is lost. They will also cleanly slice through basic weapons and ninja tools them without being deflected off their trajectory in the slightest. They will seek out and be drawn to targets with chakra foreign to the user's own once they are fired. When multiple sources of foreign chakra exist, they will always be directed towards the ones with the greatest concentration of chakra. Once per turn, by pulling back the bowstring and releasing it, long stream(s) of wind-infused prana will be emitted from the front of the bow. The infusion of wind chakra will give the prana distinct slicing properties, enabling them to cut straight through solid targets. This is an A-Ranked ability, will cost a move and has a long-range reach. Both the normal arrows and the streams of prana will travel at twice the user's speed.

Chariot of the Rider
The user will summon a chariot, golem, fortress or anything else that can be ridden. All of the Noble Phantasms in this class are capable of flight and can be a maximum size of twenty meters in radius. They will also be durable enough to tank one S-Rank technique per turn, whereby they will then passively regenerate from the damage sustained by the end of the turn. The golems can come in any shape or form, whether it's animalistic, humanoid, a hybrid or monstrous. Large-scale phantasms will displace the user's body in the same way as summons do if they're manifested beneath them. Earth-based phantasms will be constructed of rock and stone while Water-based ones will be made of ice. More accurately, most of the exterior will be made of ice that can't be melted and the interior will contain a large quantity of water. The water will be encased by the ice from all sides barring the top, allowing it to be accessed. The user will be capable of manipulating the earth/water for the use of techniques. The phantasm can be made of any solid or liquid material and be used as a source for Custom Element or Advanced Element techniques. This will be supplemented by their ability to regenerate, meaning the source will replenish itself upon and even during use and therefore can even be used to perform techniques larger than itself. Since it is infused with copious of amounts of Prana, it can't be manipulated by the opponent and techniques created from that source will have their strengths and weaknesses erased.

Armour of the Berserker
The user will summon an armour slightly larger than their body, made of any material, over their current attire, which will envelop them fully or partially. In the case of full body armours, by default they will not conceal the user's eyes or mouth unless specified otherwise. All armours in this class can be reshaped passively to extend weapons, limbs, spikes, tendrils, prehensile tails, hands which can perform handseals and wings capable of flight. These suit of armour will be both weightless and flexible at the joints, meaning they will not hinder the user's ability to move in the slightest. The composition of the armours makes them incredibly durable, rendering them immune to damage from A-Rank and below techniques. It can completely block/negate the damage of one S-Rank technique but this will neutralize the Noble Phantasm and return it to the Throne. The armour insulates both electrical currents and extreme heats and will also absorb the force of massive impacts or techniques. They user will sustain no fall damage, from any height, and the armour will absorb and reflect the impact of any physical strike onto the attacker. Since they are fully infused with prana, the armour cannot be manipulated by foreign chakra or energy. Only the user can use the armour as a source for techniques.

Grimoire of the Caster
The user will summon a 'spellbook' onto their person that can't be made wet, burnt or corroded. It will also insulate any electrical currents and despite it's composition, possess enough durability to sustain S-Rank and below offensive techniques without taking damage. Upon contact with the user's body or attire, the book will leak prana into them to enhance their body and ability to mold chakra. The prana infusion will render the user's body virtually weightless and lighter than air, allowing them to fly through the air while they're in contact with the book. The main effect of the infusion is that the user gains +20 damage to the element or ability of their choice (defensive and supplementary jutsu can defend against or affect jutsu one rank higher than normal). The user can perform all techniques by gesturing a single hand, as long as they're holding the grimoire in the other. These effects only apply if the user is holding it, and the effects will have to be recast if the user reacquires the grimoire after dropping it or being disarmed (although it does not cost a move or take a slot in the timeframe to do this). Once per turn, the grimoire can release a large amount of Prana that will form into shields or geometric shapes around the user. The shields can be linear walls or they can expand into 3D shapes that encapsulate the user partially or completely. The user can extend spikes, tendrils and other harmful constructions from these shields up to a short-range distance but these extensions will always remain connected to the central structure. This is an S-Ranked ability and will count as a move when used.

Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.

With this done, cognitive dissonance would activate, with Shirou taking on the persona of Angra, changing his specialities around as his personality did the same. Finally the champions stood in their formations, all safely inside the barriers facing down the twin fates and their foul song.

(Fūinjutsu Ψ Ninchi Fukyōwa) Sealing Art Ψ Cognitive Dissonance
Type: Supplementary
Rank: A-Rank
Range: N/A (Self)
Chakra: N/A (30 (Paradigm Shift)
Damage: N/A
Description: Derived from the concept of an existing Fūinjutsu whose purpose was to bring order to an already chaotic mind, Cognitive Dissonance is a body seal that takes advantage of existing flaws within the user's psyche to intentionally split the user's mind to save it from itself. This is done through the techniques namesake, Cognitive Dissonance, which is a psychological phenomena that occurs when a person person holds two or more contradictory beliefs, ideals or values, or performs an action in contradiction to one of these, which results in psychological stress. For example, if one promised that they would never harm another living being, but also swore to never let harm befall one they loved no matter what, and had to choose between killing someone to abide by the latter belief, or allowing the latter to die in service to the former belief, regardless of which one they chose, they would experience Cognitive Dissonance.

Cognitive Dissonance, when applied, identifies conflicting beliefs, ideas, values, etc, targeting these aspects as one would memories and other metaphysical aspects, then forcefully separates them, sealing them independently from one another. Visually the seal takes the form of a , etc unique to the user, with branching paths that break off from the original design forming a script that can encompass a wider area on the user's body. As each separate "target" of the seal's effects naturally have their own heavily ingrained beliefs, they develop into an "Alter Ego" of the user's original persona, which can deviate heavily in all aspects, however most importantly they can develop entirely opposing interests in combat style. While the original persona might prefer ranged, Elemental attacks, one Alter Ego might have an affinity for close quarters combat and identify as a Taijutsu/ Kenjutsu specialist, while another might specialize in Medical Ninjutsu due to a desire to bring no harm to others. This results in each Alter Ego becoming classified as "Specialists" for a given field, which must be specified within the user's biography per each Alter Ego. While an Alter Ego is the active persona, any specialties the biography possesses that are applicable with that Alter Ego's chosen field are automatically converted into a specialty for that field. For example if the original persona is a single handseal Fire Release specialist, and one of their Alter Ego's identify as a Lightning Release specialist, while that Alter Ego is the active persona, they can perform Lightning Release with a single handseal instead of Fire, and are otherwise treated as a specialist of that Element, field, etc. Regardless of the chosen field(s) the specialties themselves remain unchanged, as the change stems from the Alter Ego's personal preference, and not the feats the user is actively capable of. In instances where an Alter Ego's chosen field are incompatible with a biography's specialty, it is rendered useless and provides no benefit to the user. The seal can be controlled at the user's discretion via their own Chakra, allowing them to perform a "Paradigm Shift", allowing them to swap between their Alter Ego's. When in combat this can only be done once every 3 turns, and at the cost of 30 Chakra. Outside of combat the Shift can be performed without cooldown, but requires the same 30 Chakra per Shift.

Note: Requires Advanced Fūinjutsu, and can only be used by Imperfect.
Note: The user can have up to 4 Alter Ego's, not including their "original" persona.
 
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Like beacons in the darkness the Barriers of Ascendant Light roared to life as the Champions of Humanity dispatched the thrall that ruptured through the barren earthen ground of the Necropolis. They provided much needed shelter from the Hymns of Weaving and Unweaving, frustrating the Twin Fates; in another language, entirely indecipherable by any of the Champions, they cursed the humans' technology and wondered how they could have discovered a weakness in their Hymns. But they pressed on nonetheless, continuing their chants and arm motions as they stood stationary, guarding the depths of the Necropolis from the intruders. They had an ancient purpose that had been delegated to them by Nergal thousands of years ago. Nothing would change. Just as death remained unchanging itself.

The tidal wave of the Sea of Life crashed down on each on the Weavers, its viscous waters rendered helpless against the Divinity of the Twin Fates; to those who held activated eye enhancements it would almost seem hydrophobic, just falling from their bodies as if it didn't influence them at all. Even the kinetic force of the wave seemed to fail to achieve any meaningful impact. It all fell to the ground beneath them, resting there.

Meanwhile, the Unweaver launched its own offensive; the Weaver, through the Hymn of Weaving, targeted Panthalassa and Kotetsu and displaced them forty meters behind the group's triangular formation. They would appear three meters apart shrouded in darkness. It would occur in an instant, unblockable by any means as the Twin Fates' Divinity superseded any mortal defense that could be mounted against the Hymn of Weaving's spacetime properties. No longer protected by the Barrier they would become subjected to the deleterious properties of the Hymn of Unweaving, if left unprotected for too long. Three Unyielding Thrall would crawl forth from the darkness two meters behind them, the noise they produced shrouded by the ear-piercing Hymns of Weaving and Unweaving. They reached for their enemies, their claws sharp and, should they not be stopped, pierce through their backs and rip through their lungs.

The Unweaver, from its position in the distance, lobbed a barrage of six purple and black Pandemonic bolts at the enemies. Each bolt was empowered by the Hymn of Weaving to inflict significantly greater damage. Four of the bolts would rain down on each of the barriers, and should they make impact they would be disabled instantly. The fourth bolt would strike between the three barriers, impacting anyone that would be foolish enough to leave the shelter of the barrier to dodge the three bolts targeting them. The fifth and sixth Chaos bolts would rain down at Panthalassa and Kotetsu's position, inflicting potentially lethal damage in conjunction with the mindless Thrall that saw to impale them on their arms. All of the bolts, while empowered with the Hymn of Weaving, are not intrinsically Divine in nature, and can be blocked by equal damage techniques within reason.

(Konton) – Pandemonium
Type: Offensive
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 80 + 40 = 120
Description: A concentrated blast of Chaotic energies that are used by the Twin Fates to strike at their opponents. Its power can be enhanced by the Hymn of Weaving. Unless it is empowered by the Hymn of Weaving, this technique can be blocked by chakra-based techniques of equal damage.
 
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The Inuzuka was interested in Lucifer and his abilities as a Child of Tiamat, but the combination of the ear-piercing Hymns from the Twin Fates as well as the smell from the Necropolis made it hard to focus on his surroundings. He watched to see how the Sea of Life would affect the enemies before them, but it seemed as if it repelled from their bodies before falling to the ground before them. Suddenly, the terrain changed. Kōtetsu was no longer in the barrier, nor was he near a majority of the group. His night vision allowed him to locate Panthalassa as he looked around, but his yells to get her attention was drowned out by the Hymns, and she couldn’t see him due to lacking any eye enhancements of his own.

The members of all three groups began to look around for the missing champions, but it was Merlin and Douman who spotted them first. Looking past the two, The Magus of Flowers took note of the Thrall rising behind them and quickly performed a single hand seal before channeling his chakra into the surface. He forced a large number of reinforced trees to spring forth from the ground a meter in front of the Thrall, instantly sweeping them away as the darkened trees formed a dense forest that both impaled and restrained them. The forest and the released pollen from the trees were large enough to affect the thralls while leaving the two champions safe.

(Mokuton: Kajukai Kōrin) - Wood Release: Advent of a World of Flowering Trees
Type: Supplementary/Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80 (+ 20 = 100)
Description: The user after performing the snake hand seal take advantage of the innate properties of Wood Release to be able to force trees to grow on any surface in an instant the user creates a dense forest of flowering trees. The pollen produced by these flowers is then released into the surrounding atmosphere and when inhaled, quickly renders the afflicted target unconscious. One way to counter this technique is to destroy the trees.
Note: Can only be used by Madara Uchiha or Hashirama Senju biographies.
(Mokuton: Ryū no Inshi) – Wood Release: Factor of the Dragon
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20
Damage: N/A
Description: Factor of the Dragon is a supplementary ability applied to Wood Release techniques, either in the same timeframe as their creation or anytime they are on the field. Principally, it is similar to how the Wood Dragon technique is used to augment the Wood Human technique, but it can be applied to any of the user’s Wood Release jutsu. When applied to a technique, Factor of the Dragon reinforces it by growing additional wood through the infusion of an additional 10 chakra points, strengthening it by +1 Rank, or +20 damage for techniques above S-Rank. Cosmetically, the technique will darken in appearance, the bark changing in shape to resemble scales. In the case of Wood Release techniques which burrow into the ground, or occur from within the ground, techniques which alter the terrain such as Great Moving Earth Core will be unable to take effect, due to the structures of Wood Release holding them in place. This can be overcome if the terrain-altering technique in question possesses higher chakra to the Wood technique it's is faced against. Factor of the Dragon can be used up to four times per battle.

At the same time that Merlin moved to defend them, Douman performed a single hand seal before producing two large tendrils from his arms that he manipulated to wrap around Kōtetsu and Panthalassa. Once secure, he lifted them slightly off the ground and retracted the tendrils before placing them in group two’s barrier.

(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.

As the other’s worked on retrieving their displaced teammates, Naruto and Hei focused on the Twin Fates, who launched a barrage of Pandemonic bolts. The two briefly exchanged glances and nodded, and Naruto placed his hands onto the Otsutsuki’s back to funnel chakra into him in order to empower his attack. As the chakra flows into him, Hei extended an open palm towards the incoming bolts and released a massive 7 meter purple burst of energy that was followed by the creation of a giant demonic serpent that easily overpowered the bolts due to its sheer size before slamming into the Twin Fates.

(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description: This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipient's chakra system.

Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
( Amenosubaruboshinomikoto: Ryūgū ) - Heavenly Thread Wave of Shooting Stars of Fate: Dragon Palace
Type: Offensive/Defensive
Rank: Forbidden
Range: Short - Long
Chakra: 70 +20
Damage: 120 (+30 + 40 = 190) ( - 10 to user )
Description: An enhancement over the parent technique, the user extends an open palm outward towards the target. Releasing a massive 7 meter purple burst of energy, the user then creates a giant demonic serpent to attack with after the ball of energy is created. This energy, while being quite powerful, is not without limit. These blasts are powerful enough to rival Tailed Beast Bombs and as such, have dire consequences upon use.
Note: Can only be used by Urashiki Otsutsuki.
Note: Useable twice a battle, these blasts can only be used after the user has successfully used Chakra Edible Creation. After use, the user cannot make use again for 3 turns.

With the bolts dealt with, Lucifer took the chance to fire a blast of the Sea of Life in the air that he planned to have descend at a later time.

(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle also incurs a three turn cooldown upon use, meaning it can't be used for three turns.
Note: May not use forbidden rank jutsu in the same turn.
 
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Momentarily trapped the Unyielding Thrall entered a frenzied state, rapidly slashing at the branches of the emerging wood. Each of the thrall slashed hurriedly at their constraints, inflicting massive damage within an incredibly short timeframe. The branches surrounding and constraining them would be turned into mulch, the air now filled with shattered wooden matter lifeless collapsing to the ground; and the thrall, now wounded, would continue unabated as the powers of the Crown of the Undying powered their movements. The three chased after Kotetsu and Panthalassa as they were yanked by the steel arms, relentlessly hounding them. Should they reach the barriers then they would repeat their action, once again entering a frenzied state to violently rip the barriers down.

Once again the humans' attacks helplessly clashed with the Twin Fates' Divinity. The dragon was helpless against their bodies as it slammed into them, before being reduced to nothing but scattered energy. The Twin Fates simply continued chanting, progressively growing even louder as the battle continued. They were nearing the first Chorus of Destiny.

Simultaneously as the Thrall entered their frenzied state and freed themselves from the trees, the Unweaver focused its power on the barrier which contained Emiya and Lucifer, dispersing it. Those that were in the barrier would suddenly find themselves significantly slower, and limited from the ability to use spacetime techniques. As this occurred four thrall at the ceiling of the Necropolis would fall on the Champions. They would fall in a manner that kept them out of direct vision of the Champions, even if they had enhanced vision. They simply fell outside of their vision, plummeting toward the earth outside of direct line of sight. Two would fall directly on top of Emiya and Lucifer and strike them, while the other two would plunge their arms through the other two barriers to shred them in a frenzied state.

(Tokiakasu) – Unravelling
Type: Offensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A technique employed by the Twin Fates intended to interrupt the functionality of a single Barrier of Ascendant Light transponder. When used the barrier will turn a dark red, and lose its capability to protect the Champions of Humanity from the effects of the Hymns of Weaving and Unweaving. Those disrupted are restricted from utilization of spacetime techniques, and have their movement speed reduced and limited to 75% of their base.
(Nekkyō Dai Abare) – Frenzied Rampage
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: 80 per strike
Description: A technique used by the Unyielding Thrall, designed to rapidly inflict damage on a specific target within quick succession. The Unyielding Thrall enters a rampaging state, rapidly striking four times at four times the speed of a Jounin. Frenized Rampage allows an Unyielding Thrall to swiftly break down a Barrier of Ascendant Light, or incapacitate a Champion of Humanity.
 

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The battle had taken another grave turn as the Barrier of Light covering both Lucifer and Emiya was deactivated by the divine power of the Twin Fates. Simultaneously, the thrall ferociously tore through the wooden restraints Merlin had employed against them, empowered by the Crown of the Undying, rushing after the mobile Kotetsu and Panthalassa. The Inuzuka, while being dragged towards one of the barriers, occupied by Douman and Merlin, glanced upwards and noticed the descent of more thrall from the ceiling of the Necropolis. Him being the only one who was aware of their presence at that moment, he shouted to alert the other champions of the attack. "More thrall, from above! I can't take them all at once!"

With all the others notified of the descending thrall, what needed to be done in that moment was clear. "Emiya, Lucifer, get ready!" Merlin would channel his chakra into the ground beneath the pair, creating a moderately sized pillar of wood that would rise from the ground at an angle, the sudden nature of its emergence generating momentum that would send the Child of Tiamat and the Surgebinder, as well as the device containing the dormant barrier, flying in the direction of Hei and Naruto. Whilst Merlin relocated two of the champions, both Kotetsu and Panthalassa would have reached the third barrier, courtesy of Ashiya Douman. The onmyoji, in a move to deal with the weakened trio of thrall chasing the champions, would form the bird seal once again, forcing a large steel stake to emerge from the ground that would run through each of the thrall, skewering them as they ran towards the barrier. Meanwhile, Kotetsu would brandish his weapon, combining an infusion of chakra with his previously activated techniques to increase its reach and strength. With a great overhead swipe, he would carve through the two thrall descending on the remaining active barriers, leaving only those two which were falling on Lucifer and Emiya's former location, the former having grabbed the device containing their barrier as they were ejected into the air.

Type: Supplementary/Offensive/Defensive
Rank: D
Range: Short-Mid
Chakra: 10
Damage: 20 + 30 = 50
Description: Creates small wood pillars or trees to trap, fight, or defenf with. These can be created from the users own body or from the ground.

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.

Rank; A
Range: Short-Very Long
Type: Attack
Chakra Cost: 30
Damage points: 60 + (20 + 25 + 40 = 145)
Description: The user transfers chakra into his sword and uses shape manipulation to extend its reach, the blade starts to emit glowing energy. It extends till 15 meter’s up to the users will, its sharpness also increases, and regardless of the size of the sword it remains easy to handle. The technique ends right after used.

*Can only be used 4 times per battle

Merlin and Hei turned their attention to the two remaining thrall, each raising their hand and channeling chakra to ready an attack that would destroy them in one fell swoop as Lucifer and Emiya reached their barrier, sliding behind Hei and Naruto with their dormant barrier in hand. Hei would fire a violent blast of electricity, strengthened by his Six Paths power, whilst Merlin would shoot a relatively large stake of wood from his palm, empowered by his Wood Sage Mode. The two attacks would converge on the thrall, being run through and fatally electrocuted simultaneously, reducing them to naught but a smouldering mess. Simultaneously to this, Ashiya would form a sequence of seals and channel his chakra throughout the ground, generating five spheres of Osmium; three in a line behind the remaining barriers and one on each of their left and right flanks respectively. The blights would be created at such a distance that their effective range would be a few meters removed from the active barriers and the champions inside them, establishing a defence against further incursion and ensuring that they would not affect the champions themselves.

Type: Offensive
Rank: S
Range: Short-Mid
Chakra: 40
Damage: 80 + 30 + 20 = 130
Descripton: The user will channel lightning chakra into his hand, covering it with a massive chidori. The user will then point his palm forwards, unleashing that chakra, creating a massive 120º blast of lightning that spreads from his hand, outwards and forward towards the enemy.

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-5 per turn)
Damage: 20 – 80 + 30 = 110
Description: Phantasms of the Lake is the ability of Wood Release users to produce structures of Wood from their own body, serving as offensive or defensive armaments. These constructs can be created in any number and can possess unique designs or characteristics to suit the user’s needs. They can be wielded by the user or shot from anywhere on the body at a target, but can be no larger than five meters in length or width. A unique aspect of these Wood structures is that they carry the pseudo-sensory properties of the seeds in Wood Release: Tracking Seeds. The structures can detect phenomena such as movement (through vibrations sent through the air or ground), physical pressure or energy (e.g. chakra and techniques) within a fifteen meter radius, making them a unique reconnaissance tool. Due to being made from the user’s DNA, anything the structures detect is mentally relayed back to the user, conferring precise awareness of each structure and what happens around them. Constructs created through Phantasms of the Lake also exhibit the ability to absorb Bijū techniques, such as Bijūdama, their cloaks and techniques based on these skills. Constructs can be sustained by passively spending five chakra points per turn. The A-Rank variant can be used five times per battle, and the S-Rank variant three times per battle, with the latter requiring a single turn cooldown between usages. No Wood above A-rank for one turn after S-rank variant.

Type: Offensive
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description: Touch of Malice is a unique technique which taps into the barriers inherent to all Osmium Release techniques. These barriers are basic, in that their sole purpose is to allow the user to come into physical contact with the element without exposing themselves to its harmful effects. Touch of Malice weaponises these barriers, altering their nature to grant them the pseudo-gravitational effect of Multiple Infinite Embraces. Through this technique, the user can generate spherical masses of Osmium known as 'blights', either from the ground itself of by channeling into a source of Osmium on the field. These blights are one meter in radius and will float a meter away from where they are created, and will generate a spherical barrier which spans a five meters radial distance in all directions. Should an opponent enter its perimeter, the barrier's effect will cause them to be pulled into the blight, forcibly dragging their body into the Osmium itself. Making contact with the blights will cause damage to an opponent and inflict debilitating effects as outlined in the Sword Logic. The force of the pressure exerted by the barriers is of a similar caliber to that of the Multiple Infinite Embraces technique, overpowering any attempts to move the body due to its potency. In order to free oneself from the blight, it must be destroyed with an equally powered technique. The user can create up to four blights with a single usage of this technique, the power of each blight being equally divided with each additional blight. A single blight is considered as S-Rank, with two blights being A-Rank each and so on. Creating a single blight requires two handseals, and every additional blight requires one more handseal. Regardless of how many are created, blights will last up to five turns per usage. When all the blights dissipate, whether they are destroyed or their duration expires, Touch of Malice cannot be reactivated for another turn, and the user's Osmium techniques are limited to A-Rank and below in the turn of deactivation. While in use, the user's Ninjutsu becomes limited to Osmium and its components.
 
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The battlefield was wiped clean in time for the Hymns of Weaving and Unweaving to come together in their first climactic moment: the Chorus of Destiny. The two opposite but complementary songs suddenly converged on a single point, joining in unison to shatter the Barriers of Ascendant Light. For a moment the Necropolis went silent; the Hymns paused, and the Twin Fates both glared toward the intruders. The green runes lined on their bodies began to illuminate. Then after nothing more than an instant an ear-piercing shriek blasted through the entire Necropolis. The remaining two Barriers were shattered instantly at the sound, leaving the Champions of Humanity vulnerable. The only light source in the room was extinguished, and the sheer power of the Chorus of Destiny would take control over reality itself. Its power inflicted 40 damage to the Champions of Humanity, done so in a way that is unblockable to mortal humans. Meanwhile, the Divinity of the Twin Fates was lowered, leaving them vulnerable to attack.

But the Unyielding Thrall were not hindered by it. Eight Thrall would emerge from the shadows, sprinting toward the Champions of Humanity in 45 degree increments to form a circular attack. Their damage is augmented by the Chorus, inflicting significantly more damage per attack should they land. Meanwhile, from below four additional Thrall emerged; two of them reached to grab the Barrier emitters from below, pulling them into the ashen earth of the ground in the Necropolis. The other two grabbed Emiya and Hei's ankles, wrapping their claws around their legs to draw blood and pull them down as well. In total the assault was formed by twelve thrall, each empowered by the Chorus.

(Kōrasu no Unmei) – Chorus of Destiny
Type: Offensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Periodically the Hymns of Weaving and Unweaving join in unison, reaching a climax of Fate Weaving called the Chorus of Destiny. It is a loud, ear piercing shriek echoed through the halls of the Necropolis; when activated the Chorus will instantly disable all Barriers of Ascendant Light and pulse waves of damage each turn, inflicting 40 unblockable damage on all enemies each turn. Every pulse thereafter will inflict an additional 10% damage, stacking indefinitely. While the Chorus of Destiny is active no Barriers of Ascendant Light can be activated, though the Hymns of Weaving and Unweaving cannot be used during this time. While active the Unyielding Thrall are empowered, increasing their damage by 50%. During the Chorus of Destiny the Twin Fates Divinity is lowered, allowing them to be damaged by conventional means.
The Weaver: 400
The Unweaver: 400
 

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The Champions of Humanity seemed to have adapted quite well to the disadvantageous conditions they had found themselves in. From nigh complete darkness enveloping them in it's cold, harsh embrace, to the cacophonous screeches of the Fates drowning everything in a discordant note that seemed to go on for eternity, to the masses of undead Thralls attacking from all directions. There was about to be a change in this balanced equilibrium however. A fly in the ointment, a removal from the comfort of the known, and a plunge into the terrifying abyss of uncertainty. The wailing cries of the Fates stopped in an instant, filling the Necropolis with an unsettling silence. All of the Champions of Humanity had long enough to wonder whether or not that horrid song was over, before their piercing cries hit a crescendo, the Barriers of Light protecting them turning a vibrant crimson in the blink of an eye, shattering, and leaving them in total darkness once more. All of the Champions instantly took damage as reality itself was twisted and distorted by the Chorus, as reality both was and wasn't, written and unwritten at the same time. With all of the Thralls that had previously been attacking the Champions dealt with, for a brief moment it allowed humanity a brief window to counterattack. Lucifer was the first to act, spying his mass of Sea of Life descending upon the Fates as planned. As Neltharion's Fist descended upon the Fates, slamming into them and dealing massive amounts of concussive physical force from it's arced trajectory, and subsequent descend, Lucifer then channeled Chakra through the ominous tome in his possession, causing the mud-like substance to instantly vaporize, and create a torrential, violent smog of toxic fumes, further damaging the Fates. Though it wasn't instantly apparent to the Champions, in one instant the Fates had been dealt a cruel strike, one which threatened to silence their sinister song before it reached it's conclusion.

(Heiruzu) – Vile Haze
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120
Description: A technique cast on Sea of Life material currently on the battlefield, or from the user’s own mouth. The technique essentially converts Sea of Life material, in its mud state in either the user’s body or in the surrounding environment, into a toxic black vapor. The black smog, when produced from the user’s body, will fill an area mid-range around them. When used from Sea of Life material, the smog will form in a one range-radius larger than the applied quantity; for example, if the user uses this on a pool of Sea of Life that is short-range in radius, the vapor will fill an area equivalent to mid-range. The toxic vapor is remarkably hot, capable of melting solid matter although it cannot harm the user or their Sea of Life familiars in any way. It is extremely hazardous to living things not currently influenced by the Sea of Life, meaning other Children of Tiamat are immune to the effects of this technique. Vile Haze also does not carry with it the intrinsic properties of the Amino-Geis. This technique can be used three times per battle.

Neltharion's Fist: 100 (+30, +20) = 150.

Vile Haze: 120 (+20) = 140.

Damage to both Fates = 290.​

Next to react to the violent change in tone from the Fates was Kotetsu, seeing Lucifer assaulting them with his combination of crimson mud took, he took that as his own queue to fire an attack at the undead songstresses. Gathering his Chakra, he used it to create a glass-like layer of Chakra coating the blade, which was then shattered with a violent swing, projecting countless shards towards the Fates in a controlled spread, catching both within a conoid shockwave. As the fragmented mirror shredded through the Fates, one could almost hear a slight quivering in their voices, as though they could feel the darkness within the Necropolis closing in on them, as if they could understand the mortal dread of humanity. One could only wonder if their song would come to an end now, allowing the pair to finally bow out after an eternity of guarding the Necropolis. If the performance of a thousand lifetimes finally had it's curtain call. The only uncertainty was wait awaited beyond the fall of the curtain... Would their be an encore? Cruelly, only time, a concept that meant nothing to the immortal beings of Weaving and Unweaving, knew for sure.

(Kamei Gigei: Rekkyōdan) Command Art: Violent Mirror Severing
Type: Offensive
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: 80
Description: A technique based upon the premises of two of Keotsu's other Command Arts - his signature shockwave Kougenjin, and a Prayer technique known as Zekkyōdan, Rekkyōdan aims to push the principles of these attacks to their absolute limits. The user will gather chakra around their blade, coating in it a glass like layer; swinging the blade breaks the high tension layer of chakra and projects it forward, like the fragments of a broken mirror. The user can control the spread over the shattered attack, allowing it to cover either wide area to affect multiple opponents, or focus it into a tight cone to strike an individual adversary. No matter the scope of the area covered by the attack, though, the technique always launches 80 individual shockwaves. Like all Command Art shockwaves, Rekkyōdan can cut through any material the blade used to launch it can cut, meaning a sufficiently sharp blade could cut through nearly any material, and like Kougenjin it moves a twice the normal rate of traditional shockwaves.

*Note: Can be used up to three times per turn, with a cool-down of turns equal to the number of times it was used.
*Note: Launches 80 shockwaves with a single use.

Violent Mirror Severing: 80 (+20, +25, +40).

Damage to both Fates = 165.​

As Lucifer and Kotetsu unleashed their violent assault on the Fates, from within the oppressive, churning mists of the Necropolis and all sides did they come; yet more of the Fates' enslaved undead thralls. While the prospect of being surrounded wasn't entirely alarming to the Champions, the sheer number of Thralls approaching were enough to warrant a potential countermeasure, and so as the Child of Tiamat and King of Beasts attempted to rend the Fates asunder, and create a fate all their own, the Magus of Flowers did what some would say he did best; planned to make an expeditious strategical retreat. As he gathered a large amount of Yang Release Chakra, taking care to filter out the ambient Natural Energy so as to not petrify his allies, before sending a pulse of Yang Chakra towards two allies, altering their anatomy alongside his own, granting himself, Kotetsu and Vayne a set of wings that would allow them to swiftly escape a potential shredding from the Thralls. Straining his voice to try and be heard above the crude chorus of the Fates, Merlin attempted to instruct his allies of the best course of action present to them. Even if it was impossible to be heard above the deafening choir of Creation and Destruction, the sudden appearance of wings on their backs, along with the large numbers of enemies rapidly closing in on their location would make the plan easily understood by anyone. With Merlin, Kotetsu and Vayne granted wings through the Ring of Hell technique, each grabbed one of the other Champions, Douman, Panthalassa and Naruto respectively, leaving Lucifer with his own wings to see him clear of danger with the first Ascendant Barrier, and finally Emiya and Hei currently on the ground. Seeing everyone else ascend, Hei attempted to join in utilizing the flight tecdhnique, however with Thralls beginning to grab at their legs in an attempt to pull them under the unhallowed ground of the Necropolis, until they were taken care of that wasn't happening.

"Everyone, I think it would be best if we left them to scratch at their heads, and not our corpses!"

( Yoton: Jigoku no Enjin ) - Yang Release: Ring of Hell
Type: Supplementary
Rank: S
Range: Short
Chakra: 80 for touch based version/100 for ranged version
Damage: N/A
Description: By channeling copious amounts of Yang energy, the user is able to infuse others with this, temporarily enhancing their physical attributes. This is achieved in two ways, either by direct touch or proximity. The first is more limited to a single person but has greater benefits; those channeled directly into will be able to reduce 35 damage from physical contact and gain physical alterations to their body that the Yang energy 'breathes' into life, such as twice the height or width of their body, additional arms or legs, etc as long as within reason and used solely for physical purposes. Should the user use the alternative release, then he is able to release Yang energy from his body up to Long range away, affecting all allies in the range. This variant allows the user to augment all allies with the same type of changes, ranging from all gaining wings to more. These changes only last a limited time, however; after 3 turns pass, the grown appendages or changes fall and revert back to normal. Depending on the alteration, one of a few benefits might be obtained.

Note: If additional arms, stronger arms or alterations related to the arm are made, then the target will gain an additional +20 to Taijutsu. If the changes target the head, the user is able to grant a 2x tracking. If leg based alterations are made, then the target will gain either +4 levels to his base speed or +20 damage to leg based tai. If changes target the torso, then an universal durability boost of B rank Ninjutsu immunity is obtained and if wings or similar is created, then the user is able to fly at thrice their speed.
Note: The damage and speed boosts are considered Passive and Base Speed increases. The values listed in the techniques are if the touch based variant is used. If the ranged variant is used, then these benefits are reduced by gained on a lesser scale ( +15 to Tai instead of +20, +2 Speed Levels, 1.5x Tracking, or -15 from all physical clashes).
Note: Touch based variant can only affect up to two people per event. Ranged variant creates a wave of Yang energy that affects up to 3 allies and lasts up to 4 turns.
Note: Can only be used three times in total.

( 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 canon Otsutsuki clan bios, canon bios noted to have flight, and Juubi Jinchuriki bios.

Emiya, with Avenger as his currently dominant personality, watched the other Champions of Humanity take to the skies to evade the incoming wave of Thralls. Part of him felt left out, unable to join due to the clawing sensation coming from his leg, while another equally strong part of him felt genuine surprise. They'd easily cleared every other obstacle so far, so why would they turn tail and take to the sky now? And while the feeling of being attacked was one the Avenger didn't really like, the sight that truly ticked him off were the the other two tunnelling Thrall aiming to rob the Champions of their barriers. Now that was truly insulting. With a sweeping motion of his arm, Angra expelled a wave of blue-ish energy that quickly enveloped a mid range area around himself in all directions, including beneath the blackened soil of Irkalla. The sphere had but one simple purpose; rob anything and everything that wasn't a creation of the Champions, or the Champions themselves, of all kinetic energy, essentially freezing all the Thralls within range in place, rendering them completely immobile. Due to the nature of the technique, and it's quality of allowing the user to select how everything within it's range was affected, the other Champions would simply watch as a cold energy washed over them, but did nothing else. Angra was clearly the weakest out of all the Heroes present, so he did himself no favours by affecting them.

( Entropoton: Sora no Kyū ) Entropy ∞ Voidsphere
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30 (-10 per turn)
Damage: 60
Description: Employing Entropy's oppressive nature, Voidsphere is an all in one technique meant to be relevant in nearly any situation. It begins with two hand seals, after which the user will permeate the area up to mid-ranged of his person with Entropic Radiation. Beginning with two hand seals, the technique takes the form of a sphere and can reach even underground due to the elements penetrative effects. The spread is as fast as a wildfire yet ice cold as it robs the surroundings of energy while reaching the edges of mid ranged looking like translucent, blue flames. Anything caught in this radius not of the user will have its energies ripped away, be it kinetic, potential or both. The radiation scatters these two key energies in nearly any technique, person, or creation causing wide scaled lethargy in moving and solid targets and rapid loss of form to energy type techniques. For targets that possess both potential and kinetic energies the user has luxury of choosing how to affect it/them. Both energies can be scattered at once, or either at a time for varying effects. If kinetic energy is scattered the technique/body affected will come to an immediate halt, frozen in space due to a sudden lack of momentum. Techniques will not deform because of this, such as a fireball reverting to flames, but instead will remain locked in place unless, somehow, momentum can be re-applied. For potential energy scattering, the technique/body will forcefully lose all latent energy which results in rapid loss of form and degradation. People and summons caught would experience a form of extreme inefficiency due to a lack of potential energy to do work, where doing simple tasks such as moving will be slowed by -5 base speed and forming hand seals will take twice as long (i.e one seal taking the time of two, two taking the time of four, etc). A fireball will spread harmlessly as wisps of fire and water waves will fall as helpless puddles for example. Once performed, the user will be unable to sustain or create any other technique of Entropy above B-ranked for the remainder of the turn and none above A-ranked in the next. This technique can be kept active for a maximum of three turns at a taxed rate, taking a slot of the three allotted moves per turn, and can only performed thrice with a two turn cool down.

Voidsphere: 80 damage.​

Despite having the kinetic energies ripped from their bodies by way of entropic radiation, the Thralls were still very much alive, simply trapped in a state of stasis. Hardy little bugs they were, though they were probably human once upon a time. Hitting them hard enough seemed to do the trick for everyone else, so Angra simply followed suit, aiming to clear the field once and for all. While he considered himself the weakest of the group, thanks to their main persona being such a devoted close quarters combatant, he wasn't without options. Something that would hit everything in one fell swoop again would do the trick. Looking over to Hei, fearing he may hit his ally, Avenger noted that his comrade was actually seemingly levitating off the ground, making his next move quite easy. With Hei attempting to fly free from the Thralls grasp, and all the other Champions safely located in the air above, it paved the way for one of those silly physical techniques Shirō seemed to like so much. With a crude smile, Angra thought it only fair to try and restore some kinetic energy to the Thralls poor, frozen bodies. With a hasty gathering of Earth release Chakra, he then converted it into a form of weight manipulation. Angra loosed a grunt under the weight of his own extremely increased weight, before gathering the returning kinetic energy from the action, and channeling it through his body, back into his other leg, and releasing it in the form of a stomp. The force would be dispersed throughout the Necropolis in the form of a shockwave through the ground itself, violently battering the submerged Thrall, while equally affecting the Thralls that were previously sprinting on the Champion's location. Each would be struck by the released kinetic energy, and hopefully fall, though it wasn't until Angra released his Voidsphere that they knew for sure.

(Rinyūaru Tekondō: Jechundesung no Jishin) | Renewal Taekwondo: Quake of the Monkey King
Type: Offensive/ Defensive/ Supplementary
Rank: A-Rank
Range: Short - Long
Chakra: 30
Damage: 60
Description: The user begins as they do with any other RE Taekwondo technique, by increasing their weight and using the force generated by the surface they are standing on in retaliation. The user then gathers this force, channels it into one of their legs, then redirects this force into the other leg. Then, by driving the receiving leg back into the ground, and releasing the energy in the form of a pushing motion, the user becomes able to alter the very shape of the terrain in a single swift, elegant manoeuvre. This seemingly simple technique has a variety of uses, for example, the user could raise a large section of the ground directly in front of themselves in order to defend themselves from all manner of attacks, both big and small. Another potential application is altering the ground over a wider area in general, although not on the same scale as the previous example, allowing the user to potentially throw their target off-balance due to the wider area of effect, or to otherwise affect the terrain in a manner that is beneficial to the user. The user can even perform more specific actions, such as raising more specific fragments of the earth in order to attack colossal or flying Summoning Animals, albeit within a reasonable range and/ or area of effect.

Note: Can be used a max of 3 times per match.
Note: User must wait at least 3 turns between each usage, and no Renewal Taekwondo Jutsu above B-Rank can be used in the same turn.

Quake: 60 damage.

Total damage to all Thralls: 140.​

As the blue-ish energy sphere dissipated, the Thralls would all seemingly collapse from the one-two combination of having their bodies robbed of kinetic energy, only for it to be thrown back into them. Hei and Emiya then freed themselves from the broken grasps of their attempted undertakers, before each quickly grabbing one of the remaining Barriers of Ascendant light, and taking to the skies with their allies, awaiting the hopeful end to the sinister sonnet of the Fates.
 
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The Champions' hopes that the Twin Fates would be destroyed or killed following their coordinated assault would be quickly dashed; though the two were shocked that they had capitalized on such a brief moment so well. The Chorus of Destiny ended after both the Fates exploded in a magnificent pulse of purple and green energy, momentarily illuminating the entire Necropolis in wondrous light. They shrieked, though were thankful that their Divinity was returned. Once darkness reclaimed the Necropolis the pair vanished, retreating to lick their wounds. Never before in the thousands of years of service had such an attack been leveled against them. On the ground beneath them small piles of a coarse pale dust was left behind, reacting to Lucifer's Relic Core. In the dust were other odds and ends, waiting to be claimed by the Champions of Humanity before they descended further into Irkalla. The portal was open, and only two more challenges remained before Phetra herself could be confronted.
Congratulations. The Twin Fates have been defeated; the portal deeper into Irkalla is opened, with the next encounter being Falnir, the Burial King. Proceed when ready. Remember, your team chooses when to begin the battle but I will always claim the first move. Health, Chakra, and usages on all techniques are reset. This also includes any active modes, with everything being deactivated with the exception of Doujutsu and the Spider's wares. Below are the rewards for the Twin Fates battle. Divide them as you see fit. One representative of your team will post who gets what reward, rather than each individual posting. Once posted I will approve the post and each person can claim their prizes. After that the rewards are final.

15,000 Kumi & Ryo, with no Champion able to take more than 5,000 from this total.

(Honshitsu no Futago Unmei) – Essence of the Twin Fates
Type: Relic Mission Item
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A coarse pale dust left behind by the Twin Fates after their defeat at the hands of the Champions of Humanity. The essence contains parts of the Twin Fates fractured Divinity, and seems to respond to being within proximity to a specific Relic Core.

(Taba Chūnyū Atifakuto) – A Bundle of Void Infused Artifacts
A single reward offered to a single Champion of Humanity that contains a bundle of random Void Infused Artifacts. Cannot be traded with others, and all Artifacts found within remain with the winner.

(Mukō: Yūkan'na Bōei) – Void: Valorous Defense
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Whenever the user suffers 20 damage or more, always deducted from their total health points, they have a 25% chance to gain a single Void Infusion. This can activate once every two turns. Whenever the user suffers damage equivalent to 50% of their maximum health pool or higher this chance is increased to 100% and grants them two Void Infusions instead of one, occurring on the same cooldown.

(Mukō: Hikari no Shukufuku) – Void: Blessing of Light
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Weaving. Activated passively at the cost of two Void Infusions, this Artifact increases the potency of the user’s next Medical Ninjutsu technique by 100%.

(Mukō: Yūgaina Eikyō) – Void: Deleterious Effects
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Unweaving. Activated passively at the cost of a single Void Infusion, this Artifact can nullify a single twenty damage boost from an opponent’s technique; the user can apply a second Void Infusion to the Artifact, allowing it to nullify up to a total of forty damage boost from an opponent’s technique. Can be used three times per battle.

(Kodai Sanbika) – Ancient Hymnal
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 120
Description: An ancient text recorded by a Disciple of the Twin Fates while studying their Hymns of Weaving and Unweaving. The words scrawled in the hymnal imbue it with a very low tier of Divinity. Every four turns, beginning on the user’s fourth turn in combat, the Ancient Hymnal has a 25% chance to activate one of three abilities, randomly. Activation of the Ancient Hymnal is recorded in the official Discord channel, and is performed with a 25% chance followed by a 33% chance to activate its random ability. This Artifact sunsets after Arc 21. The abilities are as followed:

The Hymn of Weaving: Upon activation increases all damage done by the user by 20, increases their base speed by 2.0x, and causes a single elemental technique to have no nature weaknesses for a single turn. The damage and speed increase last for two turns.

The Hymn of Unweaving: Upon activation will negate a single mode active on one opponent, according to the user’s choice. Provides a damage shaving shield on the user’s body, shaving 20 damage from all incoming sources which breaks after taking 100 damage or two turns pass, whichever comes first.

Chorus of Destiny: Upon activation the hymnal unleashes a series of bolts from its pages, not costing a move but taking a slot in the timeframe. Each bolt is neutral to all elemental natures and seeks each of the user’s opponents, be it other ninja, clones, or Creations, and inflicts 120 damage. Each bolt can only damage and target a single entity.
 
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Arthorius

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The Champions' hopes that the Twin Fates would be destroyed or killed following their coordinated assault would be quickly dashed; though the two were shocked that they had capitalized on such a brief moment so well. The Chorus of Destiny ended after both the Fates exploded in a magnificent pulse of purple and green energy, momentarily illuminating the entire Necropolis in wondrous light. They shrieked, though were thankful that their Divinity was returned. Once darkness reclaimed the Necropolis the pair vanished, retreating to lick their wounds. Never before in the thousands of years of service had such an attack been leveled against them. On the ground beneath them small piles of a coarse pale dust was left behind, reacting to Lucifer's Relic Core. In the dust were other odds and ends, waiting to be claimed by the Champions of Humanity before they descended further into Irkalla. The portal was open, and only two more challenges remained before Phetra herself could be confronted.
Congratulations. The Twin Fates have been defeated; the portal deeper into Irkalla is opened, with the next encounter being Falnir, the Burial King. Proceed when ready. Remember, your team chooses when to begin the battle but I will always claim the first move. Health, Chakra, and usages on all techniques are reset. This also includes any active modes, with everything being deactivated with the exception of Doujutsu and the Spider's wares. Below are the rewards for the Twin Fates battle. Divide them as you see fit. One representative of your team will post who gets what reward, rather than each individual posting. Once posted I will approve the post and each person can claim their prizes. After that the rewards are final.

15,000 Kumi & Ryo, with no Champion able to take more than 5,000 from this total.

(Honshitsu no Futago Unmei) – Essence of the Twin Fates
Type: Relic Mission Item
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A coarse pale dust left behind by the Twin Fates after their defeat at the hands of the Champions of Humanity. The essence contains parts of the Twin Fates fractured Divinity, and seems to respond to being within proximity to a specific Relic Core.

(Taba Chūnyū Atifakuto) – A Bundle of Void Infused Artifacts
A single reward offered to a single Champion of Humanity that contains a bundle of random Void Infused Artifacts. Cannot be traded with others, and all Artifacts found within remain with the winner.

(Mukō: Yūkan'na Bōei) – Void: Valorous Defense
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Whenever the user suffers 20 damage or more, always deducted from their total health points, they have a 25% chance to gain a single Void Infusion. This can activate once every two turns. Whenever the user suffers damage equivalent to 50% of their maximum health pool or higher this chance is increased to 100% and grants them two Void Infusions instead of one, occurring on the same cooldown.

(Mukō: Hikari no Shukufuku) – Void: Blessing of Light
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Weaving. Activated passively at the cost of two Void Infusions, this Artifact increases the potency of the user’s next Medical Ninjutsu technique by 100%.

(Mukō: Yūgaina Eikyō) – Void: Deleterious Effects
Type: Void Infused Artifact
Rank: S
Range: Short – Mid
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact found after defeating the Twin Fates and derived from the Hymn of Unweaving. Activated passively at the cost of a single Void Infusion, this Artifact can nullify a single twenty damage boost from an opponent’s technique; the user can apply a second Void Infusion to the Artifact, allowing it to nullify up to a total of forty damage boost from an opponent’s technique. Can be used three times per battle.

(Kodai Sanbika) – Ancient Hymnal
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: 120
Description: An ancient text recorded by a Disciple of the Twin Fates while studying their Hymns of Weaving and Unweaving. The words scrawled in the hymnal imbue it with a very low tier of Divinity. Every four turns, beginning on the user’s fourth turn in combat, the Ancient Hymnal has a 25% chance to activate one of three abilities, randomly. Activation of the Ancient Hymnal is recorded in the official Discord channel, and is performed with a 25% chance followed by a 33% chance to activate its random ability. This Artifact sunsets after Arc 21. The abilities are as followed:

The Hymn of Weaving: Upon activation increases all damage done by the user by 20, increases their base speed by 2.0x, and causes a single elemental technique to have no nature weaknesses for a single turn. The damage and speed increase last for two turns.

The Hymn of Unweaving: Upon activation will negate a single mode active on one opponent, according to the user’s choice. Provides a damage shaving shield on the user’s body, shaving 20 damage from all incoming sources which breaks after taking 100 damage or two turns pass, whichever comes first.

Chorus of Destiny: Upon activation the hymnal unleashes a series of bolts from its pages, not costing a move but taking a slot in the timeframe. Each bolt is neutral to all elemental natures and seeks each of the user’s opponents, be it other ninja, clones, or Creations, and inflicts 120 damage. Each bolt can only damage and target a single entity.
Prize picks are as follows.

Arthorius: (Honshitsu no Futago Unmei) – Essence of the Twin Fates
Serpent: (Taba Chūnyū Atifakuto) – A Bundle of Void Infused Artifacts
Goetia: (Mukō: Yūkan'na Bōei) – Void: Valorous Defense
Vayne: (Mukō: Hikari no Shukufuku) – Void: Blessing of Light
AJ: (Mukō: Yūgaina Eikyō) – Void: Deleterious Effects
Matt: (Kodai Sanbika) – Ancient Hymnal
Everyone except Arthorius and Imperfect: 2143 Kumi and Ryo Each
Pantha

The champions took a moment to loot their respective spoils and regroup, before preparing to head deeper in to the underworld. Forming back up in to a group they prepared to move as one.
 
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Now in close proximity to the Relic Core, the Twin Fates' essence integrated itself seamlessly. Divine Essence combined with the physical remains of the Primordial Life Goddess caused the core to suddenly glow in a bright white light before disappearing. In its place is a pair of ivory gauntlets empowered by the Fallen Star Meteorite and the bones of Tiamat herself. The second of the Twin Pillar Weaponry was born, standing with its sibling weapon Kuniumi.

Prizes approved.

(Kamiumi) – Birth of the Gods
Type: Relic Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The gauntlets Kamiumi were forged in the same flames as Kuniumi, its elder brother Relic Weapon. The gauntlets are forged from a substance created from a combination of the bones of Tiamat as well as the Fallen Star meteorite. This combination makes it, along with Kuniumi, the only Relic Weapons that independently manifest as Twin Pillars of Creation – a combination of Chakra and Primordial Life. In its default state the gauntlets of Kamiumi are primarily pale ivory plating, forming two bone-like pairs of thick gloves that tightly grip the user’s hands. Throughout them the Fallen Star is intermixed as specks of black and grey dust forged into the bone itself. The gauntlets are bound to the White Seal, and can be summoned to the user or sealed away passively at their discretion; as a weapon of the White Seal, it signifies the user’s position as the Lieutenant of the Akatsuki and denotes them as the second in command of the organization. The inside of the left gauntlet is marked with a single inscription; “The Void shaped the Mother, its Manifestation, who with Her hands shaped the Gods.”

Intrinsic Traits:

Divine Strength (I-III):
The gauntlets enhance the user’s physical strength, increasing Taijutsu performed with their fists by 10/15/20 damage. Potency of the enhancement is increased based on the same factor of the half the user’s highest current speed boost.
Progeny (I-III): The user’s bond with any of their familiars, elemental or not, is empowered to be unbreakable by any means. Tier II of this enhancement includes Advanced Fuuinjutsu, while Tier III includes Yin-Yang Release.
True Creator (I-III): Empowers the user’s familiars, increasing the damage of all their techniques by 10/15/20 passively. Elemental familiars become able to shave 10 damage from any physical-based technique that strikes them.

Manifestation of the Gods (I-II): Kamiumi is the physical manifestation of the Gods ability to shape reality, and Tiamat’s will to shape life. Within the gauntlets is a Manifestation, a simplified Divine Familiar that can be summoned by the user at the cost of a move as their personal familiar. The Manifestation of the Gods is perfectly sentient, having its own emotions, memories, and feelings. When killed, or returned to the Gauntlets, the Manifestation does not lose these memories; it is a single continuous being that cannot be killed, only returned to its vessel. It is bound to the gauntlets themselves, though its loyalties can be swayed depending on the user’s strength in Progeny. The Manifestation, when summoned, appears as a 3-meter tall suit of silver and white armor; within the armor is a wispy ethereal energy, which constitutes the spirit itself. The Manifestation moves at a base speed of 12, with 130 health points and 1,000 chakra. Tier II empowers the Manifestation to have a base speed of 16, with 160 health and 1,500 chakra. The Manifestation remains on the battlefield indefinitely when released, or until killed. When killed it cannot be resummoned for 10 turns. The Manifestation can be healed through Yang or Medical Ninjutsu techniques. The Manifestation is capable of using any Taijutsu that the user knows.

Ancient Custodian
The eternal guardian stands at the ready, prepared to sacrifice itself for its Master. Ancient Custodian causes Kamiumi to glow gold and white, radiating wisps of energy just like the ethereal energy within the Manifestation.

Guardian Bond (B-Rank, passive): The user’s bond with their Manifestation is further strengthened, designating it as their Custodian and Guardian. In this sense, the Manifestation is wielded as the user’s shield. Augments the Manifestation’s health pool by an additional 70 points. Incoming damage is reduced by 20.
Health Siphon (A-Rank, active): The user draws upon the Guardian Bond, performing a transfer of health between the user from their Manifestation. Up to 100 health points can be transferred in a single usage, which costs the user twice the amount in chakra as the health transferred. Health drawn from the Manifestation cannot be healed. It is restored when the Manifestation is killed and resummoned after 10 turns.
Essence Shift (S-Rank, active): A technique activated by the user, shifting essence between them and their Manifestation. Increases the Manifestation’s Taijutsu damage by 30% of the health missing between both it and the user, as well as increases its speed by 4.0x.
Shared Pain (S-Rank, passive): Whenever the Manifestation or the User takes damage there is a 25% chance that Shared Pain will activate, splitting the damage evenly between the two and reducing it by 20%. This is to be rolled in the Official Rolls channel of the Animebase Discord.
Bulwark of the Unbreakable (F-Rank, passive): While the Manifestation is active and on the battlefield the user is endowed with a shield of wispy ethereal energy surrounding their body in a small sphere; the shield shaves 20 damage from all incoming physical damage. Any spiritual technique that immobilizes the user will fail to hinder them, instead having its status effects transferred to the Manifestation. The user can still suffer damage from these types of spiritual techniques.

Harbinger of Will
A weapon, a tool, and an unstoppable force. Built to impose the Master’s will. The gauntlets of Kamiumi glow black and red, while the silver and white suit of armor of the Manifestation changes to a similar coloration.

Tool of Destruction (B-Rank, passive): The user’s bond with their Manifestation is further strengthened, designating their it as their weapon. Along with Taijutsu, the Manifestation becomes able to use any form of Bukijutsu the user knows, as well as three of the user’s Elemental Affinities.
Energy Siphon (A-Rank, active): Draws upon the user’s Weaponized Bond, transferring up to 200 chakra from the user into their Manifestation. When used it empowers the Manifestation’s next offensive technique by 20 damage. The Energy Siphon also applies a chakra surge.
Empowerment ((S-Rank, passive): Whenever the user activates a damage boosting skill or an infusion there is a 10% chance that the damage enhancement value will replicate onto their Manifestation, lasting for three turns regardless of the original technique used and applying to all of the Manifestation’s abilities. This is to be rolled in the Official Rolls channel of the AnimeBase Discord.
Wrath of Heaven (S-Rank, active): A technique activated when the user nullifies three of their own boosting skills, not infusions, consecutively; more specifically, when the user applies a mode or damage boosting skill, they can opt to have it nullified by Kamiumi, causing it to count as a usage and applying its restrictions. When this occurs three times in a row Wrath of Heaven is activated. For four turns the user’s Manifestation will gain an enhanced 40 damage, cause all of their attacks to become neutral to all elemental natures, and increases its speed by 5.0x. Once Wrath of Heaven has deactivated it will revert the Manifestation to its natural state, and boosts cannot be nullified for three turns. Empowerment allows the user’s boost to remain active, counting as a Nullified activation.
Sharpened Spear of Enlil (F-Rank, passive): A powerful ability derived from Enlil’s bond with his siblings. Whenever the user activates a damage boosting skill or infusion, they can partition the boost within 50 to 75% of its base value. In other words, the user can take a boost and divide the damage within that ratio between them and their Manifestation. If they activate a 20 damage boost and split it by 75%, 5 damage will go to the Manifestation and 15 damage to the user. If this boost also activates Empowerment, the replicated Empowerment will stack with the partitioned damage on the familiar.

Ancient Healer
Form, Purpose, Reform, Repurpose. Ancient Healer causes the user’s Manifestation to lose its heavy metallic armor, instead equipping white flowing robes.

Ancient Healer (B-Rank, passive): The user’s bond with their Manifestation is further strengthened, designating it as their support unit. The familiar’s health pool is reduced by 30%, while their chakra pool is increased by 50%. The familiar takes 20 increased damage from all sources. The Manifestation becomes able to use all Medical Ninjutsu the user knows without the need for hand seals. The Manifestation can use its Medical Ninjutsu to heal itself, but it cannot eat or use pills.
Draw Essence (A-Rank, active): The user draws upon their Manifestation’s essence, using its health pool and chakra as a resource. The user is able to draw up to 50 health and 200 chakra in a single application from their Manifestation. Cannot be used within three turns after activation.
Triggered Rejuvenation (S-Rank, passive): When the user suffers damage they have a 25% chance to activate Triggered Rejuvenation, healing the user for 30 health per turn for four turns. Can only be activated once every 3 turns. Can be activated even when the Manifestation is not on the battlefield, but it cannot be used when the Manifestation is on its 10 turn cooldown.
Supportive Casting (S-Rank, active): The user draws upon their bond with their Manifestation, allowing it to support their capability to perform advanced Ninjutsu. Once every four turns the user is able to perform a single Medical Ninjutsu simultaneously as another technique. The potency of the used Medical technique is enhanced by 20 points of healing or damage. Can only be used when the Manifestation is on the battlefield.
Divine Regeneration (F-Rank, passive): When the Manifestation or the user suffers fatal damage, instead of immediately retreating into Kamiumi, it will heal for 20% of its maximum health instantly. The user or the Manifestation will then gain a passive enhancement that reduces all incoming damage by 50 for two turns thereafter. If this activates with Triggered Rejuvenation its effects will be increased by 50%, and last for an additional turn.
 
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