The Broken Gates (C)

Drackos

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The Seven Gates

Once Falnir, the Burial King, has been defeated by the champions of humanity they will venture forth through another portal and return to the cavern-like structures of the Underworld. There they will appear at a long bridge, stretching for miles. Across it are a series of gateways, known within Irkalla as the Seven Gates of the Underworld. These gates bar entrance to the heart of Irkalla, Ganzir. Flight here is impossible, and the only way to open the portal on the other side of the bridge is by opening the gateways. Beneath the bridge is eternal darkness, speculated to be a direct path to the Void - a place that predates time and space, and even Tiamat herself. Opening the gates requires the champions of humanity to take on seven riddles, each with their own mysteries and answers. Today, the Seven Gates lay a broken ruin. Destroyed by the Forces of the Void that escaped from Ganzir, they have pushed through toward the Fields of Suffering. Now only broken contingent forces of Ereshkigal's army lurk here, leading guerilla style assaults against the overwhelming Void.
 
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Arthorius

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Having conquered the burial fields, the champions of humanity arrived at the seven gates, those who had fallen were revived and the party was ready for whatever the underworld would throw at them next. Having shared the spoils of war amongst themselves.



Loot distribution
Arthorius: Ereshkigal's brilliance + 2222 Kumi
Serpent: 2222 Kumi
Goetia: 4444 Kumi
Vayne: 2222 Kumi
AJ: Void Harvester + 2222 Kumi
Matt: 2222 Kumi
Imperfect: Bundle of void infused artifacts
Pantha: 2222 Kumi

Approved
 
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All that stood between the Champions of Humanity and their ultimate objective were seven divine constructs: the Seven Gates of the Underworld. A single pathway, a bridge, spans an abyss that stretches downward to infinity. Legend within Irkalla holds that this is a direct pathway to the Void itself. Each Gate can be opened by answering a single question. The Gates do not hold failure against their enemies, making each attempt at an answer worthwhile no matter how unlikely it might be. But time is of the essence, as the Divinity of the Seven Gates, known as the Heart of the Swarm, grows stronger with each passing turn. If too much time passes the Champions of Humanity will simply be overwhelmed and slaughtered. Likewise, flight is impossible here due to the aura of the Gates which cannot be bypassed in anyway. Even the most sophisticated spacetime techniques or most damaging offensive abilities cannot get around the gates. The first Gate rumbled to life, torches illuminating along its walls.

"YOU STAND BEFORE THE FIRST OF SEVEN. GRAND ARMIES AND DIVINITIES HAVE CRUMBLED BEFORE OUR WALLS. I AM THAT WHICH FILLS THE INFINITUDE OF THESE REALMS. I EXIST THROUGHOUT THIS HELLISH PARADISE. NONE CAN CHEAT ME. WHAT AM I?"​
 

Panthalassa

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Panthalassa collected the prize money again, saddly looking towards the new weapons and artifacts his piers were receiving. Hopefully his turn will arrive at last. Resting as well as he could, he re-activated his Personal Summon and Aburame Primary Insect's Ability, as the Lucifer Sage Flies Hypermorphosed into three other fly species: The Leviathan Gorge Flies, the Behemoth Gore Flies and the Furfur Tempest Flies.

( Hae Kuchiyose ♆ Milemorpha crypta) Fly Summoning ♆ Lucifer's Sages
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: 80
Description: When the very first Matriarch of the Flies came ipon the Earth, it is said she spawned most of the diversity in their race. But the key to do so was a small species of flies that possessed within them the ancient DNA of the whole class. These androgynous and hermaphrodithic species of flies are blank in their phenotypic expression, with no pigments, which gives them a very translucent skin that showcases all their organs. They are extremely sensitive to the Aburame's Insect Cocoon Technique evolution inducing powers, developing an ability of Hypermorphosis, where the user combines the Transformation Technique and the Insect Cocoon to rapidly evolve into any species (including the different genders of each species), and mimic their adaptative chracterestics. This Aburame technique is A rank, and costs 30 chakra. When not under the influence of Hypermorphosis, the flies share their W&S with Kikachu, thus weak to everthing except Basic Chakra and Organic Elements. When Hypermorphosed into a certain species, they inherit their strengths. In mixed-species swarms, the Hypermorphosis is positively adaptative.
Note: Can only have 3 simultaneous species hypermetamorphorsed.
Note: Hypermorphosis lasts 2 turns, where they can change into any fly species, after which the flies revert back to their base form for 1 turn before it can be used again. Unless they've been killed. The Holder of the Contract needs only to replenish the chakra cost every 2 turns, no need to wait a turn.
Note: Aburame users for more than 6 months can cut the cost by a third ( 20 ). Combined with having the Fly contract for 6 months allows one to use the Hypermorphosis Technique for a third of the chakra ( 10 ).
Note: The Lucifer Sage Flies have replaced Panthalassa's Leviathan Gorges, so they are his personal insects henceforth. This has to be stated in the begining of the battle or in the user's bio. Other users can only summon them once per battle up to 4 turns.
Note: Once per battle, one can have up to 5 species hypermetamorphorsed (lasting 2 turns). Afterwards, the user cannot perform Hypermetamorphorsis for 2 turns.


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( Hae Kuchiyose ♆ Corpusgigan bestia ) Fly Summoning ♆ Behemoth Gores
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Corpusgigan bestia, common name Behemoth Gores, are a species of flies with gigantic dimensions and thick and impenetrable exoskeletons. They are summoned in a gargantuan half the size of a average monarch summon. Each of the gigantic flies are around the size of an elephant, and have a very robust and thick skin with spiked protrusions and hideous teeth. Due to their sheer strength, they are noticeably more resilient to damage than normal flies. Any Aburame techniques used through the Behemoth Gore swarm has a +20 damage buffer, essentially increase the overall power of the technique when clashing with ninjutsu and taijutsu. The Behemoth Gores store their eggs within their own gullets. When they're near an uncouth target, they will open their mandible and deposit the eggs directly inside the victim, through a extensible proboscis ( a 3 meter tube-like mouth with a ring of jagged teeth ). The eggs will then have an accelerated growth spur, eccloding into horrible fat maggots with spiked mouths, that will devour and essentially burst through their host, fit to their name. The Behemoth Gores are capable of doing this directly onto other organic substances, the ground and other earthen features or water sources, creating a clot of giant eggs or maggots that will then travel up to mid-range from the point of deposition, before exploding outwards in an eruption of slime and maggots. The main ability of these flies is the ability to compress and decompress, similar to Akimichi. They're gigantic flies that can be compressed up to the size of tiny little flies, 1mm in size. When summoned they can appear in compressed form or original form. The form compression is a passive ability that costs no chakra from the user and require one of the three moves per turn.
Note: Egg deposition can be used by individual Gores up to 3 times, counting as an A rank technique (with no inherent damage buffer), or up to 1 time by the whole swarm, counting as an S rank, throughout their stay in the field.
Note: Can't be manipulated by Forbidden Ranked Aburame Techniques.
Note: Behemoth Gores last 3 in the field.
Note: Pharaoh Scythes' techniques perfomed with Gore chitin will also have the same damage boost.


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(Hae Kuchiyose ♆ Aqua regina ) Fly Summoning ♆ Leviathan Gorges
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Aqua regina, common name Leviathan Gorges, are from the Stoicheophagidae family, and a sister species to the Aqua devorus, bred through the Insect Cocoon technique after multiple generations. The Water Gluttons were thus exposed to the Aburame insects and to Water chakra, and mutated into a different species. The Leviathan Gorges are very similar to the Water Gluttons in appearance, with hydrophobic hairs, the ability to breath underwater and ingest a quantity of water several times their volume, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.
The females are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Water and Organic Elements, while being weak against all others. The males, predominantly defensive, share their elemental S&W with Water itself, with the exception of Raw Chakra, Water and Organic Element, which they are strong to all the same. In a mixed swarm, the Leviathan Gorges are overall strong to Raw Chakra, Water and Organic Elements, Neutral to every element Water is strong against ( Fire, etc ) and weak against all other elements.
Similar to any Fly and Aburame insect, the Leviathan Gorges are capable of sucking chakra, reference being the Kikaichu. While the males are equal, the females possess a long hypodermic needle proboscis, which they use to pierce through cloth, leather and skin, and utilize their connection with Water to retrieve a higher intake of chakra, enhanced by the Water's properties displayed in techniques like Water Grudge Rain. Any technique that describes the absorption of chakra is multiplied by 4. In a mixed swarm, the Leviathan Gorges are overall 2 times as efficient as average Kikaichu in chakra absorption.
Their last ability, which is shared in both male and female Leviathan Gorges, they are intimately related to the Water element. This means they can exist and freely change from insect form to mist/water form and can be manipulated in both forms with Aburame and Water techniques, not just Aburame techniques, giving the swarm a great versatility and manoeuvrability. Technique that materialize water, or are spat/produced from the user will behave slightly differently, as the swarm of Leviathan Gorges will first move to the point of release, close to the mouth or somewhere else in the terrain, and then move according to the description. Turning from water/mist to insect does not count as a jutsu, as the swarm's own dynamic and social behaviour is already similar to free-flowing water, with some researchers equating the behaviour of some social insects, namely fire ants, to actual liquids. Every elemental property maintains, it is never truly water and thus can't be manipulated by anyone other than the user ( or drank ).
Note: Leviathan Gorges replace Panthalassa's cannon Parasitic Destruction Bugs ( Kikaichu ). To him, they don't count as a summon and there's a constant colony of them inhabiting his body and habitations.
Note: Other signers of the contract must summon the Leviathan Gorges, and they last 4 turns in the field.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Water jutsu, they can only be manipulated as such.
Note: Must be posted at the beginning of a fight for reference or listed in the user's bio.


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(Hae Kuchiyose ♆ Tonitrum rex ) Fly Summoning ♆ Furfur's Tempests
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 40
Damage Points: N/A
Description: Tonitrum rex, common name Furfur Tempests, are from the Stoicheophagidae family, and a sister species to the Tonitrum devorus, bred through the Insect Cocoon technique after multiple generations. The Lightning Gluttons were thus exposed to the Aburame insects and to Panthalassa's radioactive Panthalassic Water chakra, and mutated into a different species, as they were bread within the highly energectic environments they're usually reside in. The Furfur Tempests are very similar to the Lightning Gluttons in appearance, with microscopic hairs that resist high currents and heat, and are capable or harnessing electricity and radiation, though they present sexual dimorphism, a trait that has been extinct in the Zaebub Fly phylogeny.
The males are similar to the Gluttons in defensive properties, they are strong to Raw Chakra, Lightning and Organic Elements, while being weak against all others, with the difference of being also Strong against any type or Current or Radioactive element composed of Lightning. The females, predominantly defensive, share their elemental S&W with Lightning itself, with the exception of Raw Chakra, Lightning and Organic Element, which they are strong to all the same, in addition to Current and Radioactivity elements composed of Lightning. In a mixed swarm, the Furfur Tempests are overall strong to Raw Chakra, Lightning, Current and Radioactivity elements composed of Lightning and Organic Elements, Neutral to every element Lightning is strong against ( Earth, etc ) and weak against all other elements.
The sexual dimorphism appears in their main ability as well. Similar to Positive and Negative currents, the Furfur Tempests's microscopic hairs are architecturally design to be one or the other, with the Male being akin to a Positive battery, and a Lightning Rod, attracting to itself any sort of Raiton current where he can easily feed. Lightning and other Current elements that pass in the vicinity of a Male Furfur Tempests Swarm, within 2 meters, will be wholly pulled towards them. They have a higher electromagnetic pull around them, and this messes with their ability to gather radioactivity of any other sort, and actually deflect Radioactivity, making their diet a little lighter on that aspect. The females though, are akin to a Negative battery, and a Lightning Deflector, repulsing current and deflecting around them any sort of Raiton current which makes them harder to feed. Conversely, they attract to themselves any sort of Radioactivity and easily feed from it. Any Radiation from Radioactive elements within 2 meters will be pulled towards the Female Furfur Tempests Swarm where it can feed. These abilities are exact opposites and passive. The species strives due to the cooperation of male and females. In Neutral Swarms, these abilities can be swapped at will, once per turn at max, allowing the Swarm to Repel Lightning and Attract Radioactivity or Attract Lightning and Repel Radioactivity, and in turn is what allows the flies to have their full diet.
Their last ability, which is shared in both male and female Furfur Tempests, they are intimately related to the Lightning element, and can produce lightning and radioactivity produced through their diet. This gives their bit a numbing and highly painful bite similar to electrocution. Their venom-like spit allows them to carve through the earth effortlessly, allowing them to "fly" underground as if they were on the air, but most importantly, this electrical bite shocks the chakra into flowing harder. This is similar to poisoning, and it allows the fly to suck 6 times more chakra than normal, because the body will be more free-flowing, with some researchers equating the behavior of this spit to other hemophilic venoms, but targeting the chakra system.
Note: They last 4 turns in the field, and can only be summoned 2 times per battle.
Note: The swarm is S rank to summon, and becomes the rank of the technique that is currently being used to manipulate it, be it lower or higher. Freestyle manipulation is similar to D rank and, passively, they do not share the strength of an S rank.
Note: The flies can't use Lightning nor Radiation jutsu.


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Then, he overinfused his own chakra system with Water Chakra, activating the Hidden Water Technique Apex Predator, becoming akin to the legendary Suisennin. Looking forward, to the new challenge, he was ready to take on the Riddles.

( Ousuiton: Suisennin ) Hidden Water Release: Apex Predator
Type: Supplementary
Rank: S Rank
Range: N/A
Chakra Cost: N/A
Damage Points: N/A
Description: Apex is the epithome of a Water specialist, and the signature technique of Leviathan, the Apex Predator. Leviathan joins both hands together in an oval shape, focusing his chakra to convert into Water chakra. This overbearing infusion of water completely erases away his ability to convert all his other elements, preventing the usage of every single elemental technique that does not use Water chakra for the remainder of the battle ( or Ninja World Event ). This leaves the user with only access to Non-Elemental techniques, Water Release and Elements composed of Water ( In Leviathan's case Panthalassic Water, Wood, Storm, Ice and Boil ) while losing access to all Earth, Lightning, Wind, Fire and any non-Water combination of the 4. This allows the user to gain some unique properties to the remaining elements and techniques.
Non-Elemental Techniques: Allows the user to perform non-Elemental techniques as normal, such as Basic Ninjutsu, or have them Acquire Water's elemental S&W and water bio specialities. So, for example Basic Ninjutsu techniques can appear as normal or as Water techniques.
Water Elemental Techniques: The actual Water Ninjutsu techniques appear denser and darker in tone, and can even appear black entirely. The pure Water techniques performed as Apex Predator will acquire a neutrality interaction against all opposing techniques, changing Water's S&W.
The user is able to change the appearance of his water techniques into any alternative release of Water Ninjutsu, such as changing liquid water techniques into Mist (Hiding in Mist Technique) which allows the water to acquire a semi-intagibility; Syrup ( Water Style: Starch Syrup Capture Field ) which can stick and slow opponents; Chakra Sensing Water (Water Style: Rain Tiger at Will Technique) allowing the user to sense enemies in contact with the water released; Debuffing Water (Water Release Secret Technique: Mist Rain) which will debuff opposing techniques by -10 damage on contact; Chakra Draining Water (Water Release: Grudge Rain Technique) which can drain half as much chakra as damage dealt; Crystalized Water (Hidden Waterfall Style: Water Slicing Blade) which acquire a hard and crystaline state.
Advanced Water Elemental Techniques: The user will be able to perform Water Ninjutsu using advanced elements known, which will acquire the elemental S&W of that advanced element and a more liquid-like consistency. For Leviathan, who has acquired all cannon Water Advanced Elements, the changes are as follow: Wood acquires a sap appearance, and is capable of battling Bijuu chakra and drain chakra at the rate of half the damage dealt. Storm acquires a liquid and bright plasma appearance, and is capable of paralyzing the opponent and battling Shadows. Ice takes the appearance of extremely cold water and can freeze on contact. Boil takes the appearance of boiling water and is acidic and corrosive on contact. Panthalassic Water takes the appearance of glowing radioactive water and is water chakra parasitic on contact, eating away at opponent's water chakra, lowering the rank of the opposing technique by one, and giving it the proportional damage or strength, as applicable.
Note: While this technique can be taught, most likely only Leviathan is capable of using Apex Predator to it's fullest, given his mastery of all cannon Water Advanced Elements.
Note: The user loses access to all non-Water elements for the rest of the match, unless healed through Yang techniques or similar, by himself or through others, which in turn ends the effect.
 

Vayne

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After the revival of the allies and the distribution of items, the champions of humanity arrive at the next point on their march in hell. As people began to prepare, the Nara would summon the scales of the White Snake Sage in order to instantly enter pitviper sage mode and have natural energy be gathered without the need to meditate.

(Senpo: Hebi Sēji Hontai) Sage Art: Snake Sage's Body
Rank: A
Type: Supplementary
Range: Short
Charka Cost: 30
Damage Points: N/A
Description: Snake Sage Mode users discovered the ability to summon the scales of the White Snake Sage. With summoning the scales, they have the ability to absorb natural energy and transfer the energy to the user. The user would summon the scales along their body. The user doesn't have enhance protection but just summons the scales along their body. These scales attach their selves to the user and gather natural energy and transfer the energy per turn at a 10% rate of the user's chakra for the following four turns. The percentage is based on the user's max chakra reserve so for an example if the users has 1000 max chakra reserve 10% of that chakra is converted into senjutsu chakra which is 100 so that is what is transferred to the user that turn and the following turns. The first turn the scales are summoned it auto converts 10% of the chakra and when the chakra is converted, the user enters Sage Mode that turn also; if they have not already. While this technique is converting chakra the user can only use two other jutsus until this technique ends. This can be used for all forms of Snake Sage Mode(Imperfect and Perfect Sage Mode) This cannot be used to prolong Perfect Sage Mode as per the rules but can be used to enter Perfect Sage Mode and get to its max level of senjutsu chakra which is 40% max chakra reserve.
-Only summoned by users of Sage Mode
-This technique last four turns or when the user cancels the technique.
-Can only be used twice per battle one turn cool down in between usage if a Perfect Sages but two turn cool down if Imperfect Sages. Perfect Sages can used this technique three times per battle
-No other Sage Mode jutsus in the same turn as this tech

(Fukanzen Hebi Sennin Modo ) - Imperfect Snake Sage Mode
Type: Supplementary
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 20 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 20 damage from all techniques for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +20. Additionally, the user is able to break out of Genjutsu, using Genjutsu release technique one rank lower than what he would normally be required to. Lastly, the user gains access to snake anatomy and other physical feats granted by Sage mode.
Note: Usable twice per battle . Must wait 2 turns before using this technique again. Perfect Sages can use either perfect or imperfect form thrice with a delay of 1 turn between modes.
Note: Imperfect Sages can convert a maximum of 30% of their total chakra reserve. Perfect Sages can convert a maximum of 40% of their total chakra reserve.
(Pitto No Kenjin) - Sage of Pits
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 more to SM per turn cost)
Damage: N/A
Description: One of the more naturally talented Snake Sage Mode users, Shady, had found a way to develope his sage mode to more fit the snakes he used. Specifically, he found a way to adapt his own bodily functions to be like that of the Crotalinae Species, or Pitvipers; A Species of snake that he himself discovered. Whenever the user enter sage mode, whether it is Perfect or Imperfect form, he would sacrifice more chakra in order to gain more unique snake features belonging to Pitvipers. This would pertain to their scales, senses and their passive abilities mentioned for basic Pitvipers. This includes their naturally advanced sensing through their pit organs. And the natural ability to camouflage their scales. Due to the minor change to the anatomy, the user would have access to these passives when entering sage mode.
Note: A passive ability that is activated along with Snake Sage Mode but must be placed in the bio and posted upon use (but not taking up a move slot)
Note: Must have learned Pitvipers Sub-species of Snakes

Ref for pitvipers

Hebi Kuchiyose: Sentaku-shu | Snake Summoning: Selective Species, Crotalinae: The Pitvipers
Type: Supplementary/Defensive
Rank: D-S
Range: N/A
Chakra Cost: 10-40 (Depends on rank of summons)
Damage Points: N/A
Description: The Crotalinae are a selective species of snake summonings which were bred and assigned only to the greater of the snake contract signers. These species of Snake summonings specifically had evolved over time to have harder, more adaptable scales covering their body and an enhanced pit organ that naturally heightened their abilities to sense. This heightened sensing used through the pit organ seemingly was developed not only for predatory reasons but also for defensive measures against other predators. The sensing was exactly like the basics of any other snake, just taken to a higher level. Meaning they could sense minute vibrations up to a certain distance around them and even had an infrared optic map of the world before them. Typically, most snakes of the Crotalinae subfamily had natural infrared maps overlaid through their optic tectum, but with the Selective species being bred into existence it was heightened to the point of even being able to put this to use in the pitch black and in the darkest of times. The facial pit actually visualizes thermal radiation using the same optical principles as a pinhole camera, wherein the location of a source of thermal radiation/heat is determined by the location of the radiation on the membrane of the heat pit. The resolution on the infrared mapping through the heat pits has a very high resolution, which in turn allows the snakes to sense different levels of heat and cooler areas in extreme detail. Besides the sensing, their scales made for a greater form of defense, allowing them to survive harsher conditions and more damage than an average snake summoning. Not only were the scales on Crotalinae found to be more thicker and tougher than average, but they also held a passive ability to blend in with their environment by changing colors and becoming camouflaged. This coupled with their sensing made them very dangerous predators that were even able to escape other predator's perception if they didn't have some higher form of tracking or sensing.

Note: Must be posted within the bio or in the beginning of a fight.
Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.
Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.
Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae
1600 - 30 = 1570
160 Sage Chakra
Turn 1/3 for scales
 
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Goetia

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The Magus of Flowers sighed in relief that the group had emerged victorious from their battle against Falnir, despite their close call with utter disaster. With the distribution of rewards complete, and everyone recovered, Merlin took it upon himself to prepare for the next trial. Activating a unique skill that would hasten the accumulation of Natural Energy, Merlin would instantly activate Wood Sage Mode. Producing a wooden longsword from his hand, Merlin would holster it on his hip, the sword being naturally enhanced by his Sage Mode. Cupping his chin in one hand, his eyes focused on the first of the seven gates that stood before the champions, Merlin pondered on the answer to the riddle intently, though he presented no answer to the disembodied voice. "Hmm..."

Type: Supplementary
Rank: A
Range: N/A
Chakra: 50
Damage: N/A
Description: Flesh of the Incubus is an ability which results from the combination of one's overflowing vitality, that is, an already powerful life force made greater by mastery over Yang Release, with their ability to utilise Wood Release at its highest form. Because of the latter condition, it is an ability unique to Merlin. It takes the form of a woodskin that perfectly mimics the user's appearance and anatomy, even replicating the feeling of normal skin, which is present on the body at all times, and is bolstered by Yang Release. The benefits granted by this are twofold; not only is the physical integrity of the wood greatly bolstered, allowing it to reduce incoming physical damage by 40 points, but the woodskin itself is granted sentience, allowing it to automatically balance the delicate ratio between Natural Energy and chakra on the user's behalf, meaning that the user no longer needs to remain still in order to generate Sage Chakra properly, nor are their abilities limited whilst generating Sage Chakra. The woodskin itself allows the user to convert more of their own chakra reserves into Sage Chakra per turn, an additional 5%, for a total of 10% per turn. This technique can be kept active to continue generating Sage Chakra at an increased rate beyond the minimum threshold, up to its maximum, though the Mode will not empower the user or their techniques, as per the normal method of meditation and usage. While Sage Mode is in proper use, the woodskin will no longer generate Sage Chakra, though its other properties will remain active. In order to utilise Flesh of the Incubus, the user requires the Yang Release specialty. Flesh of the Incubus can be used a total of three time per battle, lasting 5 turns per usage as well as a three turn cooldown in between usages.

Type: Mode
Rank: S
Range: N/a
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all ninjutsu and taijutsu up to S rank
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be moulded into Senjutsu chakra, all subsequent technique employ Senjutsu chakra until the minimum cost (-10/turn) cannot be paid to sustain the mode. The user is resistant to damage, reducing 30 damage from all techniques and can heal (for 10 damage per turn), for the duration of this technique. The user is able to passively sense chakra and his/her perception and reflexes are enhanced by x4. Their ninjutsu and strength increases, empowering taijutsu and other close range physical combat techniques by +30. Additionally, Genjutsu cast by the user are empowered requiring the opponent to use Genjutsu release, of one rank higher than what is normally required. Lastly, the user gains access to physical feats granted by Sage mode. Unlike other variations of Sage mode, Wood release and its natural affinity towards Natural energy allows the user to gather natural energy more easily. While meditating the user is able to use Ninjutsu up to A rank of Wood release and its components. However, only techniques that employ shape manipulation can be used and the rate of conversion between Chakra and Senjutsu Chakra is 5% per turn (Sage mode activates at 10% reserve, requires uninterrupted meditation). The user can continue to use this ability once he enters Sage mode, to extend the duration but his techniques are not empowered.
Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again.
Note: This variation of Sage mode can only be used by Senju Hashirama or Uchiha Madara.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.

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.

Chakra: 2880
Sage Chakra: 330
 

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Muramasa reactivated his prior techniques, allowing himself to perform Kenjutsu with his body alone, as they had previously deactivated upon his untimely death not moments before in the Realm of Torment. Although he hadn't had the time to fully process what that meant, dying as a living soul within the afterlife itself, he pushed on. Reactivating his Journey of the Swordless, Muramasa then brought forth a new luxury item from within his Wrought Iron stock, sealing it within the seal on his hand, and imbuing the blades encompassing his form with it's abilities.

"I guess I've become dull... Time for an upgrade."

(Tabi no Katana nashi) Journey of the Swordless
Type: Supplementary
Rank: A
Range: Short
Chakra: 30(-15 per turn)
Damage: +20 to All Kenjutsu/Taijutsu based Techniques, 1.5x Speed
Description: Journey of the Swordless is a technique which is always active for those who practice the art of Kyotoryu. Being active from the very beginning of battle, Journey of the Swordless is classified as a passive technique to all those who wish to utilize it. While most Kyotoryu techniques do not require this, Journey of the Swordless is meant to enhance the users Kyotoryu techniques to their maximum, by sacrificing a real sword in the process.

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

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

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

(Fūinjutsu: Mu Gen no Kensei) Sealing Art: Baseless Blade Works
Type: Supplementary
Rank: B-Rank
Range: Self
Chakra: 20 (-5 per turn active)
Damage: N/A
Description: Created by a fabled Blacksmith in an attempt to preserve his own creations through chanelling them into lesser works so as to not ruin his own blade's with wear, tear and rust, Baseless Blade Works is a seal applied to one's body that possesses a two-directional seal. Aesthetically it takes the form of a sword tattoo, the seal's primary application is similar to that of a generic Sealing technique, allowing the the user to seal and unseal physical targets, in this Jutsu's case specifically weapons, and store them within the seal for convenience and protection. What seperates this seal from the countless seals that provide the same function is the second application tied to the seal. When activated at the cost of 20 Chakra, the user selects one of their stored weapons and, should they be utilizing a weapon(s) of a similar nature, the seal identifies and targets unique aspects of the weapon and imparts that weapons properties on to the weapon held in their hands, effectively creating an "imitation" of the chosen target. This includes access to Jutsu that can only be performed through that specific weapon, abilities or techniques inherent to that weapon itself, or factors of the weapons design that make it unique, such as a specialized version of an existing weapon whose design is altered to achieve a greater/ different effect than its standard counterpart, all of these become avaliable to the weapon(s) in the user's hands.

Naturally there are limitations and drawbacks to the properties this seal. Firstly, due to the transformational nature of this technique, to "overwrite" existing weapons with the nature of another, this technique cannot be used on weapons that already have their own abilities. The weapon in the user's hands needs to be a "blank slate" that a unique weapon can be imprinted upon, or the technique fails to produce an effect. Next, weapons recieving the unsealed properties are still bound by their own inherent/ original properties and limitations. For example, regardless of a stored weapon's durability, the weapon in the user's hands does not recieve any additional defensive capabilities, such as indestructibility. Rather, when the "imitation" weapon's durability is too low (less than B-Rank in strength or durability (freeform weapons are classified as unranked), they can only maintain the imprint for a short period of time (4 turns max) before being destroyed as the enhancement turns into something more akin to a hostile invasion, causing the weapon to self-destruct. Additionally, utilizing techniques or abilities unique to a specific weapon while falling under the aforementioned durability range instantly causes this same destructive reaction. Finally this technique still requires the user abide by the rules regarding Custom Weapons and similarly restricted weapons, as well as any and all limitations the weapons themselves have.

Baseless Blade Works can last for as long as the user is willing to maintain it, provided the application doesn't expire due to the aforementioned durability factor, at a cost of 5 Chakra per turn. If an application of this technique lasts longer than 4 turns, it cannot be used for at least 2 turns once that usage ends. Finally, storage and withdrawal of weapons within this seal costs 5 Chakra per each activation, with the former costing a move when performed in combat, while the latter is always passive. Techniques used used through the imitation technique decrease in strength by a rank.

Note: Requires Advanced Fūinjutsu.

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(Rentetsu Kyūjutsu: Meslamtaea) Wrought Iron Archery: Blazing Soul
Type: Offensive/ Supplementary
Rank: B-Rank/ S-Rank
Range: Short - Long
Chakra: 20/ 40
Damage: N/A - 80
Description: With one of their unique "Sword Arrows", Meslamtaea, already in hand after being summoned through the "Void Creation of Blades" seal, the user will employ one of two applications unique to the Sword-Arrow, which has an incredibly ornate, if not entirely ceremonial design, constructed from a unique abyssal black metal that changes to a pristine white when charged with Chakra.

Meslamtaea - Kur Kigal Irkalla: An imitation of the crushing pressure exerted within the depths of the Underworld, Kur Kigal Irkalla is a unique Sword Application in the sense that it has no offensive capabilities of it's own. Instead, by channeling Chakra into Meslamtaea, then driving the unique Sword-Arrow into the ground, the user creates a large spherical barrier with a 15m radius from the weapon itself. Everyone encompassed by the barrier are gripped by a death-like cold that eats away at their Chakra, siphoning it from them at a rate of 10 Chakra per person per turn, storing it within Meslamtaea itself, up to a max of 40 Chakra. The barrier is B-Rank in terms of cost and Rank, and requires one of the user's 3 Jutsu per turn to perform, but is physically intangible, requiring techniques akin to "Barrier Shatter Technique", or the destruction of Meslamtaea itself to be neutralized, the latter of which requires an A-Rank or higher technique directed at the weapon itself.

Alternatively, Meslamtaea's Chakra draining barrier can be passively applied to the blade itself, allowing it to steal more Chakra from a target through direct physical contact. Whether against opposing techniques or a target with it's own Chakra pool, Meslamtaea can absorb up to a max of 20 Chakra per strike, storing it within it's blade, and as mentioned before, the limit of this storage is 40 Chakra. Finally the user can choose to actively expel Chakra from within Meslamtaea in the form of a Raw Chakra attacks. The damage inflicted is equivalent to a Jutsu of that cost's Rank (10 Chakra = D-Rank, 20 Chakra = B-Rank, etc), has a range of Short - Mid, counts as one of their Jutsu per turn if expending 30 Chakra or more in a single attack, but cannot be boosted in any capacity. Finally, regardless of application, the barrier remains active for up to a max of 4 turns.

Meslamtaea - An Gal Tā Kigal Shē: Literally meaning "From the Great Heavens towards the Great Earth", this Fūin-Kyūjutsu is based on the legend of an atrocious act carried out by a certain Goddess when she set her sights upon a mountain range whose beauty rivaled her own. Likewise this technique is radiant in both it's beauty and destruction. The user starts by channeling Chakra into Meslamtaea, charging the weapon with a vast quantity of Raw Chakra. Then, rather than aiming for the target directly, the user fires Meslamtaea into the Heavens, giving the unique projectile a high arc, so much so that it can take several turns (max of 4) to return to the Earth. As it descends the weapon picks up speed which translates into force, resulting in a large explosion. The end result is an S-Rank Neutral Chakra explosion, more akin to an orbital bombardment than a mere arrow loosed from a bow, which covers a 5m radius around the target.

If Meslamtaea has Chakra stored within the blade itself when it is fired into the sky to perform An Gal Tā Kigal Shē, the Chakra present within the blade can be, at the cost of an additional Jutsu slot, converted into a barrier surrounding the projectile akin to an "overshield", protecting it from harm. The barrier's durability is equivalent to the Chakra Meslamtaea was fired with, and can neutralize Chakra-based techniques up to that amount. If the barrier is still active as the projectile strikes the earth, the remaining Chakra from it is added to the explosion, increasing its base damage damage by the amount of Chakra remaining within the barrier in a direct conversion from Chakra to Damage with a ratio of 1:1, resulting in a max increase of 20 damage. Like with Kur Kigal Irkalla, the Chakra utilized in this application can't be boosted by any means.​

Note: Kur Kigal Irkalla can be used 3 times per battle, with three turns between uses.
Note: An Gal Tā Kigal Shē can be used 2 times per battle, with three turns between uses. Additionally, if An Gal Tā Kigal Shē is empowered by Kur Kigal Irkalla, the user cannot perform any Wrought Iron Archery techniques above B-Rank for 3 turns.

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Geezus

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The dangers ahead were growing more and more perilous as they continued the Champions of Humanity continued their journey downfurther down into the Underworld. They were closing in on the final objective and there was no more playing around. Naruto would activate his Six Paths Sage Mode in order to be better prepared to venture further into the Underworld. If it weren't for the Soul Stone, the Champions would have suffered severe casualties and Naruto would feel responsible for not being able to protect everyone. This time, he would use every tool at his disposal to deal with the looming threat of the Seven Gates.

( Rikudo Sennin Modo) - Six Paths Sage Mode
Type: Mode
Rank: S
Range: Short
Chakra: 100 ( -40 per turn )
Damage: N/A ( +30 to Senjutsu and elements )
Description: With the power given to him by Hagoromo, Naruto becomes able to use Six Paths Sage Mode, drastically empowering his abilities to a far greater state than Sage Mode does. His eyes becoming yellow and taking on a cross-like shape, he dons a chakra cloak that appears similar to his Sage Tailed Beast mode. It forms into a light colored coat with a dark colored "bodysuit" underneath that covers his torso and reaches down his arms to his knuckles and own his legs above his sandals, which are also yellow colored. It also has a light colored circle where his seal was placed as well as golden magatama markings around his collar. Naruto can maintain his mode for a much longer duration with no signs of fatigue or drawback afterwards as opposed to his normal Sage Mode. His speed and sensing are immensely increased to a level similar to Hagoromo's Rinnegan, making it possible to sense Madara's Limbo clone. While in this state, Naruto can also make use of Yin and Yang Releases, manifesting Truth-Seeking Balls that he can utilize in battle. Like his previous forms, he gains the ability to make chakra hands of varying size and also gains the ability to fly.
Note: While this state is in use, the user cannot regenerate chakra or increase his chakra pool until this Jutsu has ended.
Note: Can only be used by Six Paths Naruto bios and after use, cannot be used for at least 10 turns of battle or twice this amount for none battle based posts.

Yin-Yang Release (Gudōdama) - Truth-Seeking Ball
Type: Offensive/Defensive/Supplementary
Rank: Forbidden
Range: Short - Long
Chakra: 80 (-15 per turn once activated)
Damage: 140 each
Description: Truth-Seeking Balls are spheres of malleable black chakra composed of all five nature transformations and Yin-Yang Release. Each is about the size of a fist and hides within it the power to complete obliterate a forest. The Truth-Seeking Balls function as a technique that is always on standby once activated. The technique creates a fixed number of orbs; no more or no less can be created. If they are somehow destroyed or otherwise not retrieved by the user, they become permanently lost. Once created the user can manipulate each of the individual balls at will. The balls can be shaped into a variety of forms, and the many natures comprising them can be combined to produce various effects. They are able to serve a variety of functions, such as forming shields and weapons, platforms, launching as high-speed projectiles, and rapidly expanding to produce massive explosions (mid-range in diameter). Users are able to combine orbs to enhance individual damage. At most only two Truth-Seeking Orbs can be controlled for offensive use at any given time; but any number of orbs can be used for defensive purposes to protect the user. Using the orbs outside of reshaping them requires one of the user's three moves per turn.

As the chakra comprising them is highly durable, the balls can serve as an effective defense. Due to the nature of possessing Yin-Yang Release the Truth-Seeking Balls have the ability to nullify any ninjutsu they come into contact with, making them impervious to Ninjutsu techniques. Only Senjutsu techniques that exceed an individual ball in damage are capable of harming and neutralizing an orb. When wielded by a user of Six Paths Senjutsu, the Truth-Seeking Balls become a potent weapon against invisible enemies in the world of Limbo, as well as other spiritual techniques such as Yin Release’s Hands of Sloth, able to interact with techniques of this type as normal. The user’s ability to control the Truth-Seeking Balls diminishes as it goes further from them and thus an effective way of combating them is to transport them away with certain types of Spacetime or teleportation jutsu.

Note: Can only be used by biographies that were shown using it.
Note: Acquisition of the Truth-Seeking Balls occurs through one possessing Six Paths Sage Mode, becoming the Jinchuuriki of the Ten-Tails, or Yin-Yang Release.
Note: Tenseigan users who have mastered Yin-Yang Release and enter Tenseigan Chakra Mode acquire the orbs which are cyan green in color instead of black. Hamura is the only exception to this rule, possessing the black orbs without requiring his chakra mode to use the power.
Note: The negation effect of the orbs works on all forms of ninjutsu but does not work on techniques that are enhanced with Senjutsu or natural energy.
Note: Wielders gain six orbs that can be used up to long-range. Beyond mid-range, however, the user loses the ability to actively manipulate the orbs, only being able to call them back. However, if the orbs go beyond 40 meters from the user they will be lost until the user comes within range to manipulate them again.
Note: Once activated the orbs remain on standby until destroyed or the user dies. The user can manipulate an orb for two turns before they are unable to control it, returning to standby for the same amount of time.

HP: 200
Chakra: 2600 - 180 = 2420
 
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With the champions completing their second task it was time to move on. Douman would perform a summoning technique and encase himself in his trusty armour once again, but this time he would infuse it with additional chakra to enhance its sentient capabilities. With Cavalry of the White Queen enabled Vile would now be capable of performing its own Steel Techniques.

(Shu Iyashii no Soroi) – Lord Vile, The Suit of Malevolence
Type: Weapon
Rank: S
Range: N/A
Chakra cost: N/A (-5 chakra per turn)
Damage points: N/A
Description: This weapon, also known as Lord Vile, is a pitch-black armour composed of steel. The metallic armour is larger than the user and envelops them entirely, with the exception of his eyes, where a visor in the form of a single slit can be seen. The chassis of metal takes on a medieval style and possess a glossy metallic sheen. It is the work of the delicate and nuanced workmanship of its smith's utmost effort, succeeding in granting it an air of formidability and a fine construction. It is an armor that can be called neither exquisite nor crude, and it instead perfectly melds magnificence and functionality. It is carved with countless marks and scratches, the highlights of his various military exploits etched into it to add a touch of valor. In terms of it's base level of strength, the armour is the equivalent of an S-Rank steel technique and can be destroyed by techniques following Koton's elemental S/W. Since it is treated as a koton technique, jutsu that utilize existing steel can be used on/applied to it. The armour has the same functionality and abilities as the one in Steel Release: Resurgence of Savagery.

The chassis of steel is composed of thousands upon thousands of extra fine wires though this difference is imperceptible to the naked eye. This makes it as light-weight as the armour created in Steel Release: Authority of Arthur and allows reshaping of it to a limited extent. The user can passively create or close openings anywhere on the armour or "unwind" different part(s) of it into the wires which compose it (e.g. the gauntlets will unwind and the wires which formed it will simply hang there or wrap around another part of the armour). This is done to expose different parts of the user's body in order to facilitate the release of techniques such as those spewed from the mouth. Lord Vile also has an array of ornamental seals decorating it's body, not unlike the those exhibited in Curse Mark Level 1 in appearance. Being of the same complexion as the armour, they cannot be distinguished from it with the naked eye. Due to it's unique composition, seals which are normally placed on the body can instead be placed on the armour.

Through the continuous infusion of chakra, Lord Vile has developed a degree of sentience. It passively saps chakra from the user's body to sustain this sentience and will do so even if the user finds themselves unable to use or mold chakra. Barring the complete sealing away of the user's chakra (which is synonymous with death), the armour will always be capable of leeching their host's chakra. Through mental commands alone, the user can freely control the movements of the armour, granting him an unparalleled ability in combat. As the user and the armour possess a symbiotic relationship, the latter can aid the user in the molding of chakra. Techniques which normally require a handseal of some sort can instead be performed through motioning the armour in some way (e.g. swiping the arm or clenching the gauntlet into a fist). This is a passive ability but it can only be used on techniques which require a single handseal.

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(Koton: Guntai no Shiroi Kouhi) – Steel Release: Cavalry of the White Queen
Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will infuse additional chakra into an existing sentient steel technique, either when it’s already on the field or upon it’s creation, to grant it a superior form of ‘sentience’. What this essentially does is bring their level of autonomy to resemble the Knights created in Steel Release: Knights of the Round Table. The sentient steel technique will become capable of using Steel Release techniques up to and including it’s rank sans handseals. This includes techniques which can only be used in Glory of Galahad as the creation is already composed of steel. If applied to a steel technique on creation, this jutsu can be used in the same time frame as it's predecessor technique. For example, applying this to a B-Rank knight will enable it to use B-Rank and below Steel techniques.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time
 

Ańbu Juniør

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Still shaken from the ordeal he and his ninken experience in the previous encounter, Kōtetsu would be the first to answer. He activated a fusion between himself, Sirris, Sif, and Solair, allowing each of them to merge into his body. He couldn't afford to lose them again. He positioned to the forefront of the group, channeling earth chakra into Kusanagi's hilt to increase its weight, and then formed a seal that bound the enhancement to the weapon indefinitely as he moved.

"YOU STAND BEFORE THE FIRST OF SEVEN. GRAND ARMIES AND DIVINITIES HAVE CRUMBLED BEFORE OUR WALLS. I AM THAT WHICH FILLS THE INFINITUDE OF THESE REALMS. I EXIST THROUGHOUT THIS HELLISH PARADISE. NONE CAN CHEAT ME. WHAT AM I?"

He mulled over the riddle the first gate had presented them before deciding on an answer. “The answer...” He began,“...is death.”

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

Note:
- Must be posted at either the start of the battle or in the user's biography, and is active at all times.
- In the case of deactivation (On the user's account or as a result of an enemy technique) this technique can be reactivated again at the cost of a move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka clan members. After using another transformation the user is capable of reverting back to this form without completely canceling the previous transformation, instead, they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
(Doton: Chō Kajūgan no Jutsu) - Earth Release: Super Added Weight Rock Technique
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: N/A (+40 if used to add damage)
Description: A more advanced version of the Earth Release: Added Weight Rock Technique, in which the user drastically increases the weight of any object in direct physical contact, but to a much greater extent than that of the original ability. This technique can increase the weight of a target up to 100 times. Under certain circumstances, the technique can be used to increase the force behind attacks.
Note: The weight change lasts 2 turns or until countered.
(Fuuinjutsu: Baundoenchanto) - Sealing Arts: Bound Enchantment
Type: Supplementary
Rank: C
Range: Short
Chakra: 15 (-5 per turn)
Damage: N/A
Description: This seal may only be used on weapons that are in contact with the user. This seal may also be passively applied to the user's weapons or formed onto a weapon the user is holding by expending a move. Only activated when the user is utilizing a jutsu to enhance or otherwise affect said weapon, this seal (which is marked with the kanji for "bind") will activate and drain chakra from the user to fuel said jutsu, even when the user uses another jutsu. It will permanently (or for as long as the user chooses to keep paying chakra) bind the enhancement to the weapon by doing so, as it is constantly being fueled. Each turn the weapon will be able to be used as if the enhancement that was made on it was newly activated, so that they may block and attack with the weapon it was used on without breaking the freeform dodging/blocking rules.
- Only one of these seals may be active at a time on a single weapon
- Only works on weapons
 
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The ancient doorway creaked open, its massive size causing the even the bridge hovering over the void to shake somewhat. A one hundred meter gap stretched between the first and second doorway, which was sealed tight but also illuminated by hundreds, if not thousands, of small torches that lined its walls. The bridge itself stretched 25 meters wide, and one either side of it was a pathway to the Void below, downward to infinity. From each side of the bridge two Haunting Souls emerged; the one on the left fixated on Merlin, while the one on the right fixated on Lucifer. Meanwhile, the second doorway spoke as the Champions of Humanity prepared to move through the first. Its voice boomed across the chasm. The battle had begun.

"I AM AT ONCE WITHIN YOU, AND YOU IN YOUR ENTIRETY. OF IRKALLA'S OLDEST RULER, I AM THE FIRST CHILD, AT ONCE THE ONLY AND ONE OF MANY. WHAT AM I?"​

(Shutsubotsu Tamashi) – Haunting Soul
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The most basic soul type thrown into the Void by Falnir thousands of years ago, judged unworthy of even residing in the Realm of Torment after judgment. The Haunting Souls are bound to the Seven Gates, and periodically appear on the battlefield in varying numbers as the battle progresses. A Haunting Soul when summoned will randomly fixate on an enemy, unrelentingly hunting them down until they reach their target. Haunting Souls have seventy health points, and move at the speed of a Jounin shinobi. A Haunting Soul is immune to any form of damage, influence, or hindering effects from its fixated target, meaning it can only be damaged by other Champions of Humanity it isn’t fixated on. Should it come within five meters of its target the Haunting Soul will perform Rip Soul. Outside of this, the Haunting Soul is capable of reflecting a single technique used by an opponent each turn at will.
 
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Arthorius

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The ancient doorway creaked open, its massive size causing the even the bridge hovering over the void to shake somewhat. A one hundred meter gap stretched between the first and second doorway, which was sealed tight but also illuminated by hundreds, if not thousands, of small torches that lined its walls. The bridge itself stretched 25 meters wide, and one either side of it was a pathway to the Void below, downward to infinity. From each side of the bridge two Haunting Souls emerged; the one on the left fixated on Merlin, while the one on the right fixated on Lucifer. Meanwhile, the second doorway spoke as the Champions of Humanity prepared to move through the first. Its voice boomed across the chasm. The battle had begun.

"I AM AT ONCE WITHIN YOU, AND YOU IN YOUR ENTIRETY. OF IRKALLA'S OLDEST RULER, I AM THE FIRST CHILD, AT ONCE THE ONLY AND ONE OF MANY. WHAT AM I?"

(Shutsubotsu Tamashi) – Haunting Soul
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: The most basic soul type thrown into the Void by Falnir thousands of years ago, judged unworthy of even residing in the Realm of Torment after judgment. The Haunting Souls are bound to the Seven Gates, and periodically appear on the battlefield in varying numbers as the battle progresses. A Haunting Soul when summoned will randomly fixate on an enemy, unrelentingly hunting them down until they reach their target. Haunting Souls have seventy health points, and move at the speed of a Jounin shinobi. A Haunting Soul is immune to any form of damage, influence, or hindering effects from its fixated target, meaning it can only be damaged by other Champions of Humanity it isn’t fixated on. Should it come within five meters of its target the Haunting Soul will perform Rip Soul. Outside of this, the Haunting Soul is capable of reflecting a single technique used by an opponent each turn at will.
“You are the soul” Lucifer said aloud, answering the riddle even as he saw the specters approaching himself and Merlin, their gazes fixed on the two champions, thankfully they were not here alone and their allies leapt into action quickly, to defend them. Vayne would manipulate the shadows his clan was known for, causing a tendrils of shadow to shoot across the ground, sending these shadowy tendrils to pierce the specter focused on Lucifer from below, preventing them from moving if successful and causing considerable damage.

( Kageyose no Jutsu ) - Shadow Gathering Technique
Type: Offensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60+20 = 80
Description: This is a shadow ninjutsu using materialised shadows, but compared to the Shadow Sewing Technique from the same line, this technique places emphasis on the minute control of the shadow's movements. It is accurate enough to even make the tentacles go through tiny holes. Basically, this technique takes the user's own shadow and transforms and stretches it into countless thin tentacles, which are then used to grab objects and pull them in. Also, one can skilfully make use of the tentacle-shaped shadow tendrils by using them to lift up and throw weapons like kunai and such. This technique has many possible applications and uses. There are no hand seals used for this technique, but the hand movements resemble that of Gaara's Sand Binding Coffin.

Simultaneously Douman would spring into action, attacking the haunting soul that was focused on merlin with a frontal assault. Causing metal spikes to erupt from the ground to skewer the soul and then detonate in to smaller spikes like a grenade, leaving the soul ravaged if successful.

Koton: Kazikuru Bei | Steel Release: Kazikli Bey, Lord of Impalement
Type: Offensive/Supplementary/Defensive
Rank: S-Rank
Range: Short-Long
Chakra: 40 (-5 per turn)
Damage: 80
Description: After performing a series of three handseals, the user will activate Kazikli Bey. Kazikli Bey can be used in one of two ways. The first, is it's primary offensive capability and it's most versatile usage. The user focuses their Koton chakra into the ground or any pre-existing source of steel to create countless large steel stakes to protrude out of the ground. The user can control how many stakes are created and where they occur. But these stakes don't just stop once they are created. As they grow from the ground they expand outwards upon mental command, almost like growing out more stakes from itself as they increase in size. The rupture of the stakes is not a slow process, neither is the extension of the stakes. Simply rupturing out of the ground isn't the only thing that the stakes of Kazikli Bey can do. Once the stakes come into contact with something or through mental command, the stake/s touching said object will detonate almost immediately. They will detonate into normal sized steel stakes that will tear apart and impale what they come into contact with. Now the second ability of Kazikli Bey is almost opposite of it's previous capabilities. This regards around protecting the user instead of focusing on attacking a target. The user will manipulate their Koton chakra into a source of steel on their body (Armour, body etc.) and several steel stakes consisting of fine steel wires (Unnoticeable to the naked eye) will protrude out of said steel. These steel wires weigh virtually nothing and will not impede on the speed of the user at all. The stakes are about 30cm - 1m in length to begin with but can be extended or shortened after the use of a hand sign with a max extension of five meters. (Needs to be stated when used, and also where they appear, also counts as a move in the user's three per turn). The stakes not only serve as a great offense to the user when it comes to physical attacks, it also provides a great defense against enemy attacks since, at the use of a hand sign, the user can manipulate the steel stakes to converge onto one another to form almost like an automated defense from attacks (Counts towards the user's three moves per turn). Should this defense mechanism be engaged, if an attack insignificant in destroying it occurs, the stakes will proceed to regenerate due to the wires, layer after layer replacing itself (Costs 15 chakra and can only be used once.). Due to the connection the steel on the user's body has with the user, Kazikli Bey in this form will last the same duration as the technique is applied too. So if used on the user while under the effects of Glory of Galahad, and Glory of Galahad has three turns remaining, Kazikli Bey will remain active for three turns aswell.

Notes:
Can only be used two times per event.
No Steel S rank or above on the turn this is deactivated/Destroyed
User can only use Fire, Earth, Steel and CE consisting of the following elements, aswell as non elemental abilities while active.


Finally a moment after the other two had attacked, Kotetsu would follow up, swinging his sword in a wide arc he released a considerably powerful shockwave, horizontally with enough range to strike both haunting souls should they somehow defend themselves from the prior attacks.

Moonlight Tempest (Gekkou Arashi)
Rank: A
Range: Short-Long
Type: Attack
Chakra Cost: 30
Damage: 60 + 20 + 40 = 120
Description: A sword art in which the user collects energy or transfers energy into the sword and slashes which gives an highly amplified swing that creates a shock wave which moves forward.

Note; The shock wave can cut almost anything in its way but moves straight forwards, which makes it difficult to hit the target, best used in short range.

Lucifer would take advantage of the others stepping in to his defense, aiming a small blast of the sea of life at one of Panthalassa’s flies, causing it to grow in size becoming nearly 6 foot tall and gaining a semi humanoid form, becoming a familiar of the child of Tiamat.

(Seimei no Umi: Atarashī Inochi no Tanjō) – Sea of Life: Birth of New Life
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 100
Damage: N/A
Description: This technique is born from the Sea of Life’s powerful ability to reshape life and is used against generic life forms, not other ninja, in the surrounding area. The user will release a small amount of Sea material from their body, sending it into the ground or into the air in order to strike another lifeform. Once struck the afflicted living being will be subjected to the Amino-Geis and to the user’s discretion in reshaping. In essence this technique allows the user to reshape life at a genetic level on anything within the battlefield, barring other ninja. The new life can take on any shape that the user desires, as long as it is no more than thrice the user’s size. It will move at the speed of a Jounin shinobi, have 100 health, 1,000 chakra, and be capable of using techniques from the Sea of Life technique list. The technique can be used against many basic lifeforms, such as bugs, worms, fish, and even an enemy’s summons though summonings will not be altered in terms of health, speed or chakra. In essence, as long as it is living and not another biography or Yin-Yang Creation, then this technique can warp the lifeform to the user’s will. The abundance of life in the earth, sea, and air make it particularly difficult to prevent the user from using this technique, although it is possible within reason. This technique can be used twice per battle, and after use the user is unable to use techniques from the Sea of Life for two turns.

Meanwhile, Emiya would place a fiery insignia on his arm, triggering his void relic, while leaving the insignia dormant for later. The seal glowed with an ethereal power, as did his relic, however the relic sputtered as it’s charge failed to hold.

(Shōkeimoji-Katon : Neko no Ketsui) - Heiroglyphic-Fire Release : Cat's Determination
Type: Supplementary/Offensive/Defensive
Rank: B - S
Range: Short - Mid
Chakra: 20 - 40
Damage: 40 - 80
Description: The user creates a Circular Red Glyph using their Fire Chakra on the battlefield; the pattern of the glyph is custom as long as it is circular and has the Kanji for "Kokoro 心" inside it. When created it flashes into view almost like an explosion except this is cosmetic. The Glyph can be created horizontally and vertically on the field and then manipulated to move in a certain direction, it can also be created parallel to the user's palm and thrown like a shuriken acting like a very compressed fire techniques, thin and hot which will cut through matter like a hot knife through butter.Glyphs can be created in front of a Wind Technique and combined with it, creating the infamous fire and wind combos; For example if combined with the Wind Glyph Cat's Dance it can be thrown through the Fire glyph creating a flaming wind glyph. Though this can be combined with other elements; a glyph can be placed on an earth technique and it can create a flaming golem with almost a molten like skin for example (Can be placed on tools to make them extremely hot and burn/cut through things more easily, the glyph is burned into the metal).

Glyphs can be burned onto a surface leaving an ash residue, on the command of the user it will explode and can be used to propel things along or send something flying; the explosion is controlled; For example if planted on the side of some earth or an earth technique it can suddenly speed it up and be shot in a different direction - can be planted on the soles of ones shoes (Fire wouldn't burn through) the ash residue would explode and send the user flying. Basically creating a redirection for solid creations. Trip mines can be created, when the ash is come into close contact it will ignite and explode in a fiery malestrom depending on the size of the glyph + 2 meters.

- S-Rank can only be used Twice with a three turn cooldown and no Fire Techniques of A-rank or higher in the same turn.
- A-Rank version can only be used four times with a two turn cooldown
- Only One Glyph can be created with one use of this
- Glyphs created last four turns on the field
- Must be Taught by LonelyAssassin
-The glyph can only be created/materialized within short-range of the user unless it's made from the ground


(Mukō: Soshi Chūnyū) – Void: Elemental Infusion
Type: Void Infused Artifact
Rank: B-Rank
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Whenever the user uses an A-Rank or higher elemental technique of one of the basic five natures they have a 20% chance to gain a single Void Infusion. This can occur once every two turns. This chance is increased to 40% when the user uses a Forbidden ranked elemental technique.
 
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The two spirits evaporated, and as they did the torches illuminated brightly. The doorway creaked open, revealing behind it the next towering rampart that blocked their way. Unlike the previous two this door was not illuminated by any torches, shrouding the entire next segment in absolute darkness - darkness of similar potency to that of the Necropolis. There were only two clear sounds; the moaning of Haunting Souls and the doorway itself. This time, two Haunting Souls descended from above, fifty meters exactly. They were directly next to each other. One fixated on Panthalassa while the other on Ashiya Douman. They moved quickly, and at the end of this turn would be within mid-range of their targets. A third Haunting Soul came from below the bridge itself, at mid-range beneath it. It would phase through the earth in its ghostly form within two turns to approach its fixated target, Kotetsu.

Meanwhile, the ancient doorway spoke:

"GOLD IS MY COLOR. EARTH IS MY LAND. I RESISTED THE FIRST BODY, HIS CRY OF DEATH REACHING THE VOID. HIS FAILED GAMBIT, BUT A WORLD DESTROYED. WHO ARE WE?"​
 

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As the Champions of Humanity progressed through the second Gate, and on towards the third, there were no torches to light their path, a creeping, oppressive darkness once again filling their very being with an uneasy dread. For all who possessed the Spider’s eye augmentations it was an easy fix, simply activate them like they had done so against the Twin Fates in the Necropolis, but for the others they had to once more rely on the guidance of their fellow Champions.

As they neared the Gate, once again they were beset by more spectral entities, this time two far above the bridge, while another intended to phase through the Bridge beneath their feet. At the same time, the Gate put forth it’s riddle. From Earth as their Land, to Gold as their color. Talk of resisting the First Body, to a scream reaching the Void. A Gambit failed, and a world destroyed, one man among the Champions of Humanity knew the answer immediately, for he had lived it. Vayne stepped forth and proudly declared their answer.

”You are Golden Sabbath.”

While time stood still around the Gate, anticipating some response from the monumental structure, others diverted their attention heavensward to the tortured souls descending from above, their gaze fixated on Pantha and Douman respectfully. With a bark to just hit them with something simple, Kotetsu readied his own attack as Emiya and Naruto weaved a seal, created a spear of lightning, and tossed them at their own respective targets. After their attacks were loosed, Kotetsu released his own, a Wind Release Kenjutsu slash which ensured the Souls’ destruction.

(Raiton: Gian) - Lightning Style: False Darkness
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.

(Fuuton/Kenjutsu: Ijū No Surasshu) - Wind Release/Sword Technique: Transmigration Slash
Type: Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60 (+ 20 + 40 = 120)
Description: This jutsu is a combination technique that utilizes both kenjutsu and fuuton chakra. By channeling their wind release chakra into a weapon of the user's choice. The user is able to generate a thin blade of wind chakra that they can release by making a slashing motion. However this technique behaves differently to most slashing style jutsu by behaving in a deceptive manner. Once the wind blade exceeds the five meter mark it will seemingly vanish into thin air. However this is not the case, in fact the blade has just slowed to the point where it no longer disturbs the air around it, making it appear as though it was no longer moving. However upon reaching short range of the opponent the user will swing his sword once more mimicking the earlier motion, causing the wind blade to progress at it's original place seemingly appearing from thin air now much closer to the opponent making it very hard to counter unless done so quickly.

Note: Can only be used thrice per battle
Note: Those with dojutsu could still make out the chakra in the blade even it it's slowed state.

As their allies took care of the ones above, both Vayne and Douman could sense the presence of the one beneath the bridge. With Yin Release’s passive sensory for Souls, it was easy for Vayne to target the Soul with a Genjutsu, placing it under an illusion where an even more haunting figure descends from above itself, and begins draining it of it’s essence, preventing it’s movement. As he did so, both he and Douman shouted out that there was one beneath the bridge they couldn’t physically attack to finish off, without the potential of damaging the bridge itself. Lucifer was first to respond, generating a number of golden chains from his body, lashing them out over the edge, and back beneath the bridge in the direction both Douman and Vayne described. It wouldn’t take much for the chains to eventually find their mark, skewering the soul, and ending it’s haunting of the party.

Genjutsu: Dementor's Seppun(Illusionary Arts: Dementor's Kiss)
Type: Offensive
Rank: A rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: After performing four hand seals, the user places the target in an illusion through sending his/her chakra to the targets brain. Inside the illusion the target would see a cloth-like being descend from the sky towards them. The target, upon the appearance of the being, would be unable to move due to ice emerging from the ground encasing them completely and preventing their movement(Target's head does not get encased with ice). As the being gets closer to the target, (s)he would begin to feel colder, the ice would seem to strengthen and tighten as it gets closer. As the being, named dementor, reaches the target it begins to 'suck' out the targets 'soul' through a 'kiss'(not necessarily a actual lip on lip kiss, it can be performed with the dementor's 'mouth' a few inches away.) The target would see a light blue line emerging from their mouth through the ice, said line would represent the target's 'soul'. As the 'soul' is being 'sucked', the dementor would fabricate fake illusions which the target would experience. The illusions would be intense enough to cause mental damage. Said illusions would usually be of anguish, torture, and sadness, of course the scope of the illusions intensity depends on the user's desire. Furthermore, the ice that had been strengthening and tightening as the dementor got closer would shatter inwards when the mental damage is delivered, this deludes that target into believing that (s)he had experienced both mental and physical damage, while in reality it was only mental damage.

-Usable 3X per battle.
-Must have illusionary arts training completed.
-No illusionary arts above A rank can be used in the same and next turn.

(Chakurachēn) Chakra Chains
Type: Supplementary/Offensive/Defensive
Rank: C-Rank to Forbidden
Range: Short-Long
Chakra: 15-70
Damage: 30-120
Description: Known by some members of the Uzumaki clan, this technique is the manifestation of the strongest of chakras within the clan and not a simple Ninjutsu technique. The user is able to focus and materialize chains from their body that can be used for various purposes. However, what makes it a technique that goes beyond the normal Ninjutsu category is that the user can manifest these chains in reality, using them to attack, defend or restrict a given target but can also manifest these chains in his mind, in a purely spiritual field. This enables the technique to act as defense against mental attacks (Genjutsu, Yamanaka Clan techniques, etc) by using the spiritual manifestation of the chains to "attack" the mental intrusion and dispel it. It was this ability that allowed Uzumaki Kushina and Uzumaki Mito to serve as perfect vessels for the Bijuu Kurama, as they could use it to restrict the 9 Tails Demon Fox inside their bodies. When manifested as a Ninjutsu attack, it has both great range and strength. The chains can be used to attack (each chain ends in a kunai-like spear which can be used to pierce a target as a spear or the chains can be used to slam into the target or surround it and "crush" it) or defend (using the same methods) against enemies and techniques but its main purpose is to restrict and contain targets. The restriction effect is achieved partially due to two aspects: their physical strength (which restricts the target physically, preventing it from moving) and their inherent "sealing property". This property enables the chains to have a restriction effect that goes beyond the physical restriction, preventing the target from being summoned, teleporting, etc. This effect can be boosted to a full sealing effect (including the targets ability to mold chakra, etc) if the user spends additional chakra. The effect isn't a sealing technique, however, because it will only work while the user fuels it with chakra, unlike normal seals.

Note: Can only be used by Advanced Uzumaki Clan bios and Canon Uzumaki bios seen using it
Note: To use the sealing effect, the user must pay an additional amount of chakra equal to the strength he wishes to attribute to the effect; counts as a move
Note: Forbidden Rank usage will lead to a 4 turn cold down time before the technique can be used again; costs 70 chakra, carries a potential 120 damage points, only usable with the physical manifestation.
Note: Spiritual usage can counter genjutsu, yamanaka techniques and other similar mental intrusion techniques up to the same rank

With the enemies seemingly all defeated, Kotetsu would once again activate his Chakra Enhanced Strength, knowing that it would undoubtedly be useful in the trials to come.

(Chakura Chikara) - Chakra Enhanced Strength
Rank: B
Type: Supplementary
Range: Short
Chakra cost: ( +25 to taijutsu techniques )
Damage points: ( +25 to taijutsu techniques )
Description: A technique that uses the refine chakra control and concentration required in medical ninjutsu to enhance one's strength to monstrous levels. This is done by storing chakra into one's hands or feet and releasing it onto the target with pinpoint timing. With this strength, the user can decimate the ground or even kill opponents with a single strike.
Note: Can only be used by Sakura, Momoshiki, Sarada or Tsunade bios.
Note: Once activated, lasts the entire battle.
 
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With the souls destroyed and the riddle correctly answered the doors creaked open once again, opening the gateway to the next towering monolithic structure. The next gateway was illuminated once again, revealing the arena in perfect dim light. But the air grew heavier, the Heart of the Swarm was growing stronger. At the foot of the fourth door stood the Phetran Enforcer, red eyes glowing and fixated on the group. His one goal: stop them at all costs. Surrounding him in a circular formation were five Haunting Souls fixated on the following Champions: Lucifer, Merlin, Panthalassa, Vayne, and Ashiya Douman. And as the Heart of the Swarm grows stronger, so too does its auras on the Champions. What originally was so miniscule it didn't affect them at all now became somewhat of a hindrance. For each meter that a Champion moved they would be afflicted by the Aura of Oppression; its power able to damage enemies based on distance traveled, for every meter they moved they would suffer 1 point of damage. This segment of the bridge was 25 meters wide and 75 meters long from the doorway they just opened to the next sealed gateway. To herald the coming battle the Phetran Enforcer lifted its axe, pointing it at the group. While it could not be seen under its insidious robes, the Enforcer smiled viciously. It charged at the group, beginning to close the distance. It moved extremely fast, and by next turn it would be within mid-range of the Champions of Humanity. Likewise, each of the Haunting Souls moved linearly to their fixated target, each a meter apart from each other.

The fourth gateway began to speak:

"WITHIN IRKALLA I AM ABSOLUTE. BLESSED WITH COMFORT ARE THOSE WHO LIVE WELL, CONDEMNED TO AN INFINITUDE OF SUFFERING ARE THOSE WHO DO NOT. I AM INESCAPABLE WITHIN THE UNDERWORLD. WHAT AM I?"​

(Fetoran Enfosa) – Phetran Enforcer
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: A shadow humanoid loyal to Phetra alone, 1.5 meters in height but shrouded in a black cloak emitting dark mist from its being. The Phetran Enforcer wields a two-handed battle-axe, and is commanded by Phetra to relentlessly hunt down any enemies that dare defy the will of Irkalla. The Phetran Enforcer’s melee attacks inflict 120 damage. Periodically the Enforcer will unleash a terrible burst of wind that blows back all Champions of Humanity by up to 50 meters; the burst of wind can be resisted by techniques that can block or intercept its path at least S-Rank in strength. Failure to defend against it inflicts damage correlated to the Aura of Oppression. The Phetran Enforcer has 260 health points.
 

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The doors shuddered with Vayne's answer, creaking open and revealing the path forward. What greeted them on the other side was a figure cloaked in darkness, surrounded by five of the same souls the group had fended off moments prior. They guarded the next gateway to Phetra, and were surely, if not literally, hellbent on stopping mankind's champions. The group moved forward by 30 meters, enduring the effect of the Aura of Oppression, during which they would also spring into action, launching a staggered onslaught that was aimed to smash through the soldiers of the Underworld that stood before them. First, Vayne would exhale a great torrent of water that would slam into the Souls and the Enforcer, killing the former in one fell swoop and staggering the latter. Then, Ashiya would create a series of earthen canines that would surge behind the water to deal another blow. The Earth technique would be followed up by Lucifer forming the Snake seal and releasing a number of lightning spears to skewer the Enforcer, and subsequently Naruto throwing an empowered Rasenshuriken to strike it. Finally, Merlin would form a trio of seals and create various fiery projectiles that would surge towards the Enforcer, and Kotetsu would complete the assault by swinging an arc of energy from his sword, empowered by various techniques.

Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: A technique where the user creates ferocious canine chakra avatars from the land itself. They will pursue their targets relentlessly in order to clamp down on them with their jaws, restraining and crushing them, and their speed is so great that they were even able to catch Sage ranked Ninja. The user can also transmit elemental jutsu through the body of one of the canines after it grasps a target, causing it to travel the length of its body at normal speeds until it erupts from the mouth.

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Descripton: The user, after performing the Snake handseal, emits lightning in the shape of a spear from their hands or mouth which then pierces the enemy. Kakuzu, the original user, shoots the technique from his Lightning mask's mouth. Its destructive power is great enough to even pierce through rock; meaning it has a high killing potential. The user can increase the number of spears to attack multiple enemies by branching the main spear. This, coupled with the sheer speed of the lightning, makes it a difficult technique to evade. This strong attack can be defended against by an equally strong attack of the same element such as Raikiri.

Type: Offensive
Rank: S
Range: Short (up to Long for Naruto)
Chakra: 40
Damage: 80 (20 to the user, if CQC) (120)
Description: By manipulating the wind-natured chakra of the Wind Release: Rasengan, Naruto was able to create four large points, causing the Rasengan to take on the appearance of a giant fūma shuriken, with the Rasengan in the centre remaining a perfect sphere. The technique gives off a loud screech-like noise during, and after formation. Others ninjas can learn the technique, but cannot throw it as they lack Naruto's skill with the rasengan to succeed nor can they produce as much damage as Naruto who, adding to the damage boost given to him to the aforementioned modes, gains another +10 damage when using it.

Type: Offensive
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80 + 30 = 110
Description: The user forms three handseals and accumulates fire and/or lava chakra in his hand and triggers a series of large fiery flame projectiles. After colliding against the target, it will explode in red flame blasts. This technique is powerful enough to demolish an entire area, causing a massive mid ranged explosion. The more blasts the user makes, the smaller the ensuing explosions become.

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

With all of the Underworld's forces taken care of for the moment, Merlin would utter the answer to the riddle posed by the Gate that loomed over them. "Ehhh...the answer is judgement. Right?"

Merlin HP: 160
Kotetsu HP: 130
Emiya HP: 130
Ashiya HP: 290
Lucifer HP: 230
Vayne HP: 130
Naruto HP: 170
Panthalassa HP: 130
Hei HP: 170
 
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The soul that had fixated on Vayne continued forward while the four Haunting Souls and Phetran Enforcers paused before the barrage of incoming attacks. As it phased through the water, completely undeterred because it had fixated on Vayne, it used its powers to reflect the Earth technique that followed. The canines, commandeered by the Haunting Soul that had fixated on Vayne, turned their attention all on Panthalassa after making a 180 degree turn. Subsequently, after the first Soul phased through the Water technique, the Soul that had fixated on Merlin took control of Vayne's Water Bullet. The Water suddenly coalesced into a massive sphere as it collected in front of the four Haunting Souls. The sphere then lurched forward, unleashing a concentrated stream back to intercept Lucifer's Lightning skewers without obstructing the earthen canines. With the path cleared, and now well within mid-range from his enemies, the Phetran Enforcer swung his massive weapon to unleash a massive gust of wind to blow back the Champions of Humanity. It would subsequently launch the six earthen canines, now under the Souls' control, faster and closer toward their target in Panthalassa. Because the gust itself does no damage, the canines would suffer none by being launched forward - the aura only influencing the Champions' movements. Likewise, with their assault dismantled, the Champions would face a difficult choice: continue with their attack or be launched backwards toward the gate they came from by the Enforcer's titanic swing.

Meanwhile, the Gateway remained steadfast. Its door did not budge at their answer. They were incorrect, though their answer close to what might be correct. Two more Haunting Souls materialized from underneath the bridge at long-range directly underneath, slowly moving upward toward the Champions of Humanity. Their fixated targets were Merlin and Kotetsu, respectively.
 
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The soul that had fixated on Vayne continued forward while the four Haunting Souls and Phetran Enforcers paused before the barrage of incoming attacks. As it phased through the water, completely undeterred because it had fixated on Vayne, it used its powers to reflect the Earth technique that followed. The canines, commandeered by the Haunting Soul that had fixated on Vayne, turned their attention all on Panthalassa after making a 180 degree turn. Subsequently, after the first Soul phased through the Water technique, the Soul that had fixated on Merlin took control of Vayne's Water Bullet. The Water suddenly coalesced into a massive sphere as it collected in front of the four Haunting Souls. The sphere then lurched forward, unleashing a concentrated stream back to intercept Lucifer's Lightning skewers without obstructing the earthen canines. With the path cleared, and now well within mid-range from his enemies, the Phetran Enforcer swung his massive weapon to unleash a massive gust of wind to blow back the Champions of Humanity. It would subsequently launch the six earthen canines, now under the Souls' control, faster and closer toward their target in Panthalassa. Because the gust itself does no damage, the canines would suffer none by being launched forward - the aura only influencing the Champions' movements. Likewise, with their assault dismantled, the Champions would face a difficult choice: continue with their attack or be launched backwards toward the gate they came from by the Enforcer's titanic swing.

Meanwhile, the Gateway remained steadfast. Its door did not budge at their answer. They were incorrect, though their answer close to what might be correct. Two more Haunting Souls materialized from underneath the bridge at long-range directly underneath, slowly moving upward toward the Champions of Humanity. Their fixated targets were Merlin and Kotetsu, respectively.
It was a spectacular sight the way the Haunting Souls reversed out of the staggered attack so easily. Furthermore, Vayne and Douman would once again feel the presence of two more Haunting Souls, warning the other about their appearance long range beneath the bridge.

Faced with the canines, Panthalassa approached Lucifer and then shouted to everyone else.

Attack the souls! I will coordinate with your attacks!

While his flies were more like walkies now, they still have the power to turn fully or partially into water and be manipulated as such, which Panthalassa took full advantage of. Spreading out his arms, the swarm took on the form of a great pulsating mass of liquid-turned flies, essentially water in their appearance, held together by his chakra, filled to the brim with swimming flies in their normal shape. The projectile gathered around the canines, elementally superior to them, razing them completely, its massive size serving as a blast shield that protected the remaining Champions from the Enforcer's gust. Myiasis would take on the shape of a large crescent wall, curving outwards away from the Champions, and starts to move forwards like a buldozer, potentially hitting all haunting souls in their circular formation at relatively the same time, though purposefully in a succession.

( Aburame no Hijutsu: Haekansei ) Hidden Insect Technique: Myiasis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80 (100)
Description: Myiasis combines normal insect manipulation and the Insect Cocoon technique, creating a great and concentrated swarm of insects in the shape of a large projectile, with the user's chakra at it's core inducing rapid reproduction of the insects. This creates a swarm constantly renewing itself, seemingly pulsate as the inner-most bugs fly out to the surface and then back again, in an endless cycle. This gives the concentrated swarm projectile a very peculiar appearance of something akin to an endlessly unfolding drill, but it's main property is it's resistance to wear and tear. Given it's constant regeneration, when it collides against another technique, if it is not enough to completely destroy the technique, following the elemental S&W, then it will never weaken, maintaining the same power as it had in it's inception. It can lost as long as it is fully destroyed, as long as the user keeps pouring chakra onto the swarm's Insect Cocoon-like core. In essence, it keeps being S rank until a technique that is able to neutralize or overpower S ranks collides with it.
Myiasis can be aggregated as up to 2 or 4 smaller projectiles, where each would be a constantly renewed A or B rank. The state between 1, 2 or 4 projectiles is inter-changeable, and the rank will follow accordingly, the user requiring only to push them together or apart. Likewise, the shape of the projectile can shift at will, become more spear-like or ball-like, or any other type of simple construct. All of these changes require no additional cost.

Note: While Myiasis is in play, the user is unable to perform more than 2 techniques per turn.
Note: The user is unable to perform other Aburame techniques after producing the Myasis, and throughout the duration of the technique.
Note: Only lasts a maximum of 3 turns.
Note: Can only be used twice per battle.
Note: Requires a 3 turn cool down between usages.

Taking a cue from Panthalassa, Lucifer performed a few handseals targeting the Enforcer as well. Lucifer shuddered at the appearance of his companion's eerie and ominous technique, but would take full advantage of the respite it sufficed by casting a powerful genjutsu onto the Enforcer. Rising in the air, stuck to a cross, the enforcer would lift its gaze from the bridge and into the air, where the eyes of Pethra would gaze at him disappointedly. Being his closest, and most likely only close "relative", Pethra would hover a rusty spear across his chest, pinning the Enforcer down with just her gaze, waiting for the moment where she would impale the spear through her servant.

(Genjutsu: Ronginusunoyari) — Illusionary Technique: Spear of Longinus
Type: Offensive/Supplementary
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: 80
Description: Making three handseals the user will cast a genjutsu upon the opponent, this illusionary technique causes the opponent to be suddenly raised into the air by a cross, nails will slam through their hands and feet causing blood to spill down the wooden frame. Once this has happened a figure of the users choosing will step in front of the victim holding a long rusty spear, these figures can either be simply visually similar to creations of tiamat, or they can be a corrupted version of people important to the victim, such as their parents, lovers, friends, or other relatives. This doesn't cause additional effects, the damage caused will be mental damage from the spear being thrust through the victims heart.
Note: Victims of this jutsu are not entirely paralysed by it, being able to perform jutsu that require no seals, they however can’t make seals or move under their own momentum in the illusion.
Note: Can only be used twice.
Note: No Genjutsu above A-rank next turn.

As soon as he finished the handseals, Lucifer retrieved two Thermal Detonators attached to 45m wires. Tossing them to mid-range at either size, they would travel around 13 meters in both directions to go either side of the bridge. Lucifer would expertly manipulate the wires, loosening them up until they stretched almost their full length before tugging on them, using the bridge as leverage to bend the wires inwards, where they would meet at explode bellow the bridge, about mid-rage from the bottom, to catch the unaware Haunting Souls as they enter range to target their respective champions.

Netsu kibaku sōchi | Thermal Detonator
Type: Offensive
Rank: B-S (S)
Range: Short-Mid
Chakra: N/A
Damage: 40-80 (80)
Description: Thermal Detonators are spherical palm sized metal containers, similar to smoke bombs, however the detonators contain a mixture of several types of powder that causes the detonator to explode in a blindingly bright explosion that sends highly lethal shrapnel and flames in a five meter radius around their detonation point. Activated with the press of a button the internal fuse will cause detonation after a few moments, giving the user enough time to hurl these up to mid range. Cyborgs are capable of installing these in their bodies, however normal shinobi may just carry them. When used by a cyborg the detonators cause lingering burning damage similar to napalm, inflicting an additional 10 damage per turn every turn for four turns to a target until extinguished.

Notes:
-A rank detonators and above can only be used thrice per battle.
-The blinding flash can inhibit vision for the same turn that the detonator explodes, if looked at directly.
-Must be placed within the users biography.
-May only carry 3 as a Shinobi and 6 as a cyborg.


Hei did not linger as Panthallassa began moving. Perfoming his handseals, he produced a massive wall of earth from the ground, that began bombarding the Haunting Souls through the Aburame construct, which had taken the shape of a massive crescent. As the bullets approached, the flies within the Miyasis wall would split apart, allowing the bullets to permeate freely, even as the Miyasis wall was blasting forward, sweeping the whole terrain and the Haunting Souls. In a fraction of a second before the Haunting souls were hit by the wall of water-turned flies, they would be shot through by Hei’s bullets. The array of bullets showers the haunting souls in a quick succession, targeting the Douman’s, then Panthalassa’s, then Vayne’s, then Merlin’s then Lucifer’s (Going from Right to Left, I believe)

(Doton: Ko Kabe-Tama) Earth Release: Great Wall-Bullets:
Type: Attack/Defense
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage points: 80
Description: A large 25ft wall raises from the ground in front of the user, this wall is extremely dense and is able to block A-Rank attacks. The wall then brakes apart and shoots hundreds of little bullets at the opponent.
Notes:
-Can only be used twice per battle.
-This Jutsu can only be taught by Serpent

While, simultaneously Emiya would create his own array of bullets towards the haunting souls, coordinated by Panthalassa’s manipulation. He would spit out a powerful torrent that would pierce through the fly/liquid wall, as the flies produce a hole as they move out of the path of the torrent, and would target the haunting souls in a succession, moving in tandem with the wall of flies and the array of earth bullets. The water torrent and earth bullets would spearhead the joined attack, permeating through Panthalassa’s moving wall, to attack the souls a split second before Pantha’s wall bulldozes them itself. Inversely to Hei’s earth bullets, Emiya’s torrent would go from Left to Right, first Lucifer’s, then Merlin’s, then Vayne’s, then Panthalassa’s, then Douman’s. As such, the right side of the battlefield would be hit by the earth bullets first, including Vayne’s at the middle, and the left side would be hit by the water torrent first, hitting Vayne’s simultaneously with the earth bullets, and immediately bulldozed by the wall of flies.

(Suiton: Suidan no Jutsu) - Water Release: Water Bullet Technique
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra: 40
Damage: 80
Description: The user inhales and molds a great amount of chakra into their chest, exhaling a very large quantity of water in the form of a powerful torrent towards their intended target. The stream of water is so powerful and concentrated it can rip through most obstacles in its path. The stream itself contains so much concentrated water that it can flood medium to large sized depressions of the battle field in relatively short amounts of time.

Elemental Infusion Roll: 6 Fail

Emyia would then activate the Brand of Tranquility, in preparation for future tactics.

(Shizukesa Omei) Brand of Tranquility
Type: Supplementary
Rank: B-Rank
Range: Self - Direct Contact
Chakra: 20 (-5 per turn)
Damage: N/A
Description: A unique body seal which utilizes the deep understanding of biology that comes with Medical Ninjutsu, Brand of Tranquility allows the user to target, seal and unseal specific aspects of the biology of their target. Visually the seal takes the form of a sunburst tattoo/ glyph that can be applied anywhere on the body. Utilizing the principle found within the "Bloodline Sealing Technique", the Brand of Tranquility allows the user to target aspects of the targets biology that go beyond that of a "regular" Shinobi, such as Kekkei Genkai, Advanced Elements, or Custom Clans, and seal them away within the brand itself where they cannot activate, be utilized, etc. This includes both physical aspects of their biology, such as a Kaguya's bone manipulation and inherent healing factor related to it, as well as more metaphysical, or conceptual aspects within their biography, such as unique energies found within Custom Clans. As an example, the ambient Keigoku within a Nekura, or Prana within a Surgebinder can be targeted, removing their shared trait of resisting, or outright nullifying external attempts at healing, but conversely it would also make it impossible for the respective character to utilize techniques associated with those energies, as well as remove any beneficial traits associated with them until the seal is released. The Brand can be used outside of, or during a fight, requiring the user expend one of their Jutsu slots per turn if performed in the latter. The effects can last for up to 10 turns (half if applied to another target), after which the seal automatically deactivates, and the ability/ abilities return. Once the seals effects end, whether through the time limit, willing (not applicable if the Brand is applied to another target) or forced deactivation/ destruction, the Brand cannot be used again for 5 turns. Finally, once the effects of the seal end and the user's targets return, due to the forced repression of their body's natural functions, the targeted skill, ability, element, etc receives a -20 reduction in their damage for 4 turns. Also they may not use the targeted skill, ability, element, etc above A rank for two turns after it's unsealed. Note: Requires Advanced Fūinjutsu & Medical Ninjutsu. Note: Can be used a max of 2 times per battle/ NW Arc.
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Meanwhile, Merlin would scratch his head and then answer the Gates once again.

"I… eeh… mispoked, the answer is Sentencing!"

And then, within the heart of Irkalla, what everyone in the world heard as whispers, the Champions heard almost like reverberating shouts. The voices detailed in a jumbled mess the story of the world. Of the Mage King, the Serpent, the torches. Panthalassa, Lucifer, Hei and Emiya would power through their techniques, using superhuman willpower to not have their attacks fail even with the distracting voices. The remaining Champions would be able to hear more atentively, all racking their own understanding to decipher the information that was given.

Merlin HP: 160
Kotetsu HP: 130
Emiya HP: 130
Ashiya HP: 290
Lucifer HP: 230
Vayne HP: 130
Naruto HP: 170
Panthalassa HP: 130
Hei HP: 170
 

Skorm

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Having made it into the Broken Gates, Alucard inspected the dire situation. He had never been here, but it looked like the place had been almost entirely destroyed by recent events. In the ruined wake of the gates were a few stations with Ereshkigal's forces, hellbent on bringing down the Void while they still could. However, his eyes couldn't help by staring down into the abyss from the bridge. If he would fall down there, it would be the definitive end for him and the feeling of staring down at the actual end made him rather uneasy. However, he had to focus on the mission at hand and as he had entered the landmark, some low leveled Void creatures between him and the closest station had been alerted of his presence and decided to attack him straight on. With Darkiscie still in his hands, he tilted the blade towards the opponents that came towards him and performed a large horizontal sweep with it.


( Kumo-Ryū Kaengiri ) - Cloud Style: Flame Slash
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60
Description: The user imbues their blade with fire, before slashing in the direction of the desired enemy, resulting in the creation of large arcs of intense flame that follow the trajectory of the previous swing. A skilled user of this technique, is capable of surrounding their immediate area with a circular wall of these flames, incinerating multiple targets even if they approach from numerous angles simultaneously.

He imbued his sword with fire chakra that shot off in a trajectory that created a flame, striking the Void creatures which wound up catching flames and cut them into minced meat. As they screech in anguished, Alucard brandished his blade and continued onwards until he reached the the first station of Ereshkigal forces. He attempted to engage in a conversation with them.


Is it as bad as it looks?
The stationed forces, consiting of a commander and an acolyte didn’t look very impressed of his arrival. Infact, they seemed to be completely devoid of hope. They lacked a means of responding to Alucard and continued to stare down, into the Void. Alucard scoffed at their none responsive nature and decided to continue further onto the bridge where more enemies lurked in the darkness. But as soon as he left them to it, the acolyte turned around and talked to him.

You’ll meet your end that direction. The others.. They’ve already accepted their fate.

Alucard turned looked over his shoulder.

I can sense chakra at the end of the bridge, which means i need to continue. You two can continue staring into the giant gaping asshole while i rescue the remains of your forces.

He advanced with determination to reach the next station and ultimately reach Ganzir in order to get to the bottom of the invasion. As he moved onwards, he was attacked left and right by more Void creatures that climbed the bridge from the Void beneath. They were all naked creatures, lacking the chitinous armor which made them much easier to destroy. There was still the lingering threat of being dragged into the eternal darkness and in order to avoid such risks he formed a sphere around himself with an absolute pushing force that woulds put a dent on any Void creature that would attempt to attack him at the same as he progress.


( Tensei Suiryoku ) - Reincarnation Thrust
Rank: S
Type: Supplementary/Defense/Attack
Range: Short - Mid
Chakra: 40
Damage: 40 - 160 (40)
Description: The user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.
Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again.
Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.
Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use any gravitational related techniques for the remainder of the fight and is unable to mold chakra for techniques above A-Rank for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be blocked or stopped. However, the enemies can still use techniques that prevent or reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped or directly countered, enemies can still manage to survive if they logically counter.
Note: Can only be used by Tenseigan Bios.

As he sustained the field of absolute force, Void creatures tried in vain to overthrow him as he ran onwards to reach the other allies of Ereshkigal with a focus on reaching the end of the bridge. With the shield rotating around him like a perfect sphere, he had reached what used to be the second gate which, like the first one, looked to be in complete ruin. A batallion of defenders were stationed here and contined to their best effort to surpress the continous flood of Void. They looked desperate and depleted of both weaponry and stamina, and without realizing the approach of Alucard, they were quite shocked when they noticed that several Dragon headed fire balls rushed forwards from behind.

(Katon: Gōryūka no Jutsu) - Fire Release: Great Dragon Fire Technique
Type: Offense/Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: The user fires several large dragon-shaped fireballs at their opponent after performing one handseal. It is able to alter localized weather conditions to the point of making thunder clouds when shot into the air, enabling the user to perform Kirin.

The fireballs rushed towards a group of enemies and they all exploded upon impact, creating a few barbecues. The defenders turned around and noticed Alucard who smoothly approached them as the Void creatures were screeching and burning while falling down from the bridge.


Pardon the intrution but i need to get to the end of this bridge.

Got a deathwish? We appreciate the support but we’re here to deplete our strength for as long as we can. The fight is over, we‘ve lost.

Then it’s a good thing i’m here.

Alucard looked into the darkness and manipulated his earth chakra in order to create a solitude for the soldiers here to protect themselves as they had been forced to fight in the open. He created four great walls several meters tall and long each which would effectively form into a massive defense for the forces to utilize. Against these low-ranked Void creatures it would provide a benfitial stronghold.

(Doton: Tajū Doryūheki) - Earth Release: Multiple Mudwall Technique (x4)
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: Like the parent technique, it creates a reinforced wall of earth to be used as a defensive mechanism. However, the technique works in a different manner. Using a pre-existing source of earth, it allows the user to create multiple walls of earth, further fortifying their defense instead of forming a single wall, by slamming his hands on the ground.

Alucard would also make a short stop here to catch up his full strength before proceeding onwards. He channeled his Yang chakra throughout his body and healed up the rest of his health pool [+150 HP healed, 200HP remaining].


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

*Mission End*
 
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