The Threshold (093)

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Impending disaster loomed as the Champions of Humanity struggled to defeat their priority targets; both the original Fetid Abomination and Unhallowed Sorcerer survived the attacks made against them. As the Unhallowed Sorcerer sensed the earth beneath him shaking, determining an attack coming from below, he used his free hand to cast two Ice Bolts into the ground underneath him. They intercepted the incoming Wood Release technique coming for him, but destabilized the platform he stood on above the chasm. He slid down the side of the chasm, five meters behind the original Fetid Abomination as it continued to lumber toward the Champions of Humanity. Thankfully for the Champions of Humanity the Sorcerer's attempt to complete it's Runic Reversal was interrupted, leaving the four illuminated runes intact.

But their troubles were mounting as calamity was quickly becoming evident in the battle. A second Fetid Abomination emerged in the rubble of the Unhallowed Sorcerer's collapsed platform, using its monstrous strength to pull its up from the earth below. Behind it came a second Unhallowed Sorcerer, in close proximity to the first. Both of them, using the two lumbering giants as body shields, began a second attempt at applying Runic Reversal. But this time it was considerably more dangerous; with two Runic Reversals cast at once it was possible for four runes to be deactivated at once, making destroying or interrupting the Unhallowed Sorcerers a high priority for the Champions of Humanity. Likewise, the Fetid Abominations continued to march forward slowly, using their bodies to shield the two from direct frontal damage.

Meanwhile, two packs of Animated Horrors and Vicious Cadavers emerged above the chasm. One pack leapt from the north, above the Fetid Abominations and Sorcerers. The other from the south, behind the Champions of Humanity to block the metal plated door. Each pack was composed of one Horror and Cadaver, split in two in order to surround them from two sides. They'd throw their bodies at them in a suicide attack, with the pack to the north attacking Lucifer and the two from the south splitting their attention between Mirabelle and Merlin.

The gear mechanisms turning underneath the metal plating grew in intensity as a fifth rune illuminated on the door. Time was of the essence now with only three runes remaining to be activated, placing the Champions of Humanity on the home stretch to breaching Enlil's gateway to Irkalla. But it was a treacherous path as the Servants of the Underworld grew in number, and the priority targets in the Fetid Abominations and Sorcerers began to stack up.

Health Pools and Damage Increases:
Fetid Abomination (1): 50
Fetid Abomination (2): 180
Unhallowed Sorcerer (1): 50
Unhallowed Sorcerer (2): 50
Animated Horror (x2): 60 (inflicting 100% increased damage, 120 damage each)
Vicious Cadaver (x2): 40
The potency of all Champion of Humanity attacks is reduced by 40 damage, from the combined effects of two Fetid Abominations.
 
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The trio were now faced with dire straits as the enemy continued to mount against them in greater numbers. Even the silver lining of the Runic Reversal being disrupted was now but a small victory, as a second sorcerer emerged from the hallowed walls of the mountain. No doubt, it would work to undo the progress made in unlocking the gate to the underworld. The three instinctively recognised that they were now on the back foot, despite having repelled the assault from the undead momentarily. With the brief lull in combat, now was the time to coordinate, though they had seconds at best. "Lucifer-kun, we'll take the ones in front. Mirabelle, you secure our rear."

The incubus' commands were greeted with affirmative nods by his companions, as he clapped his hands together to perform a small sequence of three seals. Lucifer, on the other hand, would instead take advantage of the remaining Sea of Life pooled on the ground beneath the horde of undead, turning it into a virulent mist of great temperature. While the mist, confined to the area occupied by the undead, served as an immediate offence to pick off the weaker members of the horde, Merlin's attack would take place just as Lucifer's began to take effect, summoning four large hands made from wood. They would converge on the horde in front of the trio as they rose from the ground before them, aimed to grab and crush them all at once, including the undead which had emerged from the walls and jumped towards them from above. Two other undead would do the same, though they would attack from behind. With Merlin and Lucifer preoccupied with the pack of undead in front of them, Mirabelle would take care of those descending from above towards their back, which she heard emerging from the stone walls of the mountain. Half-turning her body and looking up to face them, she would concentrate chakra in her mouth, unleashing a lightning-coated tornado that would rip through the air and smash into the undead descending behind them. With Merlin's innate healing capabilities, he would remain undamaged by the curse cast upon him by the undead.

Type: Offensive
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120 - 40 = 80
Description: A technique cast on Sea of Life material currently on the battlefield, or from the user’s own mouth. The technique essentially converts Sea of Life material, in its mud state in either the user’s body or in the surrounding environment, into a toxic black vapor. The black smog, when produced from the user’s body, will fill an area mid-range around them. When used from Sea of Life material, the smog will form in a one range-radius larger than the applied quantity; for example, if the user uses this on a pool of Sea of Life that is short-range in radius, the vapor will fill an area equivalent to mid-range. The toxic vapor is remarkably hot, capable of melting solid matter although it cannot harm the user or their Sea of Life familiars in any way. It is extremely hazardous to living things not currently influenced by the Sea of Life, meaning other Children of Tiamat are immune to the effects of this technique. Vile Haze also does not carry with it the intrinsic properties of the Amino-Geis. This technique can be used three times per battle.

Type: Offensive
Rank: S
Range: Short-Long
Chakra: 70
Damage: 120 - 40 = 80
Description: After performing the required 3 hand seals, the user creates 4 gigantic wooden hands that erupt upward from beneath the ground, which encircle and then attempt to restrain a chosen enemy. The size of each of these hands is around the size of a tailed beast. If the hands manage to grab the enemy, they will be unable to use techniques due to the woods chakra absorbing abilities. Each hand can only be destroyed by S-Rank techniques but, due to their size, are not suited for attacking small targets.
Note: Can only be used by Hashirama Senju bios
Note: Can only be used twice

Dragon Slayer Style: White Dragon's Roar.
Rank: S
Type: Offense
Range: Short-Long
Chakra Cost: 40
Damage Points: 80 + 20 = 100 – 40 = 60
Description: The user releases a tornado of both the wind and lightning element's from his mouth to attack the target. The attack possess highly destructive power, having causing great damage to the area it effects, ripping through the ground, and anything else in it's path. This jutsu is performed by spitting out a tornado of wind, this jutsu is performed be creating a tornado of wind, while also releasing lightning chakra causing the lightning to surround the wind tornado. The outer wind effect is not strong enough to overpower the lightning, so instead they mix in serenity, causing the lightning to become one with the wind turning it white. This roar can be done on the spot, and it does not require handseal's.

► Only Sting can perform this technique.
► Can only be used 3 times per battle.
► No A rank or above wind or lightning techniques in the next turn.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: Varies (lvl 1: +20 chakra per turn / lvl 2: +60 chakra per turn / lvl 3: +120 chakra per turn)
Damage: N/A
Description: Those with the cells of Hashirama are able to use the immense regeneration ability to heal injuries afflicted on them in mere moments. Anyone who has these cells in their bodies are able to naturally use this. This allows the user to heal minor injuries such as cuts,gashes, broken fingers or wrist/ankle and other small bruises.

Level 1: Done passively, this allows the user to heal small to moderate injuries. These include things like small cuts to broken digits and bruises as well as bleeding. These involve injuries that result from taijutsu attacks to minor wounds such as stabs in limbs, some broken bones as well as internal bleeding, slight organ tears. This is for none life threatening wounds and heals up to 30 damage

Lucifer HP/Chakra: 185 / 1860
Merlin HP/Chakra: 160 / 2980
Mirabelle HP/Chakra: 200 / 2880
 
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The Champions of Humanity finally took decisive action, nearly wiping the slate clean in a powerful three pronged offense that left devastation in its wake as the Animated Horrors, Cadavers, Abominations, and Sorcerers were engulfed in destruction. Only a single Fetid Abomination remained standing now, its body beaten and bloodied from the raw devastation that was wrought by their attack. Yet it continued lumbering toward them in a horrifying fashion, its body driven by another rather than its own free will. It was a weapon, not a being.

For the moment it seemed no new undead creatures would arrive. With both of the Runic Reversals prevented, the metal plating allowed for a sixth rune to activate. Only two runes remained drained of color as the gear mechanisms grew even louder, now churning away in the background of the chaos in the chasm. Yet behind that sound was another dire sound in the background, a roar unlike anything they had heard so far. A harrowing roar in the distance, deep within the chasm around them. Something was coming. Something immense. Their trials had yet to come to an end, but that end was in sight.

Health Pools and Damage Increases:
Fetid Abomination (2): 20
 

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The Champions of Humanity finally took decisive action, nearly wiping the slate clean in a powerful three pronged offense that left devastation in its wake as the Animated Horrors, Cadavers, Abominations, and Sorcerers were engulfed in destruction. Only a single Fetid Abomination remained standing now, its body beaten and bloodied from the raw devastation that was wrought by their attack. Yet it continued lumbering toward them in a horrifying fashion, its body driven by another rather than its own free will. It was a weapon, not a being.

For the moment it seemed no new undead creatures would arrive. With both of the Runic Reversals prevented, the metal plating allowed for a sixth rune to activate. Only two runes remained drained of color as the gear mechanisms grew even louder, now churning away in the background of the chaos in the chasm. Yet behind that sound was another dire sound in the background, a roar unlike anything they had heard so far. A harrowing roar in the distance, deep within the chasm around them. Something was coming. Something immense. Their trials had yet to come to an end, but that end was in sight.

Health Pools and Damage Increases:
Fetid Abomination (2): 20
Lucifer watched as the undead were eviscerated before him through the combination of his and his allies' attacks, they seemed to have reversed their fortunes effectively as the mangled mulch that were formerly undead crumpled to the floor in a bloody squelch. However the elation the trio felt would surely be short lived, as a horrible ear splitting noise began to echo through the chambers, the roar surely belonged to a terrifying abomination, Lucifer felt a sense of dread in his stomach, hearing such an animalistic howl, he knew the trio didn’t have much time to prepare.

Steel yourselves, this is going to get worse before it gets better! Lucifer said to his allies, prompting them to prepare for whatever horrors they would face next, while the child of Tiamat himself had something in mind.

Angling his right hand skyward, aiming it at the correct angle so that his technique would come crashing down at a distance that wouldn’t affect his allies, Lucifer released a huge ball of the sea of life skyward, high above them aimed to come crashing down at the end of the following turn landing long range away from the group it would smother everything in front of Lucifer with the sea of life, creating a source for further use as well as crushing whatever horror approached hopefully.


(Seimei No Umi: Neltharionu No Ken) — Sea Of Life: Neltharion's Fist
Type:
Offensive
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Utilizing the sea of life, the user will form a gigantic ball of the corrupted material from their body, launching it skywards, the ball will then crash down upon a targeted location with incredible force, spreading the sea of life long range in every direction from the focal point and harming anyone hit by it, with the exception of Children of Tiamat, creations of children, or those afflicted by the Amino-Geis, which the attack carries. Optionally the user can fire the ball so high in the air that it descends over multiple turns, up to three full turns, including the one in which it was fired. Each additional turn the technique spends falling increases it's kinetic energy upon landing, increasing the damage by 10 each turn, counting as one of the possible damage boosts that can be applied.
Note: May only be used twice per battle also incurs a three turn cooldown upon use, meaning it can't be used for three turns.
Note: May not use forbidden rank jutsu in the same turn.

Merlin himself entered a meditative stance, his eyes closed as he began to allow natural energy to enter his body, the full turn of meditation would allow him to enter wood sage mode, his face gaining the iconic marking of the wood sage, however it wouldn’t activate yet as he would only gain 5% senjutsu this turn, however thanks to the benefits of wood sage mode, Merlin is still capable of attacking the Fetid Abomination using an A ranked wooden spike that erupts from the floor behind the abomination skewering it.

(Mokuton: Kyousei Mokuzai No Jutsu) Wood Release: Greater Wood Technique
Type:
Supplementary/Offensive/Defensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user focuses and molds his chakra, using it to create Wood structures, Pillars, Trees, etc to defend, attack or support him. The Wood can be created from the users body or from earth sources and its limitations are only set by the users own imagination and the chakra put into the technique.

With majority of the enemies eliminated; Mirabelle couldn’t ignore the harrowing roar coming from the chasm. Seems the undead weren’t done yet, but at the same time she couldn’t find this enemy. However, one enemy remained; Mirabelle wouldn’t waste any time considering the smell from before wasn’t as bad now, yet was still overbearing to the nose. “This one is the smelly one…” she said; as she kneads her chakra into the air above the undead. This causes a giant blade made of solar wind to be formed above, descending at high speeds to cut the monster down in half in combination with Merlin’s wood technique – they finally managed to out the monster down, the smell of the dead letting up as she tries to clear her breathing up. Is it over…? she said asked, looking at the runes, six where now lighted up…only two more left thankfully.

Type: Attack, Supplementary, Defensive
Rank: D - S
Range: Short - Long
Chakra: 10 - 40
Damage: 20 - 80 +25 = 105
Description: Polaris allows one the generalized ability to weaponize one’s solar wind chakra. In the process of doing this, the user has the ability to generate basic usages for the element. This can range from solidified solar wind constructs such as weaponry, blasts, tornadoes or anything within the realms of one’s imagination. Due to the nature of solar winds, these creations are superheated to the touch, capable of melting metals, ignite flammable substances, and evaporate water of two ranks below the strength of this technique. The size of which these constructs can reach is five meters for D to C Rank, ten meters for B to A Rank while S rank can reach up to fifteen meters. D – C rank requires no hand seals, while B rank requires one, A requires two and S rank requires three. In the case of A rank use, it can only be used thrice per battle with a cool down of one turn. S rank can only be used twice per battle with a cool down of two turns, but within that cool down, no Solar Wind Techniques above A rank can be used. These techniques can be formed anywhere within the battle field in the air (though must start 5 meters away from the opponent), from the user’s body or can be infused into a weapon in order to give the weapon superheated properties, as it glows a bright green coloration. In this cause however, it will completely melt the object in question after a single turn of use. As said in the CE, the user is immune the damage and effects of Solar Wind.




Move breakdown: Merlin inflicts 20 damage to the abomination from the rear. Mirabelle inflicts 65 damage from above, both factoring in the abominations natural debuff and resistance. Lucifer sends an attack airborne that will not land until the next turn. The abomination should now be tianmen'd.

Lucifer HP/Chakra: 185 / 1810
Merlin HP/Chakra: 160 / 2950
Mirabelle HP/Chakra: 200 / 2840
 
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The chasm would suddenly shake following the demise of the last Fetid Abomination as the very earth cracked beneath the Champions of Humanity. Rocks tumbled from the surface above, falling as the presence of titanic monstrosity announced its coming. It was as Lucifer said, the worst had arrived. As he shouted another rune illuminated itself; seven runes now glowed blue, with the eighth humming to life soon should they survive. And then as sudden as the first roar itself was the explosion; the ground ruptured around them as a massive Blood Gorger burst from Irkalla itself, having burrowed from a portal dug by Phetra to allow it to cross dimensions and literally eat its way toward the Champions to attack them as the final line of defense. It arrived, dramatically reshaping the chasm itself.

Its dramatic and powerful emergence would be accompanied by it quickly consuming the essence of its allies, drawing on their blood and sinew to empower its three core abilities. This would be followed by the activation of Gorging Presence, weakening Lucifer, Mirabelle, and Merlin. The power of the technique would be empowered by each ally consumed, thirteen slain undead; this would result in a reduction of 140 health points from each Champion of Humanity. The Blood Gorger would follow through with a massive roar as, from its mouth, it unleashed a volley of Blood Bolts, five in total; but each Blood Bolt would be empowered by its own innate consumption, increasing the damage of each individual bolt by 130 from its base of 20 (bringing its damage value to 150). This was it, the first of many final stands for humanity at the precipice of destruction.

(Ketsueki Gōjā) – Blood Gorger
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: The Blood Gorger is a type of beast that resides in the depths of the Fields of Suffering, specifically the Realm of Torment. For millennia these ravenous beasts have fed off of the souls of deemed to deserve punishment. Falnir, the Burial King, is responsible for granting physical form to the souls within, and then torments them to an eternity of battle against the Blood Gorgers, where they feed off the forged vitality. Since claiming the Crown of the Undying Phetra has employed them in her legions, and uses them as a last line of defense against invasion from the outside world. Blood Gorgers vary in size depending on the amount of vitality they have consumed; from the size of small garden snakes to worms that rival the size of the tallest skyscrapers. In the case of the Gateway, the Blood Gorger here is 20 meters in length and 3 meters in width. When it emerges from the ground the Blood Gorger will consume the power of all its slain comrades that are made of flesh, blood, and sinew; in this case, any Animated Horrors, Vicious Cadavers, and Fetid Abominations, feeding off them and empowering itself. For each consumed ally the Blood Gorger’s abilities will be enhanced. This Blood Gorger has 260 health points and moves at a base speed of five, but can track any level of speed. It has three abilities.

Gorging Presence: The Blood Gorger consumes the enemy’s vitality based on the number of its own allies it has consumed; reduces the maximum health of all enemies by 10. This effect is amplified by an additional 10 for each consumed Servant of the Underworld. This is not damage, but a reduction in health that cannot be healed until after the end of the encounter.

Blood Bolt: From its massive body the Blood Gorger releases a volley of blood cursed with necrotic magics, each bolt inflicting 20 damage. This technique is empowered based on the number of allies the Blood Gorger has consumed, inflicting 10 additional damage per Servant of the Underworld consumed. Blood Bolts are neutral to all damage types, and can be intercepted by Fuuinjutsu and Barrier Fuuinjutsu. It counts as a Forbidden ranked technique.

Feeding Hour: The Blood Gorger can feast off fallen Champions of Humanity, consuming their essence to empower itself. For each Champion of Humanity that either has fallen or will fall the Blood Gorger’s health is increased by 100.0% of its base, its damage amplified by an additional 70, and it gains a reduction in all damage it takes by 30. This effect stacks indefinitely.
 
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This post contains a mission, using the following Story Element:

Perform a moderate workout routine. (2)​

Summary: As he waits for his allies and friends to arrive, unaware that they're fighting for their lives in the caverns below, Emiya experiments with a Noble Phantasm he pulls out of the Throne on a whim, aiming to kill the time with training.




As the minutes began to blend into hours in a ceaseless, droning boredom, Emiya was beginning to worry that his allies may never arrive, or that he'd simply gotten so used to the convenience of having his Prana-based capabilities begin to flourish into their own that travel had become a minor inconvenience to him, while others still had to traverse the entire world to make it here. He would give them more time, and for the moment, do what any decent combatant would with free time; train. There was a number of things he still didn't understand about his own abilities after all, namely the exact extent of the unique weapons of the Surgebinders, of which until now he'd only interacted with imitations, and crude ones at that. If he was about to enter a hostile environment, it would do some good to know what was at his disposal. As he began to gather Prana-infused Chakra throughout his body, aiming to draw forth something resembling the strongest Noble Phantasm he could, a faint, echoing roar began to spill out of the cave's entrance. Emiya waited for another, though no such sound came. Shrugging the clear indicator that something was beneath the mountain range, Emiya returned to his noble effort with a dismissive tone.

"Must've been the wind..."

With a large burst of Prana, Emiya called out to the Throne, not to any weapon in particular, but to any Phantasm willing to answer his call, and answer one did. As a flash of light temporarily blinded Emiya, when he opened his eyes again, things were almost definitely darker than they were just moments ago. The reason was not fully apparent until, upon looking up, Emiya saw a colossal pillar of rock barely suspended in the air above his head, it's gargantuan form dwarfing the mountains surrounding the cavernous entrance to the Underworld. For a moment Emiya had feared that this was an enemy's attack, but as he threw his hand up in a futile attempt to shield himself, the weapon seemingly responded, pushing further into the air, as though it was completely weightless. The more he looked over the weapon, testing the waters by giving simple mental commands, the more he realized, this was the Noble Phantasm he summoned.

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

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

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

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

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

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

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

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

"This is what I could've been using all this time?!"

THIS was a Noble Phantasm?! All these months, he'd been swinging around a pair of dull knives by comparison... Emiya worried about who it's user would have been, for the weapons scale seemed to rival, or perhaps even dwarf the scale of the battles fought by the Gods. Indeed, it was a weapon that rivaled even Tiamat's sheer size, though therein was the problem. Aside from giving the meteoric weapon simple commands, what could he even do with something like this? It was far too impractical to fight with as it was. Going off a hunch that this was not the weapon's true form, Emiya commanded the weapon to drift closer, and like magic, on contact with his hand, it instantly shrunk down to his size, appearing no different to that of a bo staff now. Still levitating, though far less menacingly, Emiya reached out and took a firm hold of the weapon, partially afraid it would expand again, mangling his hand in the process. Giving the weapon a few test swings, Emiya noticed how, much like how it appeared while it was suspended in the air, the weapon was virtually weightless, and while that made it easy to swing around, it was also hard to get a read on the weapon's composition, nor any feedback from the swings. It felt as though he was flailing around with air, rather than performing attacks. Perhaps once he was used to it, this quirk of the weapon would be handy, but for the moment the sensation was alien to him, as though it were not even there.

Still, he'd summoned forth the weapon, so he may as well see what it was capable of. It was after all the entire purpose behind this little distraction from the harsh reality he was only partially aware of. Despite the off-putting weightlessness of the weapon, Emiya persisted, placing more force behind his strikes, each growing faster and more nimble with each swing as he grew less uncomfortable with the feeling. Gusts of wind began to pick up with each effortless swing, as the blunt pole effortlessly pushed the air aside. As Emiya performed a forward thrust, a thought occurred. It was less of a knowing command, and more of an instinctual thought about the nature of the weapon, musing on the staff's ability to seemingly shrink down, surely the opposite was true as well? As he mentally pictured the scene, it repeated before him, the dull greyish length of the weapon expanding out towards the horizon. Despite it's new length, the weapon retained it's weightlessness. As a knowing smile crept its way across his face, Emiya stated;

"So that's what that's about... I am going to enjoy this!!"

With renewed vigor, Emiya experimented with the weapon, testing different swipes in tandem with the expanding ability, all of which were predictably simple given his affinity for blades, but with each passing second he grew to like the weapon, and it's unique property. Within minutes he was utilizing the weapon in more unconventional movements, vaulting with it, before performing the expansion as the weapon almost became parallel with the ground, catapulting himself great distances, or driving the weapon into the ground, and commanding it's form to expand and grow, creating a foothold that he could run up. Even as he was genuinely having fun with this newfound weapon, his joy painted across his face with a broad brush and outrageously eye-catching paint, it was still dawning on him that he'd been flailing in the dark all this time. He may as well have offered Enkidu up to Demetrias on a platter with his actions. And while disheartening, it only gave him more reason to further strengthen his earlier convictions in Last Bastion, Veskals Exchange and Theodoro; he needed to become even stronger. Strong enough to protect everyone, and failing that, at least those close to him. What mattered in the end was that he'd try.

Believing he'd explored the weapon to his satisfaction, instinctually he commanded the weapon to return to the Throne. Yet nothing happened. It remained in his hand, and then suspended in the air once he let go, commanding it to leave once again. No response. Reaching back out to the weapon, in another flash of light, the staff appeared once more, it's clone still suspended in the air where Emiya had let go of it. After a few moments, the other shoe finally dropped, and Emiya commanded the staff to return once more. Again, it seemingly refused to obey, and again, he called it forth, watching it reappear in that same vibrant display. Even when he'd thought he'd exhausted it's abilities, there was yet more to find.

Once more Emiya began toying with the Noble Phantasm and it's capabilities, this time performing strikes and swings with spears in each hand, as others responded to mental commands, and began flying around the field. He even began fighting against his own weapons, utilizing the replicas as a form of autonomous drone that hovered around his form, and expanded in his direction as a means of attacking him, while he tested his reflexes. As time went on, the "original" staff remained unphased, but the others began to show signs of degradation, most likely because they were mere imitations, a feeling Emiya himself sympathized with. As time went on, it would seem as though these imitations would not expire, no matter how much time passed, but Emiya could tell the original was beginning to wane, it's time in this dimension nearing it's end. As he looked to the entrance to the cave system, a thought occurred. If these imitations, while fragile, could last, it would be best to see anyone and everyone tackling this momentous assault armed with a weapon that could give them even the slightest edge. While it wasn't particularly strong, the weapon's utility in it's ability to expand and contract at will may prove useful in the battles to come. With what time he had remaining, Emiya fervently sent the staff to the Throne, and brought it back, creating an endless sea of "Yeoui". If only his time as Muramasa, creating blades in that humble village, was as simple as this... Driving them all into the ground at the entrance, as though to mark it's location for any wandering close enough to participate in the approaching assault, Emiya then bid the staff one last farewell, then resumed his patient wait for his allies...




End of Mission.
 
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Alyx

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Lucifer watched fearfully as the gigantic beast erupted from the ground, it was an abomination of gigantic proportions, causing the cave around them to be rent asunder, Lucifer was thankful that he had fortunate timing as the fist of Neltharion was dropping from above at that moment. While the sea of life crashed down upon the gorger, the beast had reared its head back releasing a volley of what appeared to be toxic blood or bile, the volley was heading right towards them with minimal time to act, Lucifer would direct his allies to empower him. “Merlin, Mirabelle, those bolts are coming too quickly for us to combine attacks. I need you to give me chakra directly to power up my next attack!” Lucifer said as he prepared himself. Merlin and Mirabelle placed their hands on the child of Tiamats back, between his wings and began to funnel chakra in to him, adding twenty chakra each in to the attack and a total of eighty damage, this huge increase via the combination attack allowed Lucifer to shift the sea of life from Neltharion’s fist. After the fist had smashed into the gorger it would shift into a vile haze that engulfed everything in front of Lucifer in a gargantuan pillar of incredible heat, melting the very mountain that surrounded the chasm with such heat that it would become glass like and see through potentially. While the heat would raise as heat naturally does, erupting from the top of the mountain possibly. The vile haze contained incredible power, enough to carbonize the gorger leaving it destroyed beyond any natural means of repair and the trio safe however temporarily that might be.

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

Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
Type: Offensive
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120 +80 = 200
Description: A technique cast on Sea of Life material currently on the battlefield, or from the user’s own mouth. The technique essentially converts Sea of Life material, in its mud state in either the user’s body or in the surrounding environment, into a toxic black vapor. The black smog, when produced from the user’s body, will fill an area mid-range around them. When used from Sea of Life material, the smog will form in a one range-radius larger than the applied quantity; for example, if the user uses this on a pool of Sea of Life that is short-range in radius, the vapor will fill an area equivalent to mid-range. The toxic vapor is remarkably hot, capable of melting solid matter although it cannot harm the user or their Sea of Life familiars in any way. It is extremely hazardous to living things not currently influenced by the Sea of Life, meaning other Children of Tiamat are immune to the effects of this technique. Vile Haze also does not carry with it the intrinsic properties of the Amino-Geis. This technique can be used three times per battle.

Note: The Fist of Neltharion would inflict 110 damage on the gorger, while the vile haze with it's huge damage would overwhelm all the blood bolts and strike the gorger at no reduced damage for 200, making a total of 310.

Lucifer HP/Chakra: 45 / 1750
Merlin HP/Chakra: 20 / 2930
Mirabelle HP/Chakra: 60 / 2820
 
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As the Blood Gorger met its epic demise, its body bursting and then evaporating in a maelstrom of heat and Sea of Life, the eighth rune on the metal plating would illuminate. Suddenly the doorway would lurch open, giving way to a long staircase that fed downward into an infinity of darkness. Though in truth, while it appeared like a dark everlasting void the stair well went miles under the earth before it would finally transition itself into a separate dimension entirely: Irkalla. The Champions of Humanity had done it, the way to Irkalla was open. As the gateway opened a dark stench radiated from it, a signature of the terrible nature of the Necropolis. Along with it was the sound of chanting and screeching, only appearing as a faint background noise for the time being. But this was evidence of the Twin Fates, at the darkest depths of the Necropolis weaving their Hymns for eternity. Before the gateway three items appeared in the aftermath of the destruction.
Loot for the Gateway encounter. Below you may divide amongst yourselves the Artifacts as you see fit, as well as Ryo and Kumi.

-5,000 Kumi & Ryo, with no Champion of Humanity able to take more than 2,000 from this total.

(Wareme no Hahen) – Shard of the Chasm
Type: Relic Weapon Component
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: A shard of the stone chasm, infused with remnant Divinity from a construct created by the God Enlil, forged in storm as he created the Gateway. It crackles with energy, filled with the spark of nature. It can be combined with certain ancient relics to produce a powerful effect.
(Shinseidenai Taiyō) – Unhallowed Compendium
Type: Artifact
Rank: A – S
Range: Short – Long
Chakra: 50 – 80
Damage: N/A
Description: A compendium of ancient necrotic rituals retrieved from the corpse of a sorcerer; much of its text is indecipherable aside from a single technique within its hundreds of pages. The technique is initiated in two steps; in the first turn the user activates the Compendium from their hands, draining 50.0% of their maximum health into the book and counting as an A-Rank technique costing 50 chakra. After two turns the book will independently activate the S-Rank component of the technique, consuming 80 chakra and producing a thin barrier encasing the user’s body. The barrier is transparent, appearing only to Doujutsu and other chakra sensors, and tightly clings to its user’s body but does not inhibit their movement or techniques in anyway. The barrier is capable of absorbing all damage, aside from spiritual and those that can manifest without directly interacting with it, up until 150.0% of the health absorbed from the user is exceeded. It can be used twice per battle, six turns between applications. The barrier lasts for four turns. This artifact will be sunset after Arc 21.
(Ketsueki Gōjā Shōhi) – Blood Gorger’s Consumption
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A necklace fashioned from a series of small finger bones and sinew found in the remains of a slain Blood Gorger. The necklace affords its wearer the power of Consumption, allowing them to feed off fallen humans to empower themselves in the same way that a Blood Gorger would. In the Ninja World Consumption can be applied to either roleplayers or NPCs found throughout the world. In the case of an NPC the user can consume up to four dead NPCs, feasting on the essence of their vitality. For each NPC consumed the user can increase their health by 20 maximum points, and the damage of all their techniques by 5. When Consumption is used on another roleplayer’s biography they will consume their blood while they are alive but unconscious with zero health points. This increases the users biography by a maximum of 60 health and increases the damage they do by 20, stacking up to two times. Each application lasts up for six turns. Increasing stacks in a turn outside of the initial usage does not refresh the duration. Each time either a roleplayer or an NPC is consumed the user may randomly fall under the effects of Blood Frenzy, causing their biography to lose control of itself. This has a 50% chance of occurring each time they consume an NPC and lasts for four turns, rolled over Discord Official Rolls. Blood Frenzy causes the user to become unable to weave hand seals, and sends them into a maddened frenzy. This artifact will be sunset after Arc 21. Either application can not be used for six turns after it expires.
Congratulations. This marks the end of the Gateway Encounter. Once you have descended into the Underworld (and this goes for all roleplayers who will enter from here), you may not leave until Phetra, Ruler of the Underworld has died. Welcome to the Necropolis.
 
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Arthorius

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As the Blood Gorger met its epic demise, its body bursting and then evaporating in a maelstrom of heat and Sea of Life, the eighth rune on the metal plating would illuminate. Suddenly the doorway would lurch open, giving way to a long staircase that fed downward into an infinity of darkness. Though in truth, while it appeared like a dark everlasting void the stair well went miles under the earth before it would finally transition itself into a separate dimension entirely: Irkalla. The Champions of Humanity had done it, the way to Irkalla was open. As the gateway opened a dark stench radiated from it, a signature of the terrible nature of the Necropolis. Along with it was the sound of chanting and screeching, only appearing as a faint background noise for the time being. But this was evidence of the Twin Fates, at the darkest depths of the Necropolis weaving their Hymns for eternity. Before the gateway three items appeared in the aftermath of the destruction.
Loot for the Gateway encounter. Below you may divide amongst yourselves the Artifacts as you see fit, as well as Ryo and Kumi.

-5,000 Kumi & Ryo, with no Champion of Humanity able to take more than 2,000 from this total.

(Wareme no Hahen) – Shard of the Chasm
Type: Relic Weapon Component
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: A shard of the stone chasm, infused with remnant Divinity from a construct created by the God Enlil, forged in storm as he created the Gateway. It crackles with energy, filled with the spark of nature. It can be combined with certain ancient relics to produce a powerful effect.
(Shinseidenai Taiyō) – Unhallowed Compendium
Type: Artifact
Rank: A – S
Range: Short – Long
Chakra: 50 – 80
Damage: N/A
Description: A compendium of ancient necrotic rituals retrieved from the corpse of a sorcerer; much of its text is indecipherable aside from a single technique within its hundreds of pages. The technique is initiated in two steps; in the first turn the user activates the Compendium from their hands, draining 50.0% of their maximum health into the book and counting as an A-Rank technique costing 50 chakra. After two turns the book will independently activate the S-Rank component of the technique, consuming 80 chakra and producing a thin barrier encasing the user’s body. The barrier is transparent, appearing only to Doujutsu and other chakra sensors, and tightly clings to its user’s body but does not inhibit their movement or techniques in anyway. The barrier is capable of absorbing all damage, aside from spiritual and those that can manifest without directly interacting with it, up until 150.0% of the health absorbed from the user is exceeded. It can be used twice per battle, six turns between applications. The barrier lasts for four turns. This artifact will be sunset after Arc 21.
(Ketsueki Gōjā Shōhi) – Blood Gorger’s Consumption
Type: Artifact
Rank: S
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: A necklace fashioned from a series of small finger bones and sinew found in the remains of a slain Blood Gorger. The necklace affords its wearer the power of Consumption, allowing them to feed off fallen humans to empower themselves in the same way that a Blood Gorger would. In the Ninja World Consumption can be applied to either roleplayers or NPCs found throughout the world. In the case of an NPC the user can consume up to four dead NPCs, feasting on the essence of their vitality. For each NPC consumed the user can increase their health by 20 maximum points, and the damage of all their techniques by 5. When Consumption is used on another roleplayer’s biography they will consume their blood while they are alive but unconscious with zero health points. This increases the users biography by a maximum of 60 health and increases the damage they do by 20, stacking up to two times. Each application lasts up for six turns. Increasing stacks in a turn outside of the initial usage does not refresh the duration. Each time either a roleplayer or an NPC is consumed the user may randomly fall under the effects of Blood Frenzy, causing their biography to lose control of itself. This has a 50% chance of occurring each time they consume an NPC and lasts for four turns, rolled over Discord Official Rolls. Blood Frenzy causes the user to become unable to weave hand seals, and sends them into a maddened frenzy. This artifact will be sunset after Arc 21. Either application can not be used for six turns after it expires.
Congratulations. This marks the end of the Gateway Encounter. Once you have descended into the Underworld (and this goes for all roleplayers who will enter from here), you may not leave until Phetra, Ruler of the Underworld has died. Welcome to the Necropolis.
The trio watched with bated breath as the vile haze rampaged in front of them, the heat from the empowered attack causing sweat to drip from their brows as it forced itself upwards erupting from the mountain and clearing. When the haze cleared, they saw the result, the gorger was dead.

With it’s swan song sung, the creature began to crumble in front of them as the final rune illuminated, the gateway to Irkalla had opened finally after a long and bloody fight, the champions of humanity were exhausted but they pressed forward to investigate the rubble.

The smell of the underworld engulfed the area, even the stench of the melting dead seemed timid in comparison to the foul fragrance that spilled forth from the bowels of Irkalla, around the area it seemed the undead had dropped objects of potential value. Lucifer stepped forwards over the corpse of the gorger, a shard had fractured away from the gateway. Remembering the words of the Sentinels leader, he picked the shard up and tucked it away, concealed beneath his clothing with his core.

Merlin had stepped to the corpse of the sorcerer that had mocked him, the magus of flowers had a slightly deranged look, a mixture of satisfaction at the destruction of the wizard and the shock as adrenaline left his body. His eyes glanced across the book next to the wizards corpse, he took it as his own.

Mirabelle let out a breath they had been holding since the haze erupted, the fear all three members had felt was dissipating and relief was setting in, they had been victorious and while what lay ahead was no doubt even worse, they wouldn’t allow that to sour their mood, a glint caught the eye of the kunoichi and upon investigation it seemed a necklace laid on the floor, wiping away the grime allowed it to glisten in the light, before it was pocketed by Mirabelle.


Hey, looks like some poor adventurers met their end here before us, they dropped their coin pouch. Let us divide the spoils of war, it’s not helping those poor souls any more.” Lucifer said, holding a coin pouch in his hand.


Loot Divide: (Ketsueki Gōjā Shōhi) – Blood Gorger’s Consumption & 2000 Kumi & Ryo to Mirabelle | (Wareme no Hahen) – Shard of the Chasm & 1500 Kumi & Ryo to Lucifer | (Shinseidenai Taiyō) – Unhallowed Compendium & 1500 Kumi & Ryo to Merlin
 

Alyx

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After collecting the bone necklace; Mirabelle continued to hear the echoing screech from the portal on the ground. She breathed in and out for a moment, despite the hellish situation going on, she needed to be as brave as she possibly can muster up. “Right…this is it huh…” she said; still exhausted from the battle, but she straightened her posture as she bit her thumb and swiped the blood across her palm. Immediately she summoned majestic thunderbird summoning to her. The creature’s presence immediately caused storm clouds to begin to form above the terrain; adding even more darker tones to their situation. Mirabelle petted her summoning; greeting it with a weak smile. After a moment of gathering her thoughts, she reached into her pouch and got a scroll out. It took her a moment to formulate her words, but once she was done she closed the scroll up and pressed a seal onto it. She handed it over to the summon, whom grasped it within it’s talons – waiting for it’s order. “Take that to Tsuchi Heiho, as fast as you can. Tell them to get the word out, to everyone. Do I make myself clear?” she asked the thunderbird whom nodded in response. “Yes ma’am” it responded as it’s wings started to flap going to the skies as small arcs of electricity started to form.

Once it was within the skies, the bird flew towards the direction of the marketplace to send the information. Mirabelle turned back to the other two gentlemen, as she turned to them with a small glimmer of hope in her eyes. “We fought well…but I can tell these weren’t the worse of them to come…and once we enter that void, I’m sure the Voidlord will prevent us from leaving…so I must encourage you both to prepare for the battle come…it will be one of life and death I’m sure…” she said, taking a lotus position on the ground as she folds her legs together. Moments started to go by, as she felt the natural energy around her. She would start meditating in preparation.

Rank: B
Type: Defense/Attack/Suplementary
Range: N/A
Chakra Cost: 20
Damage points: N/A
Description:
To summon the creature the ninja will wipe blood on his hand, perform the Boar → Dog → Bird → Monkey → Ram handseals and then touch the ground or another object, where a sealing formula will appear. Though it appears that as long as significant pressure is placed against the blood in some form, the summon will be complete, most summoning uses use a solid surface, though in some cases it can even be done mid air. There can be variations to the summoning steps, some ninja like Temari will wipe blood on her fan, then by swinging the fan the animal is summoned. Other ninja like Orochimaru wipe the blood across a snake tattoo on their arm first, then touch the ground. Others will clap their hands directly like Nagato through the use of his Animal Path. The user must have signed the contract with the creature he wants to summon but the technique can be used to summon a generic creature of that contract (B-Rank) which will have no special traits or abilities beyond those normal to the rest of the animals in the contract. The animal is always summoned on the mark that appears upon slamming the users hand or, if not the case, always in short range of the user.

Summon LLM
2800
 

Goetia

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Merlin inspected the book he had taken from the corpse of the Unhallowed Sorcerer, his brief emotional high from his survival of the encounter having run its course. He opened it, intending to view its contents, though all but a page was legible to him. The power of the book itself piqued his interest, the incubus musing internally on its usefulness. Closing the compendium, and tucking it into his robe, he half-turned his head to listen to any advice that the woman had to give. Advice that was exceedingly obvious to any seasoned warrior, let alone to an incubus who had lived for centuries, or a man with a millennia of memories. Leaving her to her own devices, Merlin would sigh in exhaustion as he sat on the ground, allowing his natural regenerative capabilities to take effect, slowly undoing the damage he had sustained in the fight to open the gate. They were now stood on the seat of catastrophe, and there would be no turning back.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: Varies (lvl 1: +20 chakra per turn / lvl 2: +60 chakra per turn / lvl 3: +120 chakra per turn)
Damage: N/A
Description: Those with the cells of Hashirama are able to use the immense regeneration ability to heal injuries afflicted on them in mere moments. Anyone who has these cells in their bodies are able to naturally use this. This allows the user to heal minor injuries such as cuts,gashes, broken fingers or wrist/ankle and other small bruises.

Level 1: Done passively, this allows the user to heal small to moderate injuries. These include things like small cuts to broken digits and bruises as well as bleeding. These involve injuries that result from taijutsu attacks to minor wounds such as stabs in limbs, some broken bones as well as internal bleeding, slight organ tears. This is for none life threatening wounds and heals up to 30 damage

HP: 50
Chakra: 2910
 

Alyx

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Mirabelle continues to mediate, having gathered 40% Senjutsu, her preparations weren't done yet as she opened her eyes. With an orange outline around her eyes and feathers growing on her arms. She was now within Thunderbird Sage Mode; having pulled additional chakra from her chakra battery in her pouch. She flapped her wings; kicking up dust as she leap from the ground and into the air high into the skies. Her wings had small arcs of electricity bouncing off of it, namely to her inheriting the "Sky Dominion" skill Thunderbirds have. She immediately sensed a foreign chakra source; her eyes with her sharp vision immediately made out Emiya not too far away from their location. "This man really let us..." she said; wondering how the hell he didn't notice the battle occurring down below in the chasm. Never the less, she simply didn't care for it now as it was all over. She reached into her tool pouch, taking out a basic kunai and infused her Yang chakra into the weapon as she applied a unique technique onto it.

What came to life was a harpie Yang creation of her own composed with an elemental affinity for Fire Release. It's appearance resembled Mira's own in terms of the harpie appearance. "Greetings Master Mira, how may I serve you?" the Harpie, now named Mai responded to Mirabelle. "Prepping for a fight to come, so need all the help we can get" she answered, Mai nodding in response. The two remained in the air, surveying the area for the arrival of more Champions of Humanity as they where ready for this battle to get started. Mirabelle pressed her hand onto herself as she fully healed herself up in preparations.
Mai's Appearance for Ref
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Type: Supplementary
Rank: S
Range: N/A
Chakra cost: N/A ( -10 turn to sustain )
Damage Points: Active + 30 damage to all Ninjutsu and Taijutsu up to S rank.
Description: An empowered state of body achieved by blending natural energy with one’s physical and spiritual energy. The mode heightens performance on all levels by adding a new dimension of power to the user’s chakra. The state is a direct result of Senjutsu chakra circulating through the body. To enter this form, a minimum of 10% of the user’s maximum chakra reserve must be molded into Senjutsu chakra, all subsequent technique 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 fly at 3x his speed and sense chakra and his/her perception and reflexes are enhanced. Their strength increases, empowering Taijutsu techniques and Ninjutsu 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. In addition to this, the user is able capable of utilizing Sky Dominion, allowing them to generate natural thunderclouds (which are S Rank while in Sage Mode). Lastly, the user gains access to thunderbird like anatomy, gaining wings and talons for physical attacks (can still make hand seals and hold weapons), ability to use Thunderbird Arts (without requiring any Thunderbird summon present) and other physical feats granted by Sage mode.

Note: Usable thrice per battle by Perfect Sages only. Must wait 1 turn before using this technique again. Once per battle, the user is able to instantly activate Sage mode, with 10% of their maximum chakra reserve as Senjutsu Chakra.
Note: Perfect Sages can convert a maximum of 40% of their total chakra reserve.
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of 10% of the wielder's normal chakra supply.

Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to 10% of their chakra supply from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra passively, this senjutsu chakra allows them to enter Sage Mode but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
Type: Supplementary
Rank: S
Range: Short - Mid
Chakra: 50
Damage: N/A
Description: Derived from “Yang Release: Change Into Hell”, this technique borrows the base principles. After weaving three hand seals, the user through either physical contact with an object or through a wave of Yang energy will grant selective an object life. However, what causes this to differ from is its ability to strictly only affect inanimate/non-sentient objects devoid of chakra. This is includes but not limited to, flora, tools, etc. Once the yang energy is infused into the object in question, the user can apply a form of manipulation to its structure alongside the use of the transformation technique. This can allow them to grant the inanimate object a humanoid body of average size. The user can also have the object in question take other forms such a tree becoming a wooden dragon or water becoming steaming hot blob. The appearance while mostly cosmetics can also rule possibilities of anatomy uses like having wings will grant them the ability to fly etc. In terms of inherent abilities, each familiar born is gifted 300 chakra points/80 HP, full human-level sentience which includes articulation, an elemental affinity (Non-Yang Specialist Can only assign one of the basic natures whereas Yang Specialists can grant AE or CEs). In the case of AE and CEs, they cannot however use the sub-elements. They move at the user's base speed but have x1.5 natural tracking. This technique can be used twice per battle, requiring a cooldown of two turns after usage and prevents the use of Yang Release above and including A Rank for two turns. The familiar shall remain in play until its chakra naturally runs out, has taken too much damage which in those cases reverts back to its normal form prior or if the user doesn’t have chakra to further sustain its body. The ranged chakra wave version can only be applied to one object, though it cannot work on anything within the opponent's person such as clothing, weapons, etc unless they remove it themselves such as thrown weapons. It doesn’t affect sentient weapons as well and indestructible custom weapons. The ranged variant cannot influence anything within short range of the enemy.
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (2x the amount of damage healed, 200 max)
Damage: N/A
Description: This medical ninjutsu allows the user to speed up the body's natural healing process by focusing chakra onto their hands, forming an aura of greenish chakra which he then sends into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it very useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control. Because of this, only a few highly skilled medical-nin are able to use this technique. The limitation of the technique is that it cannot regrow missing body parts or remove with poisons or toxins, though it can heal damage by them. Additionally, perhaps its more severe drawback is the chakra cost, which is much higher than any other medical technique. For each damage point the user of the technique wishes to heal, he needs to spend twice as much chakra. Basically, for x amount of damage the user needs to spend 2x amount of chakra to repair/heal. The user can also use this technique on himself and it can be used with one hand or two and even in two targets at a time or while using another technique with the other hand. The speed of the healing is fast but not instant.
Note: Can be used on up to 2 targets.
Note: Can only be used by Medical Ninja.


Mira's Stats
1500 Sage Chakra > 1170
1600 CP
60 + 140 = 200 HP| 33 Base Speed| 45 Tracking Speed

Mai's Stats
300 CP
80 HP| 11 Base Speed| 17 Tracking Speed
 
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Arthorius

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"A hard fought battle my friends, I need a moment to recover and we had best take measures to protect ourselves from anymore undead." Lucifer said calmly, while from his feet a large amount of the sea of life was pumped in to the ground, where it propogated, growing in size and strength secretly. With this done two of his wings would turn a dark cracked grey, all of them increased in size and scale, as his physical form was enhanced and he began to heal. Finally sending a blast of the sea of life tearing through the air to clash with a nearby flying insect, Lucifer recreated his creature Belzebuth.



(Seimei No Umi: Hokubu Keiji) — Sea Of Life: Hokubu Revelations
Type:
Offensive/Supplementary
Rank: S
Range: Short - Long
Chakra cost: 50
Damage points: 100
Description: Releasing the sea of life from the soles of their feet, the user will pump huge amounts of the mud like substance in to the earth, the heat and power of the sea of life will hollow out the earth, however the earth won’t be visibly cracked on the surface level initially. After a set amount of time however the ground under the user and all around the area up to long range will become the sea of life, at which point the user can cause it to crack and erupt forth with a handseal, depending on the time that the user spends before triggering the eruption will determine how much of the area is converted. Impact damage will be caused to anyone touched by the sea of life who isn’t immune to it. Two turns after the user has triggered the cracking earth, they will be able to summon forth familiars from the swamp, these familiars will be formed from the sea of life made from bugs that rest in the earth they can appear as demonic beetles or worms, they carry the amino-geis but cause no damage, relying on latching on to other living beings to convert them.
Note: The technique will start at short range and each turn will add a range, at four turns the user can convert an entire landmark in to the sea of life, but doing this will count as two usages of the technique.
Note: The technique carries the Amino-Geis and can convert life that comes in to contact with it, which allows the user to create the familiars.
Note: The familiars cause no damage, up to 4 can be made and can be commanded with freeform description at no move cost.
Note: Can only be used twice, once every two turns.

(Seimei no Umi: Genshitekina Sai Keisei) – Sea of Life: Primordial Reshaping
Type: Supplementary
Rank: A
Range: N/A (Self)
Chakra: 50 (-20 per turn)
Damage: N/A
Description: This technique generates Sea of Life material through the user’s own veins, derived from Takauji Ashikaga’s use of Voidborne Corruption. The purpose of Primordial Reshaping is to, with a limited amount of Sea of Life, allow the user to flow it through their form and reshape their body to a limited degree. With this technique the user can grow in size, up to a maximum of twice their current size, or grow smaller. The user can grow additional limbs, or heal lost limbs. They can grow horns, tails, claws, wings to fly, or chitinous armor on their body. When activated, regardless of the changes that the user wills, their skin will turn a darker ash grey. The technique will heal the user for 80 health (40 per turn) and increase their speed by 3.0x for its duration, following the type of alteration they make. For example, if they grow stronger legs then the user will run faster. If they grow wings then the user will fly faster. This technique can be used two times per battle, once per opponent. It lasts for four turns and cannot be used once it expires for three turns.

(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.

Lucifer HP/Chakra: 125 / 1550
Belzebuth HP/Chakra 100/1000
 

Alyx

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Mirabelle and Mai continued to dance in the skies, performing a traditional dance done by the Hayabusa Shrine maidens. The skies now fully saturated with electricity; the two lowered themselves to the ground above the chasm with Mirabelle landing into a lotus form once more. “Gonna gather a bit more senjutsu, cover me for a bit please” she said as she started to pull in more NE and mixing it in.

All Thunderbirds naturally and passively flood the sky to which after 2 turns of flight create natural lightning clouds in the landmark they are in. These clouds unlike those created by shinobi are almost impossible to blow away or disperse if the clouds are dispersed they passively reform (two-turn cooldown). The strength of these clouds is dependant on the strength of the individual bird and thus requires at least a suitable jutsu of similar rank aimed at them to disperse.

Mirabelle begins to gather more Senjutsu as a result.

1170 > 1160
 

Arthorius

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Lucifer stands atop the ground as his sea of life continues to hollow it out, feeling the wounds begin to knit themselves together the child of Tiamat looked up at the sky, his life sensory picked up the presence of substantial life force in neighbouring landmarks, Lucifer would alert his comrades to this.

"There are powerful life forces nearby, we should be cautious the mother cult has people everywhere." Lucifer said calmly, continuing to stare at the sky.

Belzebuth's chittering noises broke the silence, the fly shot another one of his siblings with the sea of life, creating a duplicate of himself.

(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.

Lucifer HP/Chakra: 165 / 1550
Belzebuth HP/Chakra 100/900
Belzebuth 2: Tiamat Boogaloo HP/Chakra 100/1000
 

Goetia

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Merlin nodded in agreement with Lucifer. To continue doing so, as well as lighten his mood, he would stand form a veil of chakra around his body, coalescing into the shape of a violet humanoid surrounding his body. It would fly into the air, carrying the Magus of Flowers with him as it rose through the depths of the mountain, quickly arriving at the entrance where they had first arrived not too long ago. Continuing to regenerate, he would plonk himself on the ground again, waiting patiently for when the adventure into Kur would begin.

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: The Eyes of God, or sometimes referred to as the Helix nebulae, are two nebulae within the Milky Way galaxy. This technique is considered the sibling to Primordial Creation and the Dark Heart of the Cosmos. The Eyes of God allows the user to manifest creations imbued with a higher form of sentience on the battlefield. These creations are limited only by the rank applied and the user’s imagination. While animalistic creations are generally preferred they are not limited to this, allowing for a wide range of familiars. As familiars created from energy they are capable of flight, regardless if they possess wings or not. Familiars can only reach a maximum height of twenty meters. There exist two separate applications of the Eyes of God: forming and manifesting familiars on the battlefield or manifesting familiars as an ethereal guardian around one’s person. S-Rank usages of the Eyes of God, regardless of which application, can only be used two times per battle and cannot be used in consecutive turns. No S-Rank or above Mystic Fire on the turn an S-Rank familiar is deactivated. A-Rank and above familiars can only exist on the battlefield for a maximum of four turns. B-Rank applications require the user weave a single hand seal, two for A-Ranks and three for S-Ranks.

Double Helix (Nijūrasen Seiun): The Double Helix, named after the lesser known Double Helix Nebula near the core of the Milky Way, is used to manifest an ethereal guardian around one’s person. Like the Single Helix, this Guardian also possesses a higher degree of sentience and can act independently of the user’s concentration. These familiars, like its lesser versions, can be created within the limitations of the user’s imagination. The default abilities of creations made through the Double Helix allows them to utilize Mystic Fire techniques up to and including the rank of the created guardian. Mystic Fire Release techniques which require hand seals can be utilized by the guardian, much like Susano’o’s ability to utilize hand seals, but requires the created guardian to possess hands. The guardian possesses a form of solidity, much like the concentration of energy found in other constructs, however this does not hinder the user’s techniques to pass through the guardian should the need arise.

Type: Supplementary
Rank: N/A
Range: Short
Chakra: Varies (lvl 1: +20 chakra per turn / lvl 2: +60 chakra per turn / lvl 3: +120 chakra per turn)
Damage: N/A
Description: Those with the cells of Hashirama are able to use the immense regeneration ability to heal injuries afflicted on them in mere moments. Anyone who has these cells in their bodies are able to naturally use this. This allows the user to heal minor injuries such as cuts,gashes, broken fingers or wrist/ankle and other small bruises.

Level 1: Done passively, this allows the user to heal small to moderate injuries. These include things like small cuts to broken digits and bruises as well as bleeding. These involve injuries that result from taijutsu attacks to minor wounds such as stabs in limbs, some broken bones as well as internal bleeding, slight organ tears. This is for none life threatening wounds and heals up to 30 damage

HP: 80
Chakra: 2880
 
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