Theories of Revelation

Drackos

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Explosion Release


Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn. Seals and items otherwise on the user's body during their transformation retain their normal abilities. Body seals will become inscribed as explosive energy in their normal positions.

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Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body; this effectively voids the sustained chakra cost of the familiar. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.


Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is considered to be the sibling technique of Potentate Proclamation and is designed to be used while Vestments of Divine Imperials, or its lesser variants, is active. This technique specializes in sealing, unlike that of Potentate Proclamation, creating a living chakra vessel from the user’s explosive form. Unlike Potentate Proclamation this technique does not extend the duration of Vestments of Divine Imperials through the transfer and integration of energy and chakra. Instead Luminary’s Edict focuses on the alternative application of Potentate Proclamation – the sealing of sentient familiars and the adoption of their abilities. Luminary’s Edict takes into account the ‘size’ of the consumed familiar. However, because this is applied to familiars which are purely chakra based the physical size of the familiar is not taken into account because chakra does not occupy space in the normal sense. Luminary’s Edict instead focuses on the density of chakra, meaning the strength of the technique. As such, familiars which are higher ranked than the user’s transformed state will be consumed allowing for the user to adopt the abilities of the familiar as well as the strength of familiar. For example, should the user’s transformed state be equivalent to A-Rank and an S-Rank familiar is consumed then the user’s explosive state will increase by a single effective rank. Because the user’s body becomes the vessel for the familiar it will be homogenous with the user’s body preventing the external separation of the two. Familiars consumed by Luminary’s Edict have their chakra cost effectively voided for the duration. The familiars which are consumed will also bind their duration to the user’s transformed state accepting the longer of the two durations. When the user’s transformed state ends the consumed familiar(s) will unbind themselves seamlessly from the user’s body. The sealing happens incredibly quickly allowing Luminary's Edict to be used within the same timeframe as the creation of a familiar that it will consume and seal. Luminary’s Edict can be used three times per battle and will remain active until Vestments of Divine Imperials, or a lesser variation, expires.


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: Imperial Authority is designed to only be used while Vestments of Divine Imperials is active. Applying the user’s Explosive energy state the user becomes able to shape their body into anything which suits their needs at the given moment. The technique can produce appendages of varying shapes and sizes to be used as weapons to strike an opponent. Authority can go as far as allowing the user to shape their body into whatever form comes from their imagination as long as the size does not exceed twice their original form. When Vestments of Divine Imperials is deactivated or expires the user’s form will revert to its original shape and size. Reverting to the user’s original form with this technique requires the user use one of their three moves per turn. Imperial Authority can be used four times per battle.


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (60)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. Imperial Majesty can be used four times per battle.


Type: Supplementary
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A (-70)
Description: The first of the techniques awakened during Avenger's maddening rampage; it represents his ever growing celestial rage. This technique can only be used while Vestments of Divine Imperials is active. While in their explosive state the user will activate Venerable Augustus, Light of Heaven by focusing Bakuton chakra throughout their entire form. This technique causes the user’s body to become akin to that of a star – the very energy that illuminates the heavens and bestows the emperor’s reign with absolute legitimacy and power. In essence, this technique allows the user’s power to become akin to that of a star themselves; they will begin to barbarically consume energy at irrational rates in order to fuel their power by consuming the user’s own explosions on the battlefield through complex manipulation akin to Potentate Proclamation. Explosions which are produced freeform, such as explosive tags, will be consumed passively. While explosions made from techniques will be consumed actively, at the cost of a move. The consumption of explosions and their energy trigger a reaction within the user’s body similar to how a star produces its energy and fuels the reactions within its core by converting the power of the explosion into essential fuel. As the user consumes additional explosions on the battlefield and integrates them into his or her body their explosive form, which initially in its Vestments state begins as a dark crimson, will progressively brighten similar to that of a luminous star. Their luminescence is easily compared to that of a main sequence star beginning at Class M, or red/crimson, to Class A. Class A stars are essentially white in nature being extremely bright. This passive luminescence enhancement, while remarkably beautiful, holds an ability identical to that of Imperial Radiance allowing the user’s Explosion Release techniques to manipulate the natural light of their explosions and produce a flash bomb-like effect. The mechanics behind this ability work identically to how Imperial Radiance itself works – manipulating the natural light produced by the explosion very much akin to a generic flash bomb. The color of the flash produced will mimic the user’s current state, anywhere in the range between Class M and Class A purely depending on the number of explosions consumed; although this variance is purely cosmetic working to blind the victim regardless of the user’s current level of luminescence. The consumption and rapid conversion of the user’s explosions also serves a secondary purpose. Through this ability the user becomes able to considerably bolster their offensive capabilities of their explosions. For each Explosion technique consumed by Venerable Augustus, Light of Heaven the user will effectively increase their Explosion Release techniques by +20 damage up to S rank. The user, however, is only able to absorb one explosion per turn and at the cost of a move. These explosions will mimic the user’s luminosity and radiance – becoming highly luminescent at their apex. Venerable Augustus, Light of Heaven will last until Vestments of Divine Imperials expires. For example, should Vestments of Divine Imperials remain active for three turns then this technique will persist until it expires. If Vestments will remain active for its full four turns then this technique will remain active for the same duration. When Vestments of Divine Imperials expires the user will collapse due to the sheer quantities of energy that their explosion state produced. The user’s body will swiftly reduce in luminosity and then expire completely, causing the user’s death, suffering 70 damage. Whether the technique is ended prematurely or not, it results in the users' death.


Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The second of the techniques awakened during Avenger’s maddening rampage; it represents the absolute laws of light. This technique can only be used while Vestments of Divine Imperials is active. Celestial Avulsion, Law of Light is considered an advanced application and variant of Imperial Majesty revolving primarily around the usage of explosions in order to propel the user against the air, targets, or techniques. Celestial Avulsion, Law of Light acts as the opposite of Venerable Augustus, Light of Heaven. Instead of the user consuming energy at irrational rates the user will instead expel energy. Reflecting this, the technique is initiated through focusing Explosive chakra throughout the user’s explosive form. The immediate result is a dramatic omnidirectional S-Rank Explosion spanning short-range from the user’s position. This explosion reflects the avulsion of matter and energy from the user’s explosive form much like the formation of a Neutron Star. As this occurs the user’s body will begin to react with interactions with physical matter and opposing forces allowing the user to produce explosions from their body which propel them at their volition. This propulsion operates exactly like Imperial Majesty – they are highly versatile and can be created anywhere on the user’s body allowing them to propel them against the air in the direction of their choosing. Due to the sheer amount of energy the explosions will propel the user’s sprinting speed thrice their base. These explosions can be produced through two separate methods. The first is by passively producing the explosions against matter or opposing forces. This method allows the user to propel themselves at the aforementioned speed and produce a sustained form of flight. This cannot be used to evade techniques throughout its duration aside from the turn it is activated in. The second method is by actively producing explosions from the user’s form. These explosions mirror the speed of the passively produced Explosions but will also possess S-Rank strength. Like the explosions created in Imperial Majesty this technique allows the user to produce explosions that can be used to propel themselves against opposing techniques or targets, respecting elemental strengths and weaknesses and can be actively used to produce propulsion to evade techniques as well. Celestial Avulsion, Law of Light will last until Vestments of Divine Imperials expires. When Vestments of Divine Imperials expires the user will suffer from the sheer quantities of energy expelled. This results in a decrease of three levels in the user's base speed. The user will be unable to use S-Rank or above techniques or A-Rank or higher Explosion Release for 3 turns.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: N/A
Chakra: 10 – 40 / N/A (+10 chakra cost to applied techniques)
Damage: 20 – 80 / N/A (+20)
Description: Minister’s Bureaucracy is an Explosion Release technique designed to infuse explosive tags with the user’s Bakuton chakra. This technique has two different applications – that of applied freeform explosive tags and that of ninjutsu based techniques which apply paper tags in order to inflict damage. In the case of freeform explosive tags the user is able to infuse a single, or multiple explosive tags, with their Bakuton chakra in order to increase the power of the explosion as well as their ability to manipulate the explosion. In the case of the increased power this technique will allow for a D - S ranked infusion capable of varying levels of destruction. For infusions at D to B-Rank the explosive tags in question will be capable of delivering an explosion reflecting their rank in damage spanning over short-range around them. For explosive tags infused with Bakuton chakra at A-Rank the explosions produced will be capable of inflicting A-Rank damage and spanning over mid-range around them. For S-Rank applications of this technique produce enormous explosions capable of reaching into mid-range from the explosive tag, able to deliver enormous amounts of damage equivalent to S-Rank in the afflicted area. If multiple explosive tags are infused with Bakuton chakra their total strength will reflect the degree of chakra applied. As such, if four explosive tags are thrown and infused at B-Rank strength then each will possess D-Rank strength, collectively B-Rank.

This second application of this technique allows the user to infuse Bakuton chakra into ninjutsu techniques applying explosive tags to inflict damage. This second application of Minister’s Bureaucracy will increase the chakra cost of the technique it is applied to by 10. In the case of this application the rank applied will be equivalent to the ninjutsu technique and produce an enhanced explosion resulting in an increase of +20 damage to the technique in question. For example, if Falling Paper Bomb is used then the technique will become Bakuton natured. It will also gain a bonus 20 damage from the increased power of the explosions created. Both applications of Minister’s Bureaucracy will produce explosions that are naturally angled away from the user thus preventing damage and negating recoil. Because of the nature of Minister’s Bureaucracy it essentially can be performed in the same timeframe due to its infusion nature.

Both applications of Minister’s Bureaucracy follow the same restrictions allowing for this technique to be used a total of five times per battle regardless of application. In terms of restrictions for the first application, S-Rank applications can only be used twice per battle and the user must wait a two turn cooldown in between applications. S-Rank applications count toward the total five applications of this technique. Both applications require the user use one of their three moves per turn.

Taught to:
1) Matt
2) Nakiri


Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to the applied technique)
Damage: N/A
Description: This technique allows for the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Mandate of Heaven essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Techniques which are created by the user allows for the infusion to occur within the same timeframe as the jutsu which Mandate of Heaven is applied to. Alternatively, the user can apply a single confrontation hand seal causing a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. Mandate of Heaven can be used five times per battle.


Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A (40)
Description: This technique is considered the close counterpart of Mandate of Heaven. Like Mandate of Heaven, this technique allows the user to infuse matter purely solid in composition (Earth/Earth CE, weapons not including Custom Weapons, and not including organics) with Explosive chakra within short-range of the user. However, unlike Mandate of Heaven this does not produce a latent bomb. Instead, the object in question will have the entirety of its form converted into dark crimson Explosive chakra essentially converting it into pure Explosive energy after it is produced. For example, should an Earth technique be used the earth technique will emerge from the ground as normal and then immediately be converted by Mandate of Hell. The objects in question can either retain their form or lose their form allowing for a versatile reshaping at the user’s discretion depending on their needs at the time. As such, a kunai converted into raw Explosive chakra will retain its form as a kunai or be reshaped into a small sword or simple sphere of Explosive chakra. The converted object(s) will remain inert until they detonate against opposing object or force. The user can also choose to keep the energy inert when coming in contact with other objects. This requires the user be aware of the interaction, however. When used on multiple objects void of chakra their Explosive power will collectively be equivalent to B-Rank strength. For example, should four kunai be converted by this technique each kunai will assume D-Rank strength, collectively B-Rank. Alternatively, this technique can be applied to the user’s matter-based techniques (listed above). In this case the technique will assume the damage equivalent to its rank, instead of Mandate of Hell. Should a technique which produces multiple objects be converted it will take the same logic as if this technique was applied to multiple objects. Explosions produced will be proportional to the size of the object converted. These explosions are naturally angled away from their user in order to prevent damage and negate recoil. Techniques which possess sentience, like Stone Golems or other familiar type techniques, will be able to retain their sentient abilities after conversion preventing their deactivation. Additionally, Mandate of Hell can be used to convert existing techniques of the opponents, falling under the restrictions of this technique, as long as they are completely overpowered and within range of this technique. As such, Mandate of Hell is able to convert Earth techniques equivalent to its rank or Earth based techniques one rank lower than it. Due to the nature of this technique Mandate of Hell can be used within the same timeframe as the technique to which it is applied to. Mandate of Hell can be used three times per battle and requires a one turn cooldown in between applications. Mandate of Hell cannot be used on anything on the opponent's person (e.g. their clothes, weapons in their grasp, etc).


Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique allows the user to produce Explosive chakra from their body or within short-range around their location. The chakra typically will take an orange, yellow, or crimson color in its form; although this color characteristic is largely cosmetic and can be influenced by external techniques which influence light or coloration in explosions. The Explosive chakra can be shaped and formed in accordance to the user’s wishes. Like all Explosion Release techniques the chakra will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the chakra inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Armament can be angled away from the user’s position to negate damage and recoil. A and S-Rank applications of this technique require the use of ten chakra per turn for their sustainment. S-Rank explosions produced by Armament create an explosion spanning mid-range from its impact location. The user is also capable of producing multiple objects through the usage of Imperial Armament; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Blast Release techniques in the user's next turn.

Taught to:
1) Matt
2) Nakiri


Type: Supplementary
Rank: C
Range: N/A
Chakra: N/A (+5 chakra to applied techniques)
Damage: N/A
Description: Imperial Radiance is an uncharacteristically passive and tame technique compared to the nature of Explosion Release. This technique, instead of aiding in spreading further destruction, aids in tactical applications to cause confusion to opposing forces. Through the use of Bakuton chakra the user is capable of manipulating explosions which they will produce over the next three turns. This added manipulation allows the user to cause the inferno produced by the explosions to manipulate the natural light of the battlefield and explosion causing the explosions to work similarly to flash bombs. The radius of the affected area varies depending on the power and size of the explosion. Essentially, explosions which extend to short range will be capable of blinding those within mid-range. Thus the technique is capable of causing a flash within one range higher than the explosion itself. Of course, in the case of long-range explosions this matters little. While this technique is active the user is able to determine whether an explosion will produce a flash. The blinding effects of an explosion under Imperial Radiance simply last for the duration equivalent to that of an average flash bomb. Because the explosions occur at the user’s volition they are able to briefly close their eyes and time it with the flash of light in order to prevent their own blinding. Imperial Radiance can be used three times per battle and lasts for three turns.

Taught to:
1. Nakiri


Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized Fire Release techniques. The user will instantly activate this technique which allows them to infuse their Explosion chakra into a Fire Release natured technique which can cause explosive damage. This technique effectively creates a Fire/Explosion combination through the infusion allowing for the explosion produced by the aforementioned Fire techniques to become Bakuton natured. Techniques influenced by this infusion will retain their weakness to Water Release while gaining an effective strength against Earth Release, due to the nature of Explosion Release. Additionally, the technique will forfeit its neutrality with lightning becoming naturally weak to it. Because of the highly specialized nature of this technique it can only be applied to Fire techniques which cause Explosive damage, such as Fire Release: Hellfire Technique or Great Blaze Ball. It will have no effect on techniques consisting of regular non-explosive/volatile fire. When activated this technique will last for three turns; Rage of the Firelands can be used three times per battle and can be deactivated instantly according to the user’s will.

Taught to:
1) Nakiri
2) Matt


Type: Offensive, Supplementary
Rank: S
Range: Short – Mid
Chakra: 40 (-10 per turn)
Damage: N/A (80)
Description: Through direct contact with a solid surface the user will focus their Explosive chakra into it causing it to diffuse evenly throughout the applied surface. The Explosive chakra will quickly diffuse up to mid-range from the user’s initial location lacing the terrain with chakra unbeknownst to opponents lacking special capabilities, like Doujutsu or Sensory. In its diffused state this technique offers no direct offensive potential simply acting to lace the terrain with Explosive chakra essentially marking the surface as the Emperor’s domain. Domain of the Emperor will passively drain 10 chakra per turn from its user allowing in order to be sustained. While active the opponent will be unable to use Earth Release techniques which emerge from the ground. Domain of the Emperor essentially emulates its natural oppressive ability through this lacing of Explosive chakra. Alternatively, this technique can be used to converge the diffused chakra into a single location by pooling it beneath a targeted location. This convergence can be performed immediately upon initiation of this technique, at the cost of a single move, or can be performed after the diffused chakra has been laced into the surface, costing an additional move. The explosion produced by this alternative application will cause the earth to rupture beneath the targeted location which can encompass all of short-range from its location. The rupturing will be proceeded by the normal rumbling sound accompanied by all average earth techniques followed by an immediate explosion. The explosion will both carry with it the normal heat and force as well as the ruptured earth, forming a highly effective blunt and sharp shrapnel. When the convergence application is used this will effectively end Domain of the Emperor and require the user use this technique again in order to lace chakra into the earth. Domain of the Emperor can be used twice per battle and lasts four turns per application or until it is sacrificed to produce an explosion. While active the user is unable to use techniques other than Explosion Release, the elements which compose it, their primary elemental affinity, and non-elemental techniques.


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied techniques)
Damage: N/A
Description: This technique can only be used while Domain of the Emperor is active allowing the user to passively activate this innate ability. Mandate of Earth essentially allows solid-based matter and techniques (Earth/Earth CE, not including other shinobi, etc) to become infused with Explosive chakra. However, unlike its sibling techniques Hell and Heaven the Mandate of Earth, through the Domain of the Emperor, infuses these solid-based techniques beyond short-range of the user by utilizing the diffused Explosive chakra latent in the surface it was infused to. This essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be equivalent to an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. The Mandate of Earth can only be applied to techniques and matter within the Domain of the Emperor. Like the Domain this technique comes with an audible tell – the earth will rumble dramatically moments prior to detonation. Mandate of Earth cannot be used upon anything on the opponent’s person. When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Alternatively, the user can void the need for contact by causing a premature explosion in the object in question. This can also allow the user to keep the object inert until a time of their choosing but requires the user be aware of any interaction. Explosions produced by the Mandate of Earth can have their directionality manipulated allowing for the negation of recoil and damage. Mandate of Earth can be used twice and will remain active for the duration of the Domain of the Emperor.


Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn) (+20 chakra cost per applied technique)
Damage: N/A
Description: Celestial Retribution is an advanced technique employing the creation of the Coat of Arms of the Emperor. The technique is initiated through a surge of chakra throughout the user’s body to produce a familiar composed of entirely Explosive chakra on their chest. The familiar takes the form of the Civic Crown of the Emperor, his coat of arms. The familiar is imbued, through a passive consumption of the user’s chakra, a limited form of sentience. While the Civic Crown is unable to move from the user’s body it is able to act independently of the user and free his concentration on the technique. The Civic Crown acts to mark the sacred property of the Emperor and carry out the punishment upon those who attempt to steal it. To carry out this sacred task the Civic Crown employs an advanced form of Fūinjutsu. In order for the Emperor to mark his property the technique adds an additional dimension of shape manipulation through an infusion of chakra; this is done by passively consuming the user’s chakra and infusing it independently of the user into techniques at his volition. The added manipulation will in effect ‘inscribe’ the Kanji for ‘Exalted’ in the user’s Explosion Release techniques while also causing the color of the Explosion to shift becoming a dark crimson; although this coloration is largely cosmetic and can be shifted through the use of other techniques which influence light or coloration. When used on raw Explosion Release techniques, such as Explosive energy, malefic infernos, or simple explosions, this technique will create the Kanji in the body of the Explosion itself, always in the direct view of the opponent. Alternatively, this infusion can be used alongside Mandate of Heaven, Hell, and their variants. When used in conjunction with Mandate of Hell the Kanji will be initially inscribed in the solid body of the matter it is applied upon and then remain inscribed as it converts itself into Explosive energy. When used with Mandate of Heaven the solid matter which is infused will gain the inscription upon it. In its simplest form the infusion produces a highly malleable, intangible, and transparent barrier within the Explosion. Because of its malleability and intangibility the barrier can easily shape itself to fit the Explosion and its contents and will proactively shape itself as the explosion expands into its apex or changes shape. The barrier itself offers little in normal elemental interactions and does not inherently increase the strength of the Explosion Release technique it is applied to. However, the barrier, much like the barrier found in Sealing Technique: Abhorrence, acts to protect the Emperor’s techniques against specialized sealing/absorptive natured abilities. Against these techniques which employ an ethereal state of chakra draining, absorptive, or sealing qualities advanced Fūinjutsu or otherwise, the barrier will make its abilities known in order to protect the Emperor’s sacred Explosions. These abilities include Dark Release Absorption, advanced Fūinjutsu, and abilities which consume chakra such as specialized Water Release. The first ability mimics that found in Sealing Technique: Abhorrence. It will directly prevent the sealing or absorption of the user’s and is able to repel S-Rank and below techniques which attempt to seal or absorb the user’s techniques. The second ability is the barrier’s ability to issue a punishment to those who attempt to steal the Emperor’s property. While preventing the user’s techniques from being sealed this technique will instead release a portion of the user’s chakra to initiate the punishment. Those techniques which perform their absorption will instead be met by an infusion of the user’s chakra which causes the opponent’s chakra system to gain explosive like tendencies. The result is the opponent’s very chakra system will begin to ‘explode’ causing the destruction of 50 chakra per turn while also causing severe pain. The pain which the opponent experiences is equivalent to the pain required to shatter an A-Ranked illusion; stabbing one’s self in a minor muscle, cutting one’s self, breaking small bones, etc. Thus, it is a nuisance to experience in heated combat. The rank of the infection is equivalent to the rank of the Explosion Release technique used and requires a full body surge in equivalent rank to shatter.

Celestial Retribution can be used once per battle and when used the Civic Crown will remain on the field for a maximum of four turns. Due to its nature this technique is activated instantly and infusions occur within the same timeframe as the technique they are applied to. Alone, the familiar cannot move independently of the user and will remain static on his chest.


Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 50 (-30 per turn)
Damage: N/A (-40)
Description: This technique is considered the brother technique to Celestial Retribution and, like its sibling, employs an advanced combination of Fūinjutsu and Explosion Release. This technique emulates the Emperor’s command over the physical world and inevitability. The user will release Explosive chakra from throughout the user’s entire body producing the semi-sentient Crest of the Emperor, the Civic Crown, adorned to his chest. Like in Celestial Retribution, the Civic Crown remains dependent on the user’s body and cannot move alone but, due to its sentience, remains independent from the user’s concentration. The Civic Crown possesses a single ability – to create spheres of Explosive chakra roughly equivalent to the size of a fist each imbued with the Emperor’s heavenly will and sustained by the Civic Crown itself. By default each sphere is imbued with the abilities of the Mandate of Hell. As such, when coming into contact with solid matter (KG/CE included) they are able to convert that matter into Explosive chakra. When used on an opponent’s technique this requires the opponent’s technique be completely overpowered within elemental strengths and weaknesses. For example, should an A-Rank sphere come into contact with an A-Rank Earth technique it will consume the sphere and convert the Earth technique into Explosive chakra. However, should an A-Rank sphere come into contact with a B-Rank construct of Earth it will still convert the technique into Explosive chakra but also preserve the sphere. The spheres themselves take on a physical state; the state which rules over the material world. Each orb, typically crimson in color, will possess inherently high volatility and as such will explode on contact with matter or an opposing force producing an explosion spanning mid-range from the orb’s location engulfing anything within it. This explosive ability does not come without control and, through the user’s will, can prevent the orbs from detonating allowing them to remain inert but will require the user to be aware of an interaction. Because of this the user is able to also cause a premature detonation voiding the need for contact. The orbs are inherently highly versatile constructs and can be shaped to the user’s needs after creation however they would like. Alternatively the spheres can be used to extend the abilities of the Mandate of Hell upon sentient familiars through Fūinjutsu. When used as such the spheres will present themselves with the Kanji for “Inevitability” in the frame of view of the opponent. This sealing inscription within the sphere is purposed to be used against elemental/non-elemental sentient creations. When used against these techniques the sealing script’s full strength is revealed as it becomes capable of sealing the metaphysical link between user and familiar, thus rendering the familiar at the command of the user. The converted familiar will lose its original natural abilities while being converted into raw Explosive chakra. When used against familiars of neutral or greater strength the sphere will be consumed in order to bend the familiar to the user’s will. When used against familiars weaker in strength the sphere will be preserved. When used in this manner the spheres will not cause a detonation and instead remain inert. The converted familiar’s potential explosive strength equal's the rank of the orb used to convert it. The “Inevitability” seal is considered A-Rank.

This technique can be used once per battle. The Crest will remain active for four turns during which a minimum of two spheres will be created, maximum of four, at any time on the battlefield. The initial two spheres created will be S-Rank in strength each and should they be divided further will be equivalent to A-Rank spheres. Using the spheres requires the user expend one of their three moves per turn, except in the first turn of creation. Reshaping the orbs to fit the user’s needs is performed passively and their maximum reshaped size cannot exceed the user’s. Restoring a lost orb can be done at the cost of a move and an additional 20 chakra. The passive abilities imbued by the Mandate of Hell cannot be used against living shinobi or summons. They will be employed at the user’s volition should an explosion not be desired. The sealing script can only be used against elemental/non-elemental familiars and can seal the metaphysical relationship regardless of rank or strength as long as contact with the familiar is made. However, should the user desire, they can simply produce an explosion against an opposing familiar instead of applying the seal. When Ananke, Heavenly Compulsion expires the user will suffer from a hindering full body pain. This effectively causes the user to suffer from 40 damage and have their base speed reduced by 2 effective levels for 2 turns. Additionally, the user will be unable to use Explosion Release, Lightning Release, or Earth Release techniques above A-Rank for 3 turns.


Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

Tawrich, the Left Fang Grinder; Tawrich’s ability revolves around the principle of focusing the user’s emotions, more specifically their hatred. It is an inherently passive ability in its nature acting as a second dimension of manipulation to all of the user’s Explosion Release techniques by infusing them with the user’s overwhelming hatred. As such, the user’s Bakuton chakra teems with pure hatred directed toward the world and allows for far more violent and malefic explosions. Tawrich in essence produces explosions which are inherently brutally crimson and far more malevolent in their nature. Their potential to burn and produce concussive damage becomes far greater with this increase. Tawrich’s Hatred Enhancement comes with the ability to increase the power of all of the user’s Explosion Release techniques, up to and including A-Rank, by one rank. S-Rank and above techniques gain the added benefit of being increased by 10 damage.

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
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Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to applied techniques)
Damage: N/A
Description: This technique is considered the daughter technique of the Mandate of Heaven. This technique allows the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics, etc). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Heaven’s Directive essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Alternatively, the user cause a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. This technique is instantly activated and can be deactivated at the user’s discretion. Heaven’s Directive will last for three turns when activated and can be used three times per battle.


Type: Offensive, Defensive, Supplementary
Rank: C – S
Range: Short – Long
Chakra: 15 – 40 (-10 per turn)
Damage: 30 – 80
Description: This technique is considered the sibling technique of Imperial Armament. This technique allows the user to infuse Explosive chakra into a solid surface within short-range of the user’s location. The basis of this technique is similar to Lightning Release: Four-Pillar Bind which uses Lightning chakra to manipulate and shape the earth around the user. This technique will apply Explosive chakra to infuse and shape the earth around the user’s position in accordance to the user’s wishes and needs, within reason. Like all Explosion Release techniques these constructs will detonate when coming in contact with an opposing force or solid matter. Alternatively the user can keep the constructs inert allowing it to interact with matter and forces without detonating. This requires the user to be aware of the interaction though. The explosions produced by Imperial Ordinance can be angled in a direction of the user’s choosing allowing for the negation of damage and recoil. A and S-Rank applications of this technique require the user to use a single Tiger hand seal for both its creation and sustainment, at the cost of ten chakra per turn. S-Rank explosions produced by Ordinance create an explosion spanning mid-range from its impact location while lower ranked applications created short-range sized explosions. The user is also capable of producing multiple constructs through the usage of Imperial Ordinance; their collective strength always being equivalent to the applied rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns. When the S-Rank version is used, no S-Rank or above Explosion Release techniques in the user’s next turn.


Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: N/A
Description: The user will focus their Bakuton chakra into the ground in order to initiate this technique. This technique applies the principles of Lightning Release: Four-Pillar Bind as well as Explosion Release: Mandate of Hell. Instead of using Raiton chakra the user will apply their Bakuton chakra in order to forcefully shape the earth into a familiar mirroring their stature, appearance, and size. The familiar is powered by the user’s Explosive chakra and as such is granted a limited form of sentience; allowing the familiar to passively feed off of the user’s chakra reserves and sustain independence from the user’s concentration. Cosmetically, the familiar courses with explosive energy; this is much like the electrical energy which courses on the surface of Four and Sixteen Pillar Bind. This energy is inert to the touch possessing no inherent explosive qualities.

Aside from its limited sentience the familiar possesses two abilities. Due to the nature of his creation the familiar is capable of utilizing Earth Release techniques up to and including S-Rank sans handseals. However, the dignitary’s Earth Release techniques possess a unique quality found in Mandate of Hell. As such, the dignitary’s Earth Release techniques will passively be manipulated by Mandate of Hell allowing them to convert the Earth technique used (as long as it is solid matter), into Explosive chakra after it is created. This ability also, like Mandate of Hell, allows for a certain amount of reshaping; as such a slab of earth can be reshaped into a large sword. The Explosive chakra naturally possesses highly explosive tendencies which, on contact with solid matter or an opposing force, will result in an explosion proportional to the size of the structure. Explosions can also be detonated without the need for physical contact requiring the user to be aware of the interaction. Likewise, explosions can be prevented leaving the chakra inert until the user desires for an explosion to occur. Explosions created can be angled away from the user preventing unnecessary recoil and negating damage and debris. This passive characteristic can only be applied to Earth Release techniques within short-range of the familiar. Techniques which are outside of that range will remain as normal Earth Release.

Hell’s Dignitary can be used once per battle lasting a maximum of four turns per application. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: A type of activated infusion technique designed to manipulate specialized fluids or liquids. Generally, Water Release and other liquid-based elements act to suppress Explosion Release thus making them incompatible elements. However, certain techniques and elements possess inherent qualities which make them potent vehicles to sustain an explosion. This technique effectively creates a liquid based explosion, although with certain restrictions. Because of its specialized nature this technique’s infusion can only be applied to liquid techniques capable of sustaining an explosion. In the case of Water Release, the most common application, this technique can be applied to oil based techniques due to the volatile nature of oil. Liquid CEs which this is applied to will gain the exact benefit and become highly explosive when coming into contact with solid matter or an opposing force. Alternatively, the explosive infusion can be kept inert until the user desires to produce an explosion; although this can only be used as long as the user has awareness of the interaction. Explosions under this technique can have their directionality manipulated allowing for the reduction of recoil and the negation of potential damage within reason. When activated this technique will remain active for three turns and can be used three times per battle. Infusions occur within the same timeframe as the technique which they are applied to, thus making for instant activation. Explosions created/spawned from liquids infused with this technique must initially occur a minimum of five meters away from the opponent.


Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 40 (-10 per turn)
Damage: 80
Description: The user will focus their Bakuton chakra within short-range of their location creating a familiar mirroring the user’s stature, appearance, and size. The familiar is composed purely of Explosive chakra being crimson, yellow, or orange in color. Although this coloration is largely cosmetic and can be changed through the use of other external techniques which affect the coloration of Explosion Release techniques. The familiar is powered by passively siphoning the user’s chakra and is granted a limited form of sentience; this allows the familiar to sustain independence from the user’s concentration. Because of its composition of pure Explosive chakra the familiar is highly volatile and naturally explosive. As such, interactions with the familiar, either from physical matter or opposing technique, an explosion will occur which can have its directionality controlled. The explosion will mimic the size and speed of the invading force. The explosion happens passively but requires one of the user’s three moves per turn. Aside from this, the Luminary’s energetic composition cannot be weakened and as such can regenerate from damage which does not destroy it entirely within elemental strengths and weaknesses.

Aside from its basic abilities the Luminary is capable of diffusing itself into solid matter based techniques (Earth/Earth CE). This is much like the Mandate of Heaven which infuses solid-matter with the user’s Explosive chakra to produce a latent bomb. However, unlike the Mandate of Heaven this ability varies slightly. This enhancement causes the infused technique to gain the abilities of the Heaven’s Luminary. Additionally, the Luminary’s duration will become bound to the technique it is infused into while also gaining the sustained chakra cost of the Luminary. Because of the nature of the Luminary’s reactive defense the infused matter will gain an electrified aura much like the one found in Explosion Release: Hell’s Dignitary. However, unlike the Dignitary who’s aura is inert to the touch the Luminary’s will possess a highly volatile aura mimicking the damage of the original Explosive chakra, S-Rank. For example, should the Heaven’s Luminary be diffused into Earth Release: Stone Golem it will gain the limited sentience of the Luminary freeing it from the user’s concentration while also becoming able to use S-Rank and below Explosion Release techniques. Like Mandate of Heaven, the Heaven’s Luminary can only be diffused into techniques which are created within short-range of the user. However, this does not mean that the Luminary must be within short-range. The Luminary can be present anywhere on the battlefield and diffused into the solid-based technique as long as that technique is created within short-range of the user.

Heaven’s Luminary can be used once per battle lasting four turns. Upon deactivation the user will be unable to use Explosion, Earth, or Lightning techniques above A-Rank for a single turn.


Type: Offensive
Rank: A
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 60
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.


Type: Defensive, Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: Based on the principles of Explosion Release: Starfall and Earth Release: Sticky Earth Drop Nebulous Descent employs the principle of smoke creation. The user will release their Explosive chakra into the sky opening a portal triggering an infinite series of small explosions each creating billowing amounts of smoke which will descend upon the desired area of the battlefield. The smoke is thick in nature carrying a warm temperature with it; similar to sitting near a fire. However, despite its temperature and thick nature the smoke is entirely harmless alone only acting to cloud the battlefield. The portal will remain open for two turns as the chain reaction of explosions continues causing smoke to billow downward on the battlefield without pause. During these two turns the smoke cannot be blown away and any attempt to do so will simply replenish the blown smoke with fresh smoke produced from the explosions. The smoke is also laced with the user’s explosive chakra and, while inert, will obfuscate sensory capabilities. Like Rain Tiger at Will the chakra within the smoke will provide a limited means of obstruction sensory allowing the user to detect physical obstructions within the smoke. However, without Smoke Ninjutsu the user cannot manipulate the smoke beyond the lacing of their own explosive chakra within it. Nebulous Descent can be used four times per battle. After the portal has closed the smoke will remain on the battlefield for two additional turns before naturally dispersing during which time it can be blown away.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: Nova Shockwave applies a fundamental concept of Explosion Release techniques – the expansion of volume. An explosion is, in its purest essence, the rapid expansion of volume and is manifested in this technique. By focusing Explosive chakra into either, or both, of the user’s palms the user will produce a localized explosion which specializes in rapid expansion – a shockwave. Nova Shockwave, while an Explosion Release technique, offers no common infernal flames; it is purely a shockwave released from an explosion carrying the same force and strength as a normal explosion would. However, Nova Shockwave applies the shockwave created in a linear direction through advanced manipulation found in techniques such as Landmine Fist where the explosion’s directionality can be controlled. The linear direction can be compared to the nature of Bensho Ten’in, in reverse. This technique specializes in repulsion through shockwave using the force of an explosion to push and shatter opposing objects and forces. Nova Shockwave can be applied at different strengths; this applies the same principle but at varying levels of range and strength. D to B-Rank applications of Nova Shockwave can produce short-range shockwaves, A-Rank applications of Nova Shockwave can produce mid-range shockwaves, while S-Rank applications can reach long-range. The shockwave itself, unlike common Explosion Release techniques, offers no explosive damage. The shockwave specializes in brute, sheer physical damage and appears similar to immense gusts of wind. A and S-Rank applications can be used a total of five times per battle while S-Rank itself can only be used twice, counting towards the total five applications. No S-Rank or above Explosion Release techniques can be used in the user's next turn when the S-Rank variant is used.
 

Drackos

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Fūinjutsu


Type: Defensive, Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn)
Damage: N/A
Description: An advanced defensive barrier technique employing special talismans on the user’s body similar to those used in the Protective Tag Technique. The talismans are adorned with the Kanji for ‘Abhorrence’ and will generally be used in conjunction when the user transforms his or her body into a particular state or element (Water, Energy, Earth, Steel, etc). The barrier produced by Abhorrence is highly malleable, intangible, and transparent and will act to ‘coat’ the user’s body very much like armor. The nature of the barrier is purely defensive acting to protect the user’s transformed body from techniques which attempt to seal or absorb it. These techniques include Dark Release Absorption and advanced Fūinjutsu although can include other advanced absorption abilities. The barrier is self-sustained acting to siphon the user’s chakra passively and cannot be absorbed itself by these techniques. Abhorrence can effectively prevent and repel S-Rank and below techniques which attempt to seal or absorb the user’s transformed body. Because of its malleability and intangibility the barrier can proactively shape itself to fit the user’s body should their shape or size change. The talismans act to react to the presence of the aforementioned techniques producing the barrier in response to their presence, happening instantly (in the same TF but still costing a move). Alternatively, the barrier can be actively used allowing for it to be used within the same timeframe as the user’s transformation or entirely independent of it. Although this second application requires the user use four hand seals and requiring one of the user’s three moves per turn. Once the barrier is erected it will remain active for four turns. Abhorrence can be activated three times per battle. Talismans must be stated in the user’s biography or can be equipped during battle.

Taught to:
1. Moofy
2. Ryujin
3. Negative Knight
4. Venom
5. ZandaT
6. Matt


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn)
Damage: 60
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s base speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed. Constructs are at max 20 meters in height.

Taught to:
1. Negative Knight
2. Scaze
3. Starboy
4. Moofy
5. Priest
6. Matt


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

Violet; perhaps the simplest infused barrier. This barrier acts in a similar manner to Shishienjin. When infused the Ethereal Guardian’s default color will instead become a violet/purple. Like Shishienjin when the Ethereal Guardian comes into contact with solid matter or an opposing force it will burn the target with violet flames. Much like Amaterasu the violet flames will spread and consume the target, should they fail to be dealt with. While the barrier itself will produce violet flames on contact the Ethereal Guardian will retain its default tangible abilities allowing it to still produce physical damage on contact. While potent and highly aggressive in nature the flames, to the user, remain inert allowing the user to come into contact with his or her Guardian without repercussions.

Blue; the Blue barrier represents the peace which water emulates and possesses no innately offensive qualities. The barrier will change the Ethereal Guardian into a magnificent ocean blue instead of its default translucent white. The Blue barrier sheds all tangible characteristics and thus will deal no direct damage on contact with an opponent becoming effectively intangible. Like the ocean’s ability to sap the strength of unsuspecting swimmers caught in rip tides the Guardian will become able to sap the chakra of those it phases through. For each turn or instance that the Guardian phases through a target this technique will effectively drain 100 chakra. Should the user make contact with their own familiar it will not drain chakra from the user. If the familiar has drained chakra prior to contact it will be able to return the chakra to its user. When used against summonings of equivalent rank instead of draining chakra the familiar will cause the summoning to disperse.

Black; based on the Barrier Shatter Technique the Black barrier possesses the default offensive tangible abilities that the Ethereal Guardian is created with. When infused the Guardian’s default color will become absolute black, much like a cosmic black hole. The Black barrier creates a twist of the Barrier Shatter Technique allowing it to interact with barriers and, instead of shattering them, absorb them like a black hole. The Black barrier is able to absorb S-Rank and below barriers regardless of their nature and will increase the familiar’s effective strength by +20 for the duration of the technique. Should the familiar come in contact with a barrier of the user’s it will remain inert at the user’s volition allowing the familiar to pass without absorption.

Magenta; based on the Elemental Sealing Method technique this familiar will retain its default offensive tangible abilities while also gaining specialized sealing abilities. When infused the Guardian’s default color will become magenta. The Magenta barrier creates a specialized pressure within the technique which allows it to interact with tangible elements (water, earth, steel, etc) in a unique way. The barrier will exert extreme pressure allowing it to pulverize the physical element within and then seal it within. This sealing method is capable of sealing up to Forbidden ranked physical-based techniques. Against intangible elements (wind, lightning, etc) the familiar will retain its normal S-Rank strength.

Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.

Taught to:
1. Negative Knight
2. Scaze
3. Starboy
4. Moofy
5. Priest
6. Matt


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10 chakra cost to applied techniques)
Damage: N/A
Description: The Insignia of Duality is a potent dual talisman-based Cursed Seal first utilized by Galahad to seal his sister Amara over concerns of her corruption and power. The Insignia is a unique seal in its nature, but simple and common place in its application and mechanics. Much like the generic Sealing Tag the Insignia of Duality is utilized by an individual who wishes to seal another living being. However, unlike the Sealing Tag, this technique requires two talismans: one which bears the user’s chakra to initiate the seal, and the other which bears the sealed individual; the Light and Darkness of Duality. The seal’s basic mechanics are simple: the Light talisman requires the user’s chakra to initiate the Dark talisman to seal its victim. Through contact with the opposing seal the bearer is capable of sealing away the opposite, as such Light can seal Dark, and Dark can seal Light. This direct physical contact requires the wielder to bear the opposite talisman on their person while also maintaining physical contact for over two turns. After two turns the bearer of the opposite talisman will be instantly sealed within it. Like many seals those who are sealed away become exempt from the physical world entering a form of stasis preventing their bodies from aging. Unique to the Insignia of Duality the only one incapable of unsealing the individual within their respective talisman is the bearer of the opposite. As such, anyone who is not the bearer of Light or Dark can unseal the victim simply by making contact with the seal and expending 30 chakra. Additionally, unique to the Insignia of Duality, is its ability to detect the emotional state of the opposing talisman. It has been frequently shown that techniques and chakra can contain the emotions and consciousness of the user. And because Sealing Techniques have been noted to be able to seal metaphysical aspects of reality as well as convey communication through techniques such as Scroll Communication the talismans become able to sense the emotional state of its wielder. As such each talisman can sense its opposite; Light and Darkness become able to feel the anger, sadness, fear, doubt, and other emotions of the other. This does not convey locational sensory or any other form of chakra sensory. simply the cosmetic ability of sensing the emotional state of the opposite. Because of the Insignia’s unique design it can only be taught and bestowed upon pairs of individuals, effectively connecting their biographies – one which bears the Light, and one which bears the Dark. As such, this technique can only be taught to one other person.

Each talisman also possesses certain unique capabilities as well, offered to both bearers regardless if they are sealed or unsealed. The chakra which forged these talismans is capable of being passively released into the user’s techniques, much like the leaking of the Cursed Seal of Heaven and Earth’s ability to influence the user’s techniques. This is reflected through a limited and passive form of the transformation technique applied upon the user’s techniques causing them to change coloration at the user’s will. While coloration can be influenced, and is purely cosmetic, techniques cannot become invisible, transparent, or translucent, through this technique. Although their color scheme can be altered to fit any color within the visible light spectrum, as well as cause the complete lack and removal of light to create absolute darkness. This requires the user expend 10 additional chakra.

Taught to:
1. Negative Knight


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+400 Maximum)
Damage: N/A
Description: Resonance is a unique application of Fūinjutsu created for those who possess multiple individualistic personalities; each with its own very unique set of beliefs, memories, emotions, and attributes. In its purest essence this sealing technique brings to life one’s own multiple personalities by enabling a form of organization and structure. A personality is generally defined as the individual characteristics which defines one; their memories, beliefs, ideas, personal skills, mannerisms, and habits. It has been shown throughout the series that various forms of Ninja Arts are capable of controlling, manipulating, transferring, and even changing memories. It has also been shown that chakra, Fūinjutsu, emotion, and memory all play intimately and are connected with one another. The most striking example of this is Minato Namikaze’s use of his chakra to seal his own personality within Naruto when he sealed the Nine Tails; this is at times called a ‘consciousness imprint.’ Karin Uzumaki noted that chakra carries the ability to reflect emotion and personality; she described Naruto’s chakra as warm while Sasuke’s was cold. There also exist techniques such as the Loss of Memory Technique which allows the user to block memory sets with their chakra. Fūinjutsu is also capable of sealing metaphysical phenomena such as chakra, souls, memories, and even emotions. With this in mind it is reasonable to extend the ability to seal entire personalities away into a vessel. Thus, Resonance is a seal which seals the users multiple personalities. It grants structure to chaos within one’s own mind; organization to a torrential storm of personalities, emotions, and beliefs.

Resonance is applied to one’s own personality; as such the seal must be stated in the user’s personality section of their biography. Resonance can seal up to seven individual personalities. These personalities are listed within the user’s biography. Each must have characteristics which are distinct from one another. For example, one personality can have a tendency toward violence and bloodshed while another can be prone to kindness. The user is granted great versatility with the customization of each personality, each being a cosmetic choice. Personalities can be named differently and even possess different perceived genders. This means that while the body’s physiological gender will remain static the personality can operate differently to the body; essentially the personality believes it is the opposite gender to the body. Personalities can also have distinct memories, skills, emotions, motivations, thought patterns, movement patterns, and mannerisms. The possibilities are nearly limitless in regards to defining traits of a separate personality. Personalities can also be structured into hierarchies with one typically dominant over the others; although this is largely a cosmetic feature. The inner workings of the seal itself are simple. The seal treats the user’s own body as the vessel for the sealed personalities. All of the user’s personalities are sealed by Resonance, including the original personality along with a portion of the user’s chakra before the seal is performed. Each personality, now sealed by Resonance, will be able to communicate with each other in an environment granted structure. This environment is much like Minato and Kushina’s communications with Naruto. Each happened within his imagination and mind allowing for numerous forms to be created. The user is able to shape the environment to take the appearance of anything the user so desires and all occurs within his or her mind. While sealed the personalities will be able to communicate with each other and watch each other, much like how Minato’s consciousness imprint was able to watch Naruto’s growth and development throughout his life. In terms of usage the seal possesses two release states. They are as followed:

Partial Release; The first state is a partial release state which is performed passively. Through this method the seal will be partially opened allowing for the fluid transitioning between separate personalities. It offers no true combat benefits and is purely a cosmetic ability which is inherent to the biography that Resonance is used on.

Full Release; The second state is a full release state which is performed at the cost of a move, but instantaneously, exempt or within the same timeframe. This second application is the combat-favored variant allowing for numerous benefits associated with the release of the user’s personalities. This state can be used for as many personalities as the user possesses, up to seven. As previously mentioned each personality is fully sealed with a portion of the user’s chakra, each laced with the personality’s essence of existence. Between all seven potentially sealed personalities a maximum of 400 chakra can be stored in Resonance. This chakra is split between each personality; each personality requiring a minimum of 50 chakra stored. The amount of chakra stored per personality is stated within the user’s biography in the personality section. When fully released the chakra will flow from the vessel of the user’s body back into his or her chakra network along with the personality; this effectively creates a full body surge equivalent to the quantity of chakra released. In addition to this the user will experience a refreshing surge of energy as their body is replenished and a personality is released; this is largely a cosmetic feature but can numb relatively moderate levels of pain and grant clarity to the mind.

Taught to:
1. Scaze
2. Matt
3. Hokusai
4. Howard
5. ZK
6. Sasori

Type:Supplementary*
Rank:A
Range:Short*
Chakra:N/A (30 for the activation of the seal, +20 chakra on the technique)*
Damage:N/A
Description: To understand this technique, one must understand that handseals are simply a way to mold and shape the chakra that goes into a technique. Each handseal shapes the chakra in a unique way and when chained together to form techniques, they make the users chakra form a certain way to release it. One can mimic this temporarily by using a sealing technique to focus ones chakra through it, mimicking the use of handseals. This seal combines these two aspects into one seal. By having a tattoo of all 12 handseals on one of the users arms, he may focus chakra into them when using a technique. The seals will passively rearrange themselves along the users body corresponding to the seals and the order of them that are used in the technique. When each seal on the user's body is filled with chakra, the technique will be released. Thus, the user can replace the handseals of any technique that is released from his body. This, however, can only be applied to the basic 5 elements.
-Must be present in the users bio.
-Can only be used 2 times per battle, once per turn in one technique, 2 turns apart.
-Last use revokes the users elemental specialty, requiring for all techniques the normal number of handseals after that point.
-Can only be used on techniques that are released from the users body.
-First activation of the seal costs 30 chakra points and counts as a move. Each technique used through it costs 20 more than normal.


Type: Supplementary/Defensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: N/A
Description: A seal with the word 'Maintain' will be placed somewhere on the users body. The seal will passively drain chakra from the user which it will then redirect into the surroundings so as to detect attempts at manipulating space (affords no other kind of sensory). When a technique that seeks to distort space/time is utilised within the users vicinity (Mid range radius) this seal will activate, passively draining chakra from the user to erect a barrier that will instantly spread outwards and prevent the space time continuum from being manipulated - in effect the seal will serve to neutralize space time techniques such as summoning jutsu, or techniques that utilise portals such as 'Stick Earth Drop' from being utilised as it forcibly maintains the fabric of space and time. The seal activates automatically upon detecting an attempt at space/time manipulation, and is effective against such jutsu up to, and including A rank. However it is wholly ineffective against S ranked space time manipulation (Such as S rank summoning techniques as the jutsu utilises more chakra than this technique to bring a stronger summon to the field, however it will still be effective against lower ranked space time techniques even if the substance that they attempt to bring to the field is higher ranked)

Note:
- The user can start the battle with the seal already placed, in which case it must be posted at either the start of the battle or in the users bio. Otherwise the user will have to manually place the seal, which counts as a move and can only be done twice.
- The seal can only activate once per turn, and the user cannot use Fuinjutsu above A rank the turn after it triggers.
- The seal passively drains 5 chakra from the user per turn
- When triggered, a barrier of the appropriate strength will be set up (i.e A rank to counter A rank S/T) that will prevent the space time technique and last for that turn. An A rank barrier can be set up once, and a B rank barrier can only be set up twice. For C rank and below however, on account of there being virtually no S/T techniques that weak barring the summoning of certain lesser animals, the barrier can be triggered continuously to prevent these critters from taking to the field.
- As activation is passive, (But does count towards move count) the user is free to continue as normal.
- Won't work on 'Flying Thunder God' as it is a S ranked Space-Time technique.


Rank: B
Type: Supplementary
Range: Self
Chakra cost: 25
Damage Points: N/A
Description: Chuubuu Gekitai is a special seal located in the users back. The seal automatically activates when the user has been shocked or paralyzed by an electrical current. Upon activation, the seal will start pouring out wind chakra, manifesting wind throughout the users body. Wind having an incredible resistance to electrical currents, will cause the prevention of further spreading. The after effect of this process will be numbness throughout the body for one turn, due to the electrical current straining the body.

Note: Must know Fuuinjutsu.
Note: Must be placed in the users biography.
Note: Each biography can have up to two seals. Meaning this technique can be used twice per battle. One Seal will be located in the upper back and the other will be on the lower back.
Note: The user cannot perform any genjutsu in the same round.
The user cannot perform any summonings for the same and the following 2 turns.
Note: If the electrical current has enough volts to kill, the seal is void.
Note: Can only be used by Mathias.


Type: Defensive/Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 chakra per turn)
Damage: N/A
Description: The user will have a seal on their body with the Kanji for "Eternal". The seal lies dormant and is passively activated whenever the opponent tries to seal or drain the user's chakra and/or abilities. The seal will instantly release an intangible barrier that surrounds the user's body like an armour. Any abilities which act externally such as the canon techniques Multiple Infinite Embraces or Living Barrier will be unable to affect anything inside the barrier, namely the user's body. Seals which act internally will first have their chakra be absorbed by the barrier (happens instantly and so before they can come into effect) and once erected, the barrier will prevent any further insertion of chakra while active. The seal is self-sustaining and will involuntary leech chakra from the user's body. This is for the express purpose of maintaining this technique even when the user can't use or mold chakra. This is possible as the chakra still exists within the user as it is equivalent of their very life-force. This can counter S-Rank and below sealing techniques. This cannot be activated manually and will only ever activate under the aforementioned conditions. It lasts for four turns or until the ability attempting to seal or drain the user's chakra or abilities is no longer active, whichever is longer.

Note: Can only activate a maximum of thrice per battle


Type: Supplementary
Rank: A
Range: Mid
Chakra Cost: 30
Damage Points: N/A
Description: This is a simple yet effect sealing technique that's composed of a sealing formula of the Kanji letter "力" or in literal meaning "Speed" which is located on the user's right palm, in order for this to work, the user extends his hand forwards while opening his palm, releasing a sealing barrier that contains a mass of the user's chakra, this barrier affects anyone that moves at fast speeds that are not at all traceable with normal eyes, by using chakra as a medium, the barrier forcibly slows down the fast moving body drastically to the point where it becomes barely noticeable by normal eye sight by compressing large amounts of chakra around the bodies of the fast moving person, however, the downside of this technique is that the user can also be affected if he's moving at that speed, this is not a counter attack, but simply a forceful reduction of speed for both parties. This sealing barrier does not work on EIG users, due to the amount of immense chakra pressure released out of their bodies when activating the chakra gates, only works on ninja bodies that move at speeds above the normal eyes tracking abilities.
Note: Can only be used Twice
Note: Lasts for 3 turns once activated.
Note: No Fūinjutsu techniques while the barrier is active.
Note: Barrier spans mid range around its target point and cannot be moved.


Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal that look like one of the symbols below (see spoiler) on either of their hands that will lie dormant until passively activated. The seal only works on jutsu that transform or are donned on the user's body and can only be activated whenever one of these techniques are in use. On activation of the seal, the seal become linked to any jutsu present on the user's body and serve as link between it and the user thus making the seal be the one sustaining the jutsu for as long as the seal remains un-destroyed. This does not however add any power to the jutsu in question as the jutsu can still be negated like normal. The only work of the seal is to make the jutsu remain if not destroyed though as long as the user is able to sacrifice his chakra sustaining the seal itself. The seal passively leeches 20% chakra per turn of the jutsu it is sustaining from the user, meaning if the seal is sustaining an A-rank earth armor, then the seal leeches 20% of 30 chakra per turn to keep sustaining the armor. The seal does not work on basic weapons or body armor, but can work on techniques that forms or mimics them. Works well with techniques like the hardening technique, lightning plasma ball, chakra cloak, etc. Also since the fuin is now the one sustaining the jutsu, the user now have access to use another jutsu/element if the jutsu in question restricts it beforehand. In escence this seal allows the user to keep the armor and focus on other chakras for the duration.

Note: Can only be used on S-rank and below and it doesn't extend the duration of techniques (e.g. Plasma Ball would still last only last 3 turns)
Note: Can only be used once per battle
Note: Can not work on modes
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Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: N/A (+15 chakra to all of the user's seals)
Damage: N/A
Description: This is a passive ability that is applied to all of the user's seals that are always active or lie dormant on the user's body prior to a battle (essentially seals stated in one's biography). The sealing script of the Fuuinjutsu seals will be infused with one of the basic five elemental chakras to reinforce, strengthen and enhance them so to make their destruction or corruption more difficult. The seals will now respect elemental strengths and weaknesses of the chosen element and will possess the strength of the chosen element up to their own rank. They will also be infused with 15 more chakra than normal and this chakra cost will be expended whenever the seals triggered or are activated. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the seals on the user's body/clothes/person harder to tamper with or destroy. If the seal's rank is boosted on activation, the strength of the sealing script will now reflect it's new rank.

Alternatively, this technique can be passively applied to seals created in battle rather than those already placed on the user's biography. By infusing one of the five basic elemental chakras into the seal, the user can enhance and fortify the sealing script in the same way as the seals applied to the user's bio. It will now follow elemental strengths and weaknesses of the chosen element and will possess the power of it up to it's own rank. The seal will also be infused with 15 more chakra than normal, which is the cost of applying this jutsu to this technique. This technique doesn't make Fuuinjutsu techniques stronger or enhance them in any way, it simply makes the created seal(s) harder to tamper with or destroy.

In regards to being tampered with it or cancelled, both variants follow the elemental strengths and weaknesses of the chosen element and will require non-elemental techniques (Ninjutsu, Fuuinjutsu, etc) one rank higher than the seal in question for it to be successfully corrupted (e.g. S-Rank Fuuinjutsu required to tamper with an A-Rank elemental seal).

Notes:
Can only be taught by Venom
Must be stated in the user's biography
Must be posted at the beginning of a battle
Must be referenced every time the alternative use is used


Type: Supplementary
Rank: B
Range: Short
Chakra: N/A (+20 chakra to the applied seals)
Damage: N/A
Description: This seal is essentially one that can be applied to other seals placed on the user’s body, clothes/armour, weapons or person prior to a battle (must be stated in a biography). Seals which otherwise lie dormant but must be manually activated can instead be given a specific trigger from one of the choices below. The seal retains it’s capability to be activated manually but will now be capable of being triggered automatically if the necessary requirement is fulfilled. Only one of the below “trigger seals” can be applied per technique, meaning a technique cannot be given multiple triggers lest they clash or conflict.

Horseman of War: If a seal has this script applied to it, it will activate whenever something moving at a certain speed (3x the user's current speed or higher) comes within five meters of the seal. It will passively activate the seal this is applied to once this condition is met. The seal can sense this as there is constantly an invisible and intangible barrier of pure chakra that encompasses the area short-range around the user (that doesn't interact with techniques whatsoever). When anything "breaches" this barrier, not only will the user be notified where it entered from but the seal this has been applied to will activate if the aforementioned trigger requirement is met.

Horseman of Famine: If a seal has this script applied to it, it will activate whenever a foreign chakra or energy technique is injected into the user’s body. The seal is capable of sensing disturbances in the user’s chakra or rather the entry of foreign entities into their chakra system. When this happens, this seal will activate the technique this was applied to. Unlike Pestilence, this seeks to work solely on Genjutsu and similar abilities that attempt to affect the user’s body through the injection of chakra. This trigger seal can only be placed on seals that are on the user's body.

Horseman of Pestilence: If a seal has this script applied to it, it will activate whenever foreign chakra or energy technique enters the immediate vicinity of the seal (within one-meter). The seal can sense this as there is constantly an “invisible mist” of chakra surrounding the area around the seal. The mist doesn’t interact with techniques whatsoever as its just pure, unmolded chakra. When any foreign chakra or energy makes contact with this blanket of chakra, the seal this was applied to will activate passively. This technique will not be triggered by Genjutsu techniques as they do not travel through the mist on induction but rather manifest the chakra inside of the user's body.

Horseman of Death: The simplest in it's trigger but arguably the most powerful, this sealing script will allow the seal this is applied to activate automatically upon the user's death. The mechanism by which this is triggered is identical to that of the canon technique Reverse Four Symbols Sealing Technique. This trigger seal can only be placed on seals that are on the user's body.

Notes:
Each seal can only be applied to one technique (meaning 4 in total, one per Horsemen)
Must be applied to different techniques and each must be stated in the user's biography


Type: Defensive/Supplementary
Rank: D-S
Range: Short
Chakra Cost: (equivalent to the amount of opposing tech)
Damage: N/A
Description: This seal, Mayer's Band, was created by an Uzumaki prior to their village's destruction. The jutsu's purpose revolves around the ability to identify and seal foreign energy produced by the user's enemies. The seal itself is placed onto a wrist band and it is a kanji line shaped like a pentagon with open circles placed at every point of the shape. When foreign energy enters short range of the user, the circles on the wristband emit a bright colorful light signifying to the user that an energy different from the energies known to them has broken their perimeter. The sealing band cannot inform the user about the type of energy being used, but it can and does tell the difference between the various energies it comes across, and thus repeats the same color glows corresponding with that energy when met again. Once the energy is close enough the seal will release a special energy absorbing barrier around the user protecting them for that one attack before sealing the foreign energy into the wristband protecting the user. The jutsu is quite helpful for shinobi who don't have any energy sensing abilities, and its sealing effect only lasts a limited time. After sealing its maximum amount of energy the band will only work as an energy identifier for the user, but it will no longer be able to seal energy.
NOTES
►Activates 3x per battle
►Has a one turn cool down
►When a S-Rank technique is sealed, no fuuin in the following turn, and then no fuuin above A in the next
►Seal must be placed in biography
►Can only be taught by ZandaT


Rank: A
Type: Supplementary
Range: Short-Long
Chakra Cost: 30 (+10/turn)
Damage Points: 10/ turn (to the user)
Description: Dark Ecriture is a technique that allows the user to detect hidden seals within the users field of vision. The technique activates using a seal of confrontation following which many sealing formula appear around the users left eye. They then begin to sink inside using the lens which itself is a painful process where the user needs to keep his eye open. Once performed the seals inside the eye filter the users vision making everything appear grayscale. All seals however that are hidden or apparent starts to glow, the user is able to see the glow even if the seals are hidden behind objects or clothes. With added focus he is able to read them identifying their purpose.
Note: Usable twice in battle, Lasts 4 turns.
-Can only detect techniques up to its own rank.


Type: Supplementary/Defensive
Rank: A
Range: Short-Mid
Chakra: 30 + Damage absorbed
Damage:N/a
Description: Shell of the Black turtle is a powerful Defensive-Barrier Sealing technique, named after of the 4 Guardian Beasts Black Turtle (Genbu). The technique is performed using the boar seal, it forms an array of several hexagonal shields of solidified energy, the color of these shields is translucent red. The shields levitate around the user and move with him as he travels, the shields move with the users will and can be used to form a defensive grid as well as spherical barrier, because of the unique shape of the shields it makes the technique very versatile to both defend and attack at the same time. The barrier does not extends to user alone, the shields could be moved (Medium distances) to trap the opponents or to protect allies. Named after Genbu, the technique itself has outstanding Defensive capabilities though it requires an equally skilled user to wield. The shield has some drawbacks:
The amount of energy required to maintain the shield is proportional to the amount of energy being blocked by the shields. So to say, blocking a technique with 80 Damage requires a Chakra tax of 80, this makes the technique only suitable for users with good chakra reserves. Because the technique cannot be replayed over and over, its not too good for weak techniques, getting struck with strong techniques on the other hand consumes a good amount of chakra instantly (Chakra worth 2 S ranks, to defend against 1) which can be exhausting against overly powerful techniques. The defense is otherwise absolute but when put against close range techniques that require a constant supply of chakra such as Chidori, continuous contact will quickly drain the user’s chakra requiring him to break the technique if possible. When a shield breaks, it creates a small concussion knocking back opponent a few meters away.
Note: Last 2 turns, usable twice per conflict.
Appearance:


Type: Supplementary
Rank: A-ranked
Range: Short(Applying the tag)
Chakra: 30 (Unless pre-prepared)
Damage: N/A
Description: Tedzumari is a special made tag which can either be prepared in battle-sitaution by charging the tag with chakra, or have been pre-prepared before battle. The tag is used to be applied ontop of another Fuin/Juinjutsu. Having placed the tag onto a sealing technique, which does not have to be done physically by the user himself, it can be transfered via a medium, such as being attatched to a kunai. It will upon the seal that Tedzumari was applied to automatically activate as the sealing tries to, and forcefully create a barrier around it, creating sort of a capsule which will contain the energy, expelled from the seal, and disallowing anything from entering the seal as wel - Despite its nature. This could be used for disabling other sealing techniques such as the Five elemental sealing method. More tags can however be placed onto the same seal, and will work in conjuction to supress the power of said seal. If pre-prepared the user is not restricted from using the technique, despite being unable to use A-ranked techniques.
~ If the tags are used in conjuction they only count as one move, however seperated they each take up a move.
~ The user must post if pre-prepared in the start of the battle, unless it's stated in his biography
~ Max three usages per battle. User can carry a maximum of 3 tags.
~ Each Addition tag allows the user to seal a technique of a higher rank. I.e. 1 tag can seal an A rank technique, 2 could seal an S rank.
~ Cannot seal forbidden rank fuinjutsu.


Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+20 chakra to the applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Multiple Infinite Embraces. Through an infusion of chakra the applied sealing tag will, upon contact with its target, release an intangible barrier on its target, much like armor. Those entrapped within the armor will experience the disruptive effects of the Multiple Infinite Embraces, but to a lesser degree. The target will be unable to mold chakra above S-Rank while affected while also losing 50 chakra per turn, allowing the user to gain the stolen chakra. Unlike the Multiple Infinite Embraces, which can be escaped by destroying the barrier, this barrier can only be destroyed by destroying the tag which it is applied to. Because of the nature of this technique it can be used within the same timeframe as the tag which it is applied to. Can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.


Type: Defensive
Rank: A
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. By crossing the user’s arms the user produces a barrier which emerges from their arms as a hemisphere/half-dome construct in front of them, protecting them from frontal attacks. The barrier is incredibly durable, only being able to be broken by A-Rank attacks, playing neutrally to elemental techniques. The advantage created through the use of Storm Crest is its potent speed, enabled simply by the user crossing his arms; this makes the technique very potent and possible to use, even in close quarters combat. When activated Storm Crest can be sustained at a minimal chakra cost per turn. Because the barrier is sustained by the user they are able to regenerate the barrier retroactively from its creation. As such attacks which lack the strength to destroy the barrier simply cause the barrier to return to full strength (at the cost of a move), requiring that the barrier be overpowered completely by an attack in order to neutralize it. Storm Crest can be used three times per battle with a single turn in between applications.


Type: Defensive, Supplementary
Rank: A
Range: Short – Mid range
Chakra: 30 (-5 per turn)
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. This technique is initiated by the user either crossing their arms or by lifting either arm into a vertical position; from their arms a translucent barrier in the shape of a large kite shield is produced. The shield can vary in size reaching a maximum coverage from the user’s feet to the user’s neck. This allows the shield to adjust itself to larger users while covering the same proportionate area of their body. The Bulwark, while translucent, possesses special black sealing script atop it which bears an ornate appearance. The sealing script, while remarkable, carries functionality to make the Bulwark operate in a similar fashion to the Magenta barrier of Sealing Technique: Spiritual Acquiescence, based on the Elemental Sealing Method. This grants the Bulwark specialized abilities. When coming in contact with solid matter the barrier will exert a specialized pressure within the target which allows it to pulverize the physical object and then seal it within. This sealing method is capable of sealing up to S-Rank physical-based entities. Against incorporeal targets, like energy, wind, Sound, etc, the barrier holds no defensive capabilities and they will simply phase through it with ease. Achilles’s Bulwark is purely a defense utilized against tangible targets. This technique can be used twice per battle with two turns in between applications.


Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn.


Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-5 per turn)
Damage: 60
Description: This technique is the sibling of Sealing Technique: Ethereal Guardian. Like its sister technique, Ishtar’s Armory employs the same principle of malleability and versatility allowing the user to produce a wide variety of barriers. These barriers, like the familiars created by Ethereal Guardian, are limited only by the user’s imagination in their creation allowing the user to produce objects which range from simple geometric constructs, such as a pillar, to something as complex as a sword, kunai, bird, or dragon. Although, unlike the Ethereal Guardian, which allows the user to produce familiars which siphon chakra these constructs are static and simply drain the user’s chakra should they be sustained over multiple turns. The created objects cannot exceed a maximum of 15 meters in height or width. By default their created color, like Ethereal Guardian, is white. These constructs are created within short-range of the user and can reach up to long-range from the user’s position. They are capable of levitating by default, like Ethereal Guardian. The user is able to produce multiple constructs freely, following normal splitting rules. Ishtar’s Armory can be used four times per battle with two turns in between applications. In the following turn the user is unable to use Sealing techniques above B-Rank. Creations are only able to be sustained for up to two turns, during which it will occupy one of the user's three moves per turn.


Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (-10 per turn)
Damage: N/A
Description: Only useable once the opponent has activated a chakra cloak of some sort, the user will make a single handseal and release a barrier from their body that expands at the speed of a standard sound genjutstu. This barrier does no damage, it doesn't block their vision (it's completely see through), and otherwise the opponent won't know it's there unless they have some sort of way to sense it or see the chakra of it. It's completely harmless to the opponent. However, what it does do is cut off the opponents connection to any type of chakra cloak they may be using. It drains any energy based chakra (Raw, Fire, Wind, Lightning, etc) on the outer side of the barrier. Note that it does not drain the opponents chakra from his body. It will drain the chakra cloak only and only until it is completely gone, after which the technique will end. The draining and ending of the cloak is almost immediate. This technique will only work on cloaks that can be classified as Supplementary, and will work on all of them regardless of rank due to the fact that these cloaks carry no inherent damage to them. To stop the opponent from simply reactivation the cloak, the barrier lasts 3 turns

Note: Does not work on solid armors
Note: Can be used 2 times per battle
Note: 2 turn cool down between uses
Note: Doesn't work on Jinchuuriki chakra cloaks
Note: Cannot be combined with techniques that augment/enhance barriers


Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will have a seal on their clothes with the Kanji for “Armour” that is active all the time (must be stated in the user’s biography). The seal will be imbued with the user’s earth chakra and as such, the user’s clothing will be hardened and appear darker in colour similar to the canon technique Earth Release: Earth Spear making it akin to wearing armour. It will develop a metallic sheen in addition to the hardening which is purely cosmetic. It will not decrease the flexibility or mobility of the clothing nor will it increase the weight of it in any way, similar to the canon technique. The user will essentially become capable of withstanding damage/impacts as the hardened clothes absorb damage either completely or to a certain extent. The user's clothes will be capable of blocking kunai, shuriken, swords and other bladed weapons (Kenjutsu up to and including C-Rank). This technique will also render D-Rank and below Taijutsu useless if used on clothed portions of the body and decrease the damage of Taijutsu techniques above C-Rank by 10 damage points. Though it hardens the clothing if the is destroyed or removed the hardening loses effects and it holds no defensive ability against elements that are strong to earth.

Note: This technique is always active
Note: Must be stated in the user's biography
Note: Must be posted at the beginning of a battle


Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.


Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.


Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A ( +20 chakra cost to applied technique )
Damage: N/A
Description: The Mandate of Authority is a unique sealing technique in that it is not a standalone seal; it is actually a supplement applied to a seal, or an adjustment to sealing script, passively applied to other seals. This technique is loosely based on the Contract Seal and works to emulate the effects of the aforementioned technique through contact with its target. The Contract Seal disperses summons of the target by disrupting the summoning link between summoner and user; this in effect causes the summon to disperse back to its realm. The Mandate of Authority applies a twist of this seal, albeit weaker than the Contract Seal. Through an infusion of chakra the applied seal or sealing script will cause the summoners summoned creatures to collapse and become immobilized as the Mandate begins to influence and corrupt the link between summoner and summoned creature. The summoned creature will have its chakra drained and granted to the user at a rate of 70 chakra per turn; this chakra is then granted to the user. The summoned creatures will be unable to mold their own chakra while this seal is active. The Mandate of Authority’s corrupting influence can be stopped by destroying the sealing tag which it is applied to. All summons, regardless of nature, are influenced by the Mandate of Authority as long as the seal is in contact with its victim.

Note: This technique can be used twice per battle and can only be used once every two turns.


Type: Defensive
Rank: A
Range: Short
Chakra: 30 ( -5 per turn )
Damage: N/A
Description: This technique operates akin to Sealing Technique: Living Barrier. However, unlike Living Barrier this technique specializes in the creation of a defensive barrier in order to protect the user. The barrier is produced through hand motions, typically by reaching out to both the user’s sides. After initiating this technique a translucent barrier emerges from the user’s body and spans out to a maximum of short-range from the user; this forms a spherical defensive barrier construct around the user. The barrier carries with it special black sealing script atop it which bears an ornate appearance. The script, while remarkable, carries with it the ability to counter Wind, Wind KG/CE, and air-current based techniques. When techniques of this nature come in contact with the Vanguard the sealing script will initiate and seal the Wind-natured techniques within the barrier. Because this technique is effective against both Wind and air-current based techniques it can seal techniques like the Leaf Dragon God within it, given its nature as a manipulation of air currents through raw physical strength. This technique is useful for its speed making it an effective defense against techniques which manipulate the air currents around the user; when activated the barrier effectively pushes those currents away from the user allowing them to only take minimal damage.

Note: This technique can seal up to S-Rank Wind, Wind KG/CE, and air-current based techniques.
Note: This technique can be used two times per battle with two turns in between applications.


Type: Supplementary
Rank: C
Range: Short – Long
Chakra: 15
Damage: N/A
Description: A technique derived from the Dead Demon Consuming Seal; this technique enables one to view the spirits of the dead. The Dead Demon Consuming Seal, when summoning the Shinigami, enables some level of spiritual awareness and connection to the Death God. This is evident in Hiruzen’s capability to view the Death God alone when summoning it, something that Orochimaru was only able to do when his spirit was being pulled from his body. With this technique the user establishes a connection to the afterlife, rather than the singular Shinigami, allowing them to view the spirits of those who have perished long ago wandering the earth. This does not allow the user to view spirits of those from Yin Release, or other clan abilities. Rather, this is a cosmetic technique designed to allow the user to view the dead strictly for RP purposes. Once activated, lasts until deactivated.

(Fuuinjutsu: Umi no gurandoshīru ) Sealing Technique: Grand Seal Of The Sea
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A
Description: This technique is a powerful fuuinjutsu ability employed by those who specialize in water techniques along with being skilled in the art of fuuinjutsu. Normally employed on larger scale techniques ideally those that flood or otherwise cover a battlefield. Upon releasing a water jutsu the user of this technique will apply one additional handseal to the technique. Causing a sealing script to blend in with the water. Once the jutsu is completed and at it's full size, one more handseal will cause the sealing script to activate forming a large invisible glass like barrier around the outside of the water jutsu or across it's surface. To those outside of the water it would appear akin to a giant fishbowl with no exits. To those inside the water the barrier would be almost undetectable without the aid of sensory techniques. The purpose of the jutsu is to essentially reinforce any prison of water used to trap someone in. The barrier will be symbiotic with the water in that it will take on twice the amount of damage points the water technique had. This will become the damage required to shatter the barrier. Also the barrier could be broken with an equally ranked fuuin displacement technique. So for example if this technique was to be used with an A ranked water technique, the barrier would require 120 damage total to be broken. To clarify, the barrier is treated as an A rank, and the jutsu itself would be an A rank meaning to break both at the same time would require 120 damage. If this jutsu was used with a B rank, it would require 40 damage to break the Brank barrier and 40 damage to break the B rank water binding jutsu used, as the barrier takes on the strength of the jutsu.

- Once this technique has been used, the user will not be able to use any fuuinjutsu for two turns.
- It should be noted that this technique can in no way increase the offensive damage of a technique it it simply used to create barriers to prevent entrance or exit.
- Can only be taught by ReXii. Usable four times per battle.
- Can only be used on A ranks and below
- No other jutsu while focusing on the barrier

(Iryō Fuinjutsu: 1000 Koe) - Medical Sealing Style: 1000 Voices
Rank: S
Type: Supplamentary
Range: Self
Chakra Cost: N/a (-10 per technique used)
Damage points: N/a
Description: 1000 Voices is special sealing tag placed on the body of the users (The back side of their hand) taking the shape of an closed eye. This sealing technique was used in a way to have a back up plan in case of an emergency regarding their chakra, or even mental attacks thats incredibly hard to escape. By studying the seal on tsunades forehead the user found a way to mimick how it activates without actually mimicking what it actually does. This seal works by storing chakra into the seal (the closed eye) on their hand by expelling more chakra, causing an additional +10 Chakra to every technique used by the user. By doing this they expel more chakra but also store more chakra for times when they really need it. When the time comes the user is able to manually activate the body seal, causing the closed eye to open on the back of their hand. Doing this, it will flood the user with the chakra that was stored, replenishing their chakra while at the same time spiking their capabilities. Once the chakra floods/surges the users body their physical attributes increase in terms of speed increasing their speed by +6, while also activating healing to a small degree, healing small damages such as cuts, burns, blunt damage (does not regrow limbs) healing by +20 a turn (If needed). The good thing about this technique isnt the boost in speed and healing but the simple ability to constantly store chakra in this seal for emergencies. Though the user is only able to activate it as a whole or half the amount, reducing the buffs by half if they only use half the stored chakra.
Note: Can essentially use twice
Note: The amount of Chakra stored is adding to the chakra pool
Note: In order to activate the buffs the user needs more than 200 chakra points in the seal
Note: The Seal has a pre amount of 300 chakra into it
Note: Technique last for five turns before it wears off.
Note: Once the technique wears off, the users body will become more fragile, causing every damage applied to the user to have an additional 20 Damage
Note: Cant use Fuinjutsu S rank or above for 2 turns after technique ends
 

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Shiraton | Mystic Fire Release
Custom Element Japanese Name:
Custom Element English Name: Mystic Fire Release
The Element is based on: Fire Release, Lightning Release & Fūinjutsu

Facts that prove the element to be possible (in the manga context):

Mystic Fire Release is composed of Fire Release and Lightning Release. The use of one’s Fire chakra grants it unique burning capabilities and properties while Lightning Release grants it an energetic and versatile form. The simultaneous combination of these element and their qualities gives birth to Mystic Fire Release, a magnificent plasma/energy. Mystic Fire Release is perhaps best compared to the existence of a basic skill within the broader category of Fūinjutsu. The Four Violet Flames Battle Encampment utilizes a violet barrier to produce special violet flames. Alone these violet flames possess no special or inherently powerful characteristics, they simply act like generic flames. However, with the manipulative abilities of Fire and Lightning Release the user becomes able to create their own specialized flame, Mystic Fire.​

How it works:

The primary method of forming Mystic Fire from one’s own body involves the simultaneous combination of one’s Lightning and Fire chakras, with added characteristics of Fūinjutsu. In its purest essence Mystic Fire Release operates similarly to the Four Violet Flames Battle Encampment. Its union with Fūinjutsu is based on the principle that, while Fūinjutsu is not an elemental nature itself, it is a characteristic and organization of chakra granting it sealing, and unsealing, qualities.

The basic nature of Mystic Fire Release, by its composition, is an energy based element. Like Fire and Lightning Release, the element operates by concentrating chakra in an area, whether it is from one’s body, through the ground, or even in the air. Once concentrated the user vibrates the chakra, which is a product of Lightning and Fire Release, causing the air to ionize resulting in the creation of Mystic Fire. Like its parent elements, the generated plasma is able to take the form of bolts or fire, and can even be used in tangible forms by applying shape manipulation, much like concentrated Fire. However, most techniques retain the form of flames, which brings forth the name Mystic Fire.

In terms of its other physical characteristics the flames of Mystic Fire are quite similar to the flames of the Four Violet Flames Battle Encampment because of their neutrality to elemental natures and inherent strength against raw chakra. When a target is struck the flames will ignite and spread to engulf the target at high temperatures until extinguished, much like the black flames of Amaterasu being able to burn even fire itself. However, unlike typical Fire Release, the energy it not ‘hot’ in the normal sense; one who holds their hand near Mystic Fire will not feel heat as if they would with normal fire. The energy only produces a burning and searing sensation when coming in contact with a victim making them a somewhat deceptive elemental nature. Unlike normal Fire Release, Mystic Fire does not fuel itself by feeding off oxygen in the air. Because of this those who stand near high quantities of Mystic Fire do not suffer from oxygen deprivation. As previously mentioned Mystic Fire can be compressed, much like normal Lightning and Fire Release, to gain a form of solidity and tangibility in order to cause explosive damage and allowing them to punch through physical obstacles, should they be used in such a manner.

The most remarkable physical characteristic of Mystic Fire Release is its numerous colors. During its creation process, when the chakra is concentrated and the air is ionized, molecules release light (a process identical to Fire releasing light). Typically, the violet spectrum is naturally favored in Mystic Fire. However, chakra concentration varies from user to user causing the wavelengths produced by the molecules to rest anywhere within the visible spectrum of light. As such, Mystic Fire can effectively take on any color imaginable through the user’s control. However, because they are on the visible light spectrum the flames cannot have the properties of invisibility, transparency, or translucency, unless gained from an external technique. Additionally, through the sealing properties gained through its Fūinjutsu-based nature, the flames can also prevent light from emitting altogether resulting in absolute black coloration, much like a cosmic black hole. This is the same property which prevents heat from radiating from the flames. Mystic Fire, normally, only releases heat by conduction, this allows the flames to burn for longer periods of time or even continue to burn on top of water.

Fūinjutsu is frequently noted to possess elemental neutrality, in both barrier-based techniques as well as normal seals due to its characteristics, organization, structure, and its sealing nature. Mystic Fire's foundations in the Four Violet Flames Formation, and the flames which it produces, allows the elemental interactions of Mystic Fire to be simplified significantly. The flames and plasma produced are extremely similar to the flames created in Shishienjin. When used against energy based elements the element with the higher energy overpowers the other. When used against matter based elements it becomes a question of whether or not Mystic Fire has enough energy to burn through their chemical bonds of the opposing element (all matter changes state when exposed to enough energy). Through its foundations Mystic Fire is capable of storing immense amounts of energy in remarkably small areas. This causes clashes to become purely based on raw strength allowing Mystic Fire to retain absolute neutrality against all elemental natures, even if an opposing element possesses a natural strength against energy based elements, resistance to fire, lightning, or other plasmas; it is neutral to all and strong against raw chakra.

The strongest advantage to Mystic Fire is its nature and origin in Fūinjutsu, as well as the elemental natures of Fire and Lightning Release. Mystic Fire possesses unique burning and destructive capabilities, beyond what is normally possible through Fire or Lightning Release. It possesses remarkably high energy; noted to be a rather ‘rebellious’ elemental nature aiming to bring chaos to structure and disorder to order. Because Mystic Fire is born from the two highest energy-based elemental natures it is able to reproduce their characteristics in order to create an extremely efficient offensive against opposing Fūinjutsu, barrier techniques, and absorptive-based natures and techniques. Lightning Release is noted to be capable of entering Earth and ripping it apart from within. Fire Release is noted to possess potent external burning capabilities. With these two characteristics, along with its origins in Fūinjutsu, it creates a potent three-pronged offensive against the above techniques. The final prong, and arguably the most important, in the offensive, through its origins in Fūinjutsu, calls on the nature of techniques such the Barrier Shatter Technique and Sealing Technique: Sealing Release, as well as other highly disruptive Sealing techniques. This effectively makes Mystic Fire a very disruptive element able to strike at the core of techniques which aim to seal, consume, absorb, or block with barrier based techniques. It effectively gives it an inherent neutrality against techniques, meaning it will require absorption techniques of the same rank or above to seal/absorb them. This includes techniques and elemental natures such as Dark Release Absorption and Water Release Absorption.​

Usage Examples:

(Shiraton: Kurohāto no Uchū) – Mystic Fire Release: Dark Heart of the Cosmos
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique is the most basic application of Mystic Fire Release allowing the user to release from any point on their body or from their body itself Mystic Fire. The Mystic Fire can take any color within the visible light spectrum. As a highly versatile energy the user can shape it however they please. They can form bolts, fire, waves, and even weapons. The energy can also be compressed creating a form of explosive damage allowing Mystic Fire to punch through physical obstacles. When it comes in contact with matter it will burn and spread over the target until extinguished, much like Amaterasu.
(Shiraton: Sōzō no Hashira) – Mystic Fire Release: Pillars of Creation
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied techniques)
Damage: N/A
Description: Pillars of Creation is considered the sibling technique of Splendor of Orion and is the strongest Mystic Fire supplementary infusion technique. Pillars of Creation is designed to be used in conjunction with a full/partial body elemental or non-elemental transformation; this can be done when initiating the transformation or when the user is presently in it. This does not apply to all elemental transformations, only those which are considered energy based or ethereal in nature. This includes, but is not limited to, Fire Release, Lightning Release, Explosion Release, and even barrier-type Fūinjutsu. Pillars of Creation is based on the principles of infusion-type techniques, as such when utilized it the infusion occurs instantaneously and can be used within the same timeframe as a transformation. Typical techniques of this category involve an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. However, when a different chakra nature is utilized it forms a ratio between the technique’s base chakra and the infusion’s added chakra. The greater the infused chakra the greater the influence that the infusion holds; as such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Pillars of Creation can be used four times per battle. B and A-Rank applications count as one application and an S-Rank application counts as two applications. Despite counting as a second or third application this technique will still require one move, it simply reduces it from the total number of times Pillars of Creation can be used. The infusions are as followed:

First Pillar: is the B-Rank application of Pillars of Creation and is considered the weakest infusion. With an additional infusion of 10 chakra the user’s transformed state will gain the specialized characteristics of Mystic Fire Release. This means the user’s form will become naturally strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Second Pillar: is the A-Rank application of Pillars of Creation. With an additional infusion of 20 chakra the user’s transformed state will gain the strengths and weaknesses of Mystic Fire Release, being nearly converted in full. This means, along with the First Pillar’s effects, the user’s elemental transformation will become neutral to all elemental natures while also becoming strong against sealing and absorptive-based techniques, such as Fūinjutsu and Dark Release Absorption.

Third Pillar: is the S-Rank application of Pillars of Creation and is considered the strongest and most dangerous infusion. With an additional infusion of 40 chakra the user’s transformed state will become a perfect union between Mystic Fire and the infused nature, elemental or non-elemental. As the most potent infusion the user’s elemental transformation will shift in appearance becoming Mystic Fire almost entirely, gaining a color of the user’s choice as well as the characteristics of Mystic Fire and its strengths and weaknesses.
Conditions to be able to use it:

User must have completed training in Fire Release and Lightning Release.
User must be Sage Rank or higher.

It is noted that to control the flames of Fire Release one must possess notably high skill in the elemental nature. This principle extends toward Mystic Fire Release as an even more advanced elemental nature going beyond Fire Release. As such, in order to control the flames and energy as well as grant them their counter-sealing properties, one must have completed training in basic Fūinjutsu in order to possess the skill necessary to do so.​

Weak to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Strong to: N/A

Mystic Fire Release is considered neutral to all elemental natures.

Co-creator: Xylon

Students I pass this custom element on too: Scaze & Goetia
Approved Mystic Fire Release Techniques

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the flame-like, wispy, energy base of Mystic Fire Release and allows the user to concentrate chakra in an area, whether it is from their body, through the ground, or even in the air. In the case of the flames being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Flames produced from the ground possess an audible queue giving slight warning to the target should they emerge from beneath them. These flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Primordial Creation can also be used to create simple streams, fireballs, blasts, and waves of flame. These flames can be, at the user’s volition, concentrated to effectively solidify allowing them to punch through physical obstacles and cause explosive damage. The flames of Mystic Fire by default adhere to the violet spectrum but can be manipulated to fit any color in the visible light spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black flames of Amaterasu. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: This technique encompasses the concentrated plasma-based energy of Mystic Fire Release and allows the user to produce currents, bolts, streams, and waves of lightning-like Mystic Fire from the user’s body, through the ground, or even in the air. In the case of the energy being produced from the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. Energy channeled through the ground is akin to lightning being channeled through the ground, rippling outward from its location created or directed through manipulation by the user. This technique can be concentrated allowing for the energy to take a more solidified state enabling it to punch through physical obstacles. Like its sibling technique Primordial Creation the energy by default adheres to the violet spectrum but can be manipulated to fit any color in the visible spectrum. Alternatively they can seal their light entirely causing them to appear akin to the black energy. Applications above A-Rank require a single hand seal. Sustaining this technique requires the user expend ten chakra per turn. S-Rank can be used four times per battle and cannot be used in consecutive turns.


Type: Supplementary
Rank: B – S
Range: N/A
Chakra: N/A (+10/20/40 chakra cost to applied technique)
Damage: N/A
Description: Pillars of Creation is considered the ultimate infusion technique utilized in conjunction with energy-based elemental natures (Fire, Lightning, Explosion, etc) as well as barrier Fūinjutsu. As a technique based around the principles of infusion it occurs instantaneously and can be used within the same timeframe as the technique it is applied to. Typically techniques of this category involves an infusion of chakra, in many cases of the same nature, to change numerous aspects of the technique. These can range from a shift in strengths and weaknesses, additional strength, different states and forms, and new and unique effects. This could be compared to ratios and the effects that chakra can have on a technique; the more chakra utilized the greater the changes. As such Pillars of Creation utilizes three separate levels of infusion, each becoming progressively greater. Unique to this technique is that it can be stated in one’s biography to allow for the passive infusion of the user’s energy-based techniques, listed above, causing their coloration to shift in accordance to Mystic Fire’s unique colors. As a passive occurrence this application does not require any chakra and is simply a cosmetic ability of Pillars of Creation. The infusions are as followed:

The First Pillar: This is the B-Rank application of Pillars of Creation and utilizes an infusion of ten chakra. As the simplest infusion this technique causes the effected energy-based technique to gain Mystic Fire’s quality of absolute neutrality. For example, when used on a Fire technique, the applied technique will effectively shed its strengths and weaknesses becoming neutral to all elemental natures. Additionally, this infusion causes the applied technique to gain Mystic Fire’s specialized interactions with sealing/absorptive-based techniques. When an S-Rank Lightning technique is infused with the First Pillar, for example, it will, in addition to gaining the neutrality of Mystic Fire, will also only be able to be sealed or absorbed by a technique of equivalent rank (meaning the rank of the seal or absorbing technique itself, not the rank of what it can seal, must be equivalent). Additionally, the First Pillar cannot be infused on channeling-based energy techniques (e.g. streams of fire).

The Second Pillar: This is the A-Rank application of Pillars of Creation and utilizes an infusion of twenty chakra. The Second Pillar, unlike the first, employs the ability to not only infuse an energy-based technique with Mystic Fire chakra but to convert it to the nature entirely; this effectively converts any energy-based nature, or barrier Fūinjutsu, into Mystic Fire. Because the technique is effectively transformed it will change its inherent color into any color allowed by Mystic Fire Release, namely any color on the visible spectrum while being able to become absolute black, like the flames of Amaterasu. Techniques which radiate heat, like Fire Release, will lose those qualities due to their inherent sealing nature. Additionally, these techniques will gain an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Second Pillar can be used on any number of A-Rank and below techniques but it can only be used four times per battle on S-Rank and above techniques. It also cannot be used in consecutive turns.

The Third Pillar: This is the S-Rank application of Pillars of Creation and utilizes an infusion of forty chakra. Unlike the previous two pillars this Third Pillar only incorporates techniques which employ a partial or fullbody elemental transformation, much like the Hozuki, and must be energy-based in nature. This technique, through an enormous flooding of Mystic Fire chakra, converts any energy-based elemental transformation to become purely Mystic Fire based, while retaining its original abilities and qualities. For example, should a Bakuton based elemental transformation be converted to Mystic Fire it will retain its default explosive qualities while obtaining all qualities of Mystic Fire Release. Additionally, as long as the elemental transformation utilized allows for Fire and Lightning natures to be accessed, the user will still be able to mold chakra for techniques based on the original elemental transformation, even after conversion. The Third Pillar, like the Second, also enhances the applied transformation by an additional rank in strength, or twenty additional damage for techniques above S-Rank. The Third Pillar can be used twice per battle, requiring a two turn cooldown in between uses.


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.

Single Helix (Tan’itsu Rasen Seiun): The Single Helix, named after the commonly known Helix nebula itself within the constellation Aquarius, is used to manifest creations on the battlefield with a higher degree of sentience. As creations with a higher degree of sentience these can be created anywhere on the battlefield including around the user’s own person, although this is a lesser used application. Familiars cannot be created within short-range of the opponent unless the user is present within that range as well, in which case familiars cannot be created within two meters of the opponent. These creations are limited only by the user’s imagination. The default abilities of creations made through the Single Helix allows them, at the user’s volition, to possess a concentrated state allowing the energy which they are composed of to take a physical form. The default abilities of creations made through the Single Helix allow them to utilize Mystic Fire techniques up to and including the rank of the created familiar. 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. Because they are familiars which possess a higher degree of sentience they are capable of acting independent of their user’s concentration. Multiple familiars can be created and will follow normal splitting rules.

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: A
Range: Short – Long
Chakra: 30
Damage: N/A
Description: This technique is named after the nebula the Ghost of Jupiter and employs Mystic Fire’s ability to manifest itself freely on the battlefield. Through Mystic Fire’s unique relationship with Fūinjutsu the Ghost of Jupiter is capable of utilizing the highly disruptive capabilities of Mystic Fire Release against Fūinjutsu and barrier Fūinjutsu. Through a release of Mystic Fire chakra, much akin to that of Hindering Sound Ninjutsu, one is capable of applying three distinct applications of Ghost of Jupiter, all applying similar principles. Seals which are tampered with are left useless, regardless of whether or not the Mystic Fire is removed from the battlefield as its purpose is to simply disrupt the seals functionality. All applications utilize a saturation of the battlefield in harmless Mystic Fire chakra. This technique, regardless of application, can be used four times per battle and cannot be used in consecutive turns. In the following turn the user is unable to utilize Mystic Fire Release above A-Rank.

Diffuse Nebulae (Kakusan Seiun): Named after the common diffuse type nebulae which span enormous distances. This encompasses the first application of the Ghost of Jupiter. Through a saturation of the battlefield free standing seals, such as the generic Sealing Tag, Flying Thunder God seals, and other free standing seals are destroyed. This is because the seals themselves are simply sheets of paper or simple inscriptions which possess unranked durability. The Mystic Fire chakra permeates the seal and disrupts its mechanics, rendering it useless. This application is unable to be applied to seals located on the body, but it can be applied to seals which are applied to the body after the fact, such as Flying Thunder God seals. The exception to this application is seals which have been fortified through an infusion of chakra. Should an applied seal be fortified with elemental chakra, or some form of infusion which bolsters the seal’s physical durability, then the absolute neutrality of Mystic Fire must be respected. This in effect causes the first application to be deferred to the second application. The Diffuse Nebulae application will not tamper with the user’s own seals.

Planetary Nebulae (Wakuseijōseiun): Named after the lesser common emission-type nebulae released from the death of red giant stars. This embodies the second application of the Ghost of Jupiter. Unlike the first the Planetary Nebulae is a precise and targeted application aimed toward seals classified as body seals. Due to their complexity the user may only tamper with seals equivalent to the rank of Ghost of Jupiter. As such, when used at A-Rank, the user is capable of tampering with one A-Rank body seal, rendering it useless. Should the Ghost of Jupiter be boosted in strength, it will be capable of tampering with one S-Rank seal, or two A-Rank seals, and so on. However, as a more precise application, the user must also be aware of the seal which they are targeted on the opponent’s body requiring they have already seen it and have knowledge of its existence. The user can apply this second application to barrier Fūinjutsu as well, following the same principles as above. The Planetary Nebulae is also used against fortified seals, as outlined in Diffuse Nebulae.


Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A
Description: This technique employs a tag seal with the word ‘Repository’ inscribed on it and placed somewhere on the user’s body or on a weapon; in the case of a weapon the weapon must remain in contact with the user at all times. The seal can either be placed on the user’s biography and stated or placed during travel or battle, counting as a move. Cygnus Loop is a technique which utilizes Fūinjutsu’s ability to seal infinite quantities of various objects within a vessel, in this case the Cygnus seal. This acts as an effect chakra storage unit and can store infinite quantities of chakra absorbed and drained from another target through two methods. The first method passively allows the seal to link itself to the user’s absorptive techniques, such as the Multiple Infinite Embraces. Typically the Embraces will drain chakra and immediately deposit it in the user’s body; with the Cygnus seal this chakra is instead deposited in the seal itself. The second method is through the seal’s unique relationship with Mystic Fire Release and Fūinjutsu allowing the user to utilize Ultraviolet Radiance, a technique based on the Cygnus seal. Regardless of the application used when chakra is drained from an opponent or their techniques the chakra will be deposited within the seal. In essence Cygnus Loop acts as a bank and middleman. When chakra is stored in the seal the chakra is ‘purified’ within the seal. This effectively converts stolen chakra back into raw chakra. For example, should the user absorb Fire chakra and store it within the seal it will be converted into stored chakra and made readily available for the user to use for a future technique. Alternatively stored chakra can be freely absorbed into the user’s body to replenish their reserves. The Cygnus seal itself is an A-Rank seal and is fortified as such due to its relationship and infusion of Mystic Fire.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40
Damage: 20 – 80
Description: This technique stems from the Cygnus seal and is based on Primordial Creation. Ultraviolet Radiance utilizes chakra stored within the Cygnus seal in order to produce creations of Mystic Fire Release, much like those created in Primordial Creation. Should the Cygnus seal be void of chakra it can be directly drawn from the user’s own reserve. However, because of the Cygnus seal’s unique composition these flames are notably different from the typical flames created in Primordial Creation. They are granted remarkable chakra draining and sealing qualities. The flames can be produced from the user’s body, through the ground, or even in the air. Should the flames be produced in the air they are unable to be created within short-range of the opponent, unless the user is within short-range as well. The flames can be manipulated to a high degree allowing the user to produce a wide variety of constructs and shapes, generally limited by their own imagination. Alternatively Ultraviolet Radiance can be used to simply create streams, fireballs, blasts, and waves of flame. By default the flames adhere to the violet spectrum of visible light, but they can seal their light entirely allowing them to appear much like the black flames of Amaterasu. Because of their unique chakra draining and sealing qualities the flames are able to consume the chakra of opposing techniques and targets in order to supply the Cygnus seal. Ultraviolet Radiance’s draining capabilities reflect the chakra it is granted; for example, should an A-Rank flame be produced it will be capable of draining 30 chakra. This occurs when striking a target directly. The chakra drained will be stored within the Cygnus seal. Alternatively, when clashing with opposing techniques the flames of Ultraviolet Radiance will act to seal the technique’s chakra within the Cygnus seal. For example, an A-Rank Radiance flame will be able to seal A-Rank and below techniques and be neutralized, respecting Absolute Neutrality. The remains of the chakra-void technique will be burned away by the Mystic Fire, leaving nothing behind in the case of a complete neutralization. The flames of Radiance can be weakened; should an A-Rank flame seal a B-Rank technique it will be weakened to B-Rank. While the flames possess ranked damage, the rules of sealing take precedence in technique clashes. Thus, the ranked damage simply is applied when striking an unranked target or opponent and inflicting the physical damage applied. Applications of Ultraviolet Radiance above C-Rank require a single handseal, two for above B-Rank and three for above A-Rank. S-Rank applications can be used three times per battle and cannot be used in consecutive turns; in the same turn and next turn that the S-Rank application is used the user is unable to use Mystic Fire Release above A-Rank. The user cannot boost the chakra of this technique in any way.


Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: N/A (Depends, +20 chakra to the applied technique)
Damage: N/A (Depends)
Description: Considered the sibling of Ultraviolet Radiance and based on the use of the Cygnus Loop seal, Cosmic Transience is based on Mystic Fire’s characteristics of sealing and unsealing. This technique is usable after the user has sealed a technique with Ultraviolet Radiance, or other techniques that have stored chakra within the seal, and stored it within the Cgynus Seal; this makes it unusable with chakra that the user has already integrated with their chakra reserves. In simple terms, it enables the user to, rather than integrating the chakra into their own systems, reserve it upon another as an attack. These techniques which are absorbed are released as blasts, beams, and basic shapes of raw Mystic Flames upon chosen targets. Because techniques which have been absorbed by Ultraviolet Radiance lose all characteristics and inherent abilities, simply being converted to raw chakra within the Cygnus Seal, they are merely released as raw blasts of Mystic Flames with an additional infusion of 20 chakra. These blasts possess the same chakra, increased by 20, and damage as the absorbed technique and can be split and manipulated as the user desires. Once used, Cosmic Transience cannot be used for three turns and, in the following turn, the user is unable to use Mystic Fire Release above A-Rank. These flames do not possess the absorption properties of Ultraviolet Radiance.
 

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Graviton | Force Release
Custom element Japanese name: Graviton
Custom element English name: Force Style (Literally Tractor release)
The element is based on: Fire Release (Katon), Earth Release(Doton) and Lightning Release (Raiton)
Facts that prove the element to be possible (in the manga context): Earth release governs the forces of matter as the most basic matter based element. Fire release generates energy vibrating particles and separating them where lightning release is used to generate waves and attract matter. The properties are adopted when generating tractors.
In the manga:

Deva Path of the rennigen, manipulates gravity. Although force style is entirely different , read applications.
Storm release, Gale style: Generates laser beams and manipulates them.
Magnet release: Generates magnetism that works similarly. Force styles attraction and repulsion is more direct.
Above are elements with similar applications as that of Force style. Besides that force is a universal concept that extends even to narutoverse.

How it works: Force Style is a type of particle manipulation (similar to dust release) that activates Earth, Fire and Lightning natures simultaneously to generate Force chakra using Nature Transformation which consists of particles known as Gravitons.
Gravitons are massless particles that govern force (Attraction, Repulsion and Gravity). When concentrated together they generate a light as a byproduct. Shape Manipulation is used to collect to Gravitons at a single point forming tractor particle beams.

Light is generally the indicator of most Force techniques. Force chakra is effective where the lights beams hits or very close surroundings. NOWHERE else, user cannot freely manipulate force anywhere in the field. It requires collecting gravitons in an area which generates light and that would be an indicator whenever.
Light will not simple erupt out of nowhere, it would travel.
There are several applications of Fore style and tree types of tractors which generally sums up the entirely concept of this element(*Additional techniques are made simply by using chakra manipulation, shape manipulation and chakra flow to form a variety of beams/techniques)
-Repulsors: Repulsors are beams that generate repellent force on the areas it hits, the force generated affects the element in question on a molecular level pushing it away with absolute force. The beams only affect matter based objects.
-Attractors: Attractors are beams that generate attractive force on objects it make contact with, pulling the object towards the origin of the beam.


Force is always variable to the amount of gravitons used, more concentration of gravitons result in a brighter light. Rank determines the effectiveness and potential of the techniques not the force itself.
-Null beams: A special type of beams the eliminate all kinetic energy within an object, the affect is also molecular as other beams. The effect of these beams generates a sort of suspended animation stopping any moving “matter” at its place.

The beams themselves aren’t lethal, they may generate bone breaking strength that might kill from pain. But never the kill on contact lethal.
Excess concentration of Gravitons and their light also produce heat and electrical currents, the user can use these as means to harm opponents while pushing them away or paralyze targets whiling pulling them in, or vice versa.

Normal Force light is Golden-yellowish in color, the addition of heat or electricity by changes in ratio changes the color of light from Red to Blue respectively.
The last application Force Style is to flow force chakra and gravitons in objects..
-Supplementary usage: Supplementary uses of force style allow manipulation of friction movement and breaking. Force chakra could be channeled into objects, like channeling a kunai with force chakra making it radiate energy. When launched the tractor generated around it pushes away other matter completely removing the force of friction causing it to maintain the speed at which it was launched at. With the incredible momentum generated and speed the force of impact can be strong enough to shatter steel simply with a kunai. The simple combination of shuriken clone technique further enhances the damage potential. Similar effects could be gained by channeling force chakra in your body or someone else’s.


Common means of channeling force chakra into objects are beams, physical contact or Fuinjutsu. Equipment or customs weapons are more complicated methods.
Like Sound release users develop better hearing, Force style users are more sensitive to force: Being able to detect the slightest changes in their body or objects around them that are being pushed/pulled or undergoing any changes. To further enhance the potentials of Force release users learn to use their body as gyroscopes(I.e. spinning and revolving themselves in mid-air to move without the need of applying any significant force. This method could be used to enhance bodily movements; objects such as swords/chakrams could be used as extensions. These methods are primarily used to allow control over body/objects (i.e projectiles) when the friction has been removed. Like changing the direction of a thrown kunai slightly when its moving fast and unaffected by friction, by spinning it in a direction. Kunai could be thrown in a spinning manner to follow curved route to its target, users develops incredible efficiency at this after undergoing through “a special training”.

Conditions to be able to use it:
Mastery of:

Fire Release
Earth Release
Lightning Release
Chakra Manipulation
Special training
Is weak to:

Energy based elements (only)
Lightning release
Fire release
Others (Scorch release, blast release [not including explosive clay] etc)
Is strong against:
Matter based elements

Earth Release
Wind Release
Water Release
Others (Matter based elements such as Steel release and CE's based on matter)
Others

Dust release (capable of pushing on a molecular scale, even molecular dust)
Kinetic energy (overthrows kinetic energy with force, Null beams are particularly effective)
Techniques that materialize energy into a tangible form (Such as susanoo that’s energy based yet tangible)
Approved Force Release Techniques

Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80 / N/A
Description: Surrounding Heaven, named after the Milky Way galaxy, encompasses the basic applications of Force Release: the manipulations of the three forces of gravity. This technique produces masses of Gravitons; these masses are generally released as linear beams from the user’s body or a source of the user’s chakra. However, Gravitons can be further shaped to fit the user’s needs at any given time. The configurations they can take on are limited to basic geometric shapes. All Gravitons produced create light; this light can vary in coloration. By default the beams appear a golden-yellowish color. With the addition of heat or electricity the beams can shift in color becoming either red or blue, respectively. All applications of this technique derive their primary source of damage from the powerful gravitational force generated by this technique. Should the user desire one can utilize an alternate application allowing the beams to produce no damage and simply pull, push, or nullify a target. Masses of Gravitons can be split in order to strike multiple targets, following normal splitting rules. The user is even capable of producing a full body release of these beams, creating a defensive shockwave which can nullify, repel, or even attract depending on what is used. Masses of Gravitons, particularly projectiles, can operate in different methods, all explained below depending on the type of Force used. Beams and masses can be sustained over multiple turns, requiring the user expend chakra in order to do so.

Alcyone (Arushiōne): this application embodies the manipulation of the attractive forces of gravity. The primary source of damage stems from the powerful gravitational force this technique can exert. For example, when a target is attracted it can be crushed, contorted, or destroyed. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while pulling its target toward the source of the Gravitons. When a target is gripped by a sustained beam of Gravitons it can be thrown in arc-like motions, although ultimately it will be pulled closer to the source regardless.

Polaris (Hokkyokusei): this application embodies the repulsive forces of gravity. The primary source of damage stems from the bone crushing force as well as harmful heat or electricity added to it. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while pushing its target away from the source of the Gravitons. When a target is gripped by a sustained beam of Gravitons it can be thrown in arc-like motions or placed elsewhere, although ultimately it will be pushed further from the source regardless.

Libertas (Jiyū): this application embodies the nullification forces of gravity. Targets struck by Nullification Gravitons are caught in a suspended animation; this reflects the complete loss of all kinetic energy. The primary source of damage stems from the bone crushing force it is capable of exerting on those captured in its influence. Unique to Libertas is the behavior of the masses of Gravitons produced. Masses of Gravitons produced are generally formed in beams which can travel great distances to reach their target. Alternatively these Gravitons can be shaped into projectiles which can be launched as such. When a mass of Gravitons strikes a target it will inflict its gravitational damage in the instance of impact while catching it in suspended animation. Like Polaris and Alcyone, Libertas is capable of moving those within beams of Gravitons freely and without resistance. Unique to Libertas is the behavior of the capture; sustained beams of Gravitons will hold a target indefinitely. Upon the beam’s release the target will be caught in suspension until a full body surge equivalent to the rank applied is utilized. This is also true for projectile based Graviton attacks. S-Rank applications of this technique (regardless of the type) can only be used three times per battle and no S-Rank or above Force in the user's next turn.


Yang Release/Force Release: Primordial Heaven (Yōton/Graviton: Amenominakanushi)
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 70 / N/A (+50 chakra to applied technique)
Damage: 140 (N/A)
Description: Amenominakanushi is a powerful Force release techniques that emulates the intense inner workings of a celestial body. The technique employs Force release to replicate a galactic nuclei on a miniature scale, as well as Yang release as a necessary source of intensity to fuel the technique in its scale. The technique takes its name from the first kami and the source of the universe in Shinto lore, Amenominakanushi. The sight of this technique is staggering by both its sheer strength as well as its visuals, like a painting of heavens brought to life. Hence, its components are named accordingly (Gado, Fude & Enso). The technique begins by a series of three hand seals ending with a dragon seal. Based on the application, the technique functions slightly differently but the fundamental concept remains the same. Primordial Heavens uses attractor graviton in a concentrated area that begins to pull matter in itself. The intense gravitational pressure intensified by yang energy causes nuclei in the air to overcome their electrostatic charge and initiate a fusion reaction; the speed at which this occurs is incredibly quick, occurring as soon as the Gravitons concentrate themselves into the targeted region. The process causes the air to ionize and erupt in a powerful natural flame, much like a star. The flame is infused with Yang and Force, it triggers physically degenerative effects for non-users and pulls objects in itself to perpetuate the technique as they disintegrate into fuel for the fusion. Targets have their life force drained on contact and causes the affected regions to burn and decay at the same time, afflicted users suffer from a health loss of 10 per turn until healed either through Medical Ninjutsu or Yang release of equivalent rank. In the first turn of exposure one will experience a decrease in current speed by one quarter. In the second turn this will amplify to half a reduction and be unable to use S-Rank or higher techniques. Primordial Heaven is divided into the following variations:

Quasar (Gado lit. Painting) : The full scale variant of Primordial Heaven, Gado accumulates attractor gravitons in the form of a golden ball of energy from the user's body. When the sphere of energy reaches its target, or the user wills it to detonate, fusion is triggered. The resulting nuclear fusion begins to radiate energy causing the surrounding air to ionize and produce flames that spiral outward in the form of a quasi-star. This is followed by an immediate explosion which can level up to a radius of twenty meters from the explosion's center point, and can be angled away from the user should they desire to protect themselves from the blast. The core of the reaction and its intense gravitational pull will cause excess Gravitons to pull objects within a 7-meter radius of the explosion towards its center. Those within short-range of the flames will be afflicted by the radiating Yang chakra.

Relativistic Jet (Fude lit. Brushstroke) : Much like Gado, Fude begins by accumulating attractor gravitons at a point from the user's body. Unlike Gado, which produces an indiscriminate field of destruction, Fude’s nuclear fusion releases a concentrated beam of flames no wider than that of an index finger. Due to the excess Gravitons within the beam itself the force of friction no longer can slow it down, causing it to move at thrice the user’s base speed. That which the beam strikes will fall under the influence of the attractor Gravitons, being pulled back toward the original source of the Gravitons. Biological targets struck by the Relativistic Jet will be afflicted by the radiating Yang chakra.

Accretion Disk (Enso lit. Circle of Enlightenment) : Unlike its other forms, which employ offensive applications of Primordial Heaven, this form utilizes a supplementary infusion to trigger fusion through a concentration of Attractor Gravitons within the user’s own energy-based techniques. Occurring within the same timeframe, the infused Gravitons will pull surrounding air and matter into an energy-based technique and cause them to trigger nuclear fusion. The consumed matter will ignite in a glowing accretion disk surrounding the user’s technique. Because of the presence of Gravitons, the applied technique will move at twice the user’s base speed. The technique’s damage will also be augmented by an additional thirty damage, or one rank when applicable. Biological targets within short-range of the infused the technique will be afflicted by the radiating Yang chakra.

Note: After use, Primordial Heaven cannot be used for a minimum of three turns and is usable thrice per battle. The user is unable to use Force Release techniques above A-Rank or Yang Release above S-Rank for two turns.

Force Release: Vela (Graviton: Vuera)
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: N/A (+10 chakra cost to applied technique)
Damage: N/A
Description: This technique is used to infuse Gravitons into entities, elements, other techniques, and structures. This technique originates from a Force user’s ability to use their body as a gyroscope; the infusion of Gravitons removes the force of friction from the affected entity. Due to the force of friction removal the object becomes considerably faster, moving at twice the user’s base speed. Objects infused gain the inherent traits of Gravitons, such as the emission of golden-yellowish light. The light, in certain instances, can obscure a clear visual image of the object making it difficult to discern its nature. The glow can shift toward red or blue depending on if heat or electricity is added. To the user, regardless of its color and nature, is harmless. The enhanced speed of the object increases its damage potential by an effective rank, or 20 damage. The infuse can be applied to one’s own body or their allies, allowing a sustained burst of zero friction speed to avoid techniques within reason; this can increase taijutsu and kenjutsu related fields in potency. The infusion can be applied to targets within short-range of the user; alternatively the user can infuse sources of their chakra at greater distances. Vela can be applied to techniques within the same timeframe as the technique or target it is applied to, effectively taking no time at all to occur. The infusion remains active for a maximum of two turns and can be used thrice per battle; Vela requires a three turn cooldown in between applications. In the following turn after use the user is unable to use Force Release techniques above A-Rank. Requires a single hand seal to activate.
 

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The Seal of Solomon (Retired)

( Soromon no Inkan ) - Seal of Solomon
Type: Artifact
Rank: S
Range: Short - Long
Chakra: 40 per active ability use (-10 per turn)
Damage: 100 damage for Seal Form
Description: The Seal of Solomon is an artifact of unknown origin, rumored to be from a time and place far from our own. Due to its powers over the dead, the Seal of Solomon gained a reputation of a necromancer's greatest dream, the ability to govern the souls of the dead in a way both similar and unlike that of Edo Tensei. Despite it's name, the Seal of Solomon does not refer to a written script, but a signet atop a ring. Usually worn on the thumb as a singular, this ring is capable of passively changing it's form, depending on the ability it utilizes. When worn, the user becomes capable of utilizing any and all spiritual techniques without need for seal, including but limited to Genjutsu and Yin Release as well as grants a complete spiritual immunity to techniques of A rank and lower, including damage and side effects. Souls summoned by the Seal of Solomon remain loyal to the user regardless of previous association and attachment, being incapable of being swayed by Yin techniques or other abilities to break this bond.

The Seal of Solomon has it's own set of active abilities unlike the passive ones listed above, each attached to a different form the ring is capable of taking. When in Staff Form, the Seal allows the user to summon demons from the past to do his bidding in ways. Unlike Edo tensei, these demons exist as spiritual entities only and can make use of any Spiritual technique the user or the demon itself had in its life with their previous health pool and chakra pool in place. Due to having no physical body, they are immune to physical damage These demons are the souls of anyone defeated within the last 2 pages of the Battle Arena if used there and anyone defeated within the last 3 Ninja World arcs. This allows him to summon demonic versions of previous battlers should he wish it - even if they have yet to die, drawing the demonic energy from them. These entities cannot be sealed nor absorbed by abilities or dissipated by Yin-Yang based abilities. When in the Ten Rings Form, the user is capable of summoning the prince of demons named Asmodeus. Asmodeus, possessing the user, grants heightened demonic and spiritual abilities, shown in the form of re glowing eyes and tattoos. With a sigil appearing across the user's torso, the user's spiritual abilities spike to a point where he is capable of affecting this same energy within opponents via contact; by touching their chest and head simultaneously, the user is capable of sealing the demons within them, purifying their soul and preventing use of any form of energy for 5 turns. This essentially allows him to bend their ability to use energy as he purifies the soul. While in use, the user becomes immune to Yin based techniques though his susceptibility to Yang ones spikes, causing him to take doubled damage from them in this while in use. Other spiritual based modes cannot be in use while this one is. When in actual Seal Form, the user is capable of forming bonds with demons, gaining access to their power in the form of powerful scripts that deal high damage to foes by releasing this demonic energy as bursts of glowing red-gold energy. The user can manipulate this energy once every 5 turns to create blasts of energy with a strength to any elemental nature it meets. However, because of this power, use of this prevents the Seal of Solomon's abilities from working for the same time it takes to reuse this ability, 5 turns. During this time, any and all of the Seal's abilities become defunct and it becomes just a ring.
Note: Use of Sealing Form can only be used once every 5 turns, preventing the user from using any other form in that time.
Note: Use of the Ten Rings Form can only be done 3 times in total, with a 4 time cooldown period.


Type: Supplementary
Rank: S
Range: Short
Chakra: 70
Damage: N/A
Description: The user, through physical contact, infuses Yin chakra into the body of another. The Yin natured chakra acts to surge through their entire body and release the target from techniques which manipulate, drain, weaken, or even seal the spirit. The Yin chakra also doubles as a source of spiritual regeneration, allowing the target’s spirit and spiritual energy to reverse the drawbacks of spiritually draining techniques, such as Yin Release, Yamanaka, and Genjutsu, over time. The technique is so potent, given enough time, that it has no limits to its spiritual regeneration. Touch of the Moon can be used three times per battle. Those who are affected by the infusion of Yin chakra cannot use Yang or Yin-Yang Release techniques for a single turn following the infusion. Yin Release masters are able to use this technique on themselves once.



Type: Offensive, Defensive
Rank: A
Range: Short – Long
Chakra: 120
Damage: 60 (per dragon), 80 (for multi-element)
Description: This technique is considered the lesser counterpart to Yin Release: Great Phantom Dragons; unlike its superior counterpart, Niryū Mugen lacks the imbued Hungry Ghost, thus freeing it from the inherent spiritual tether created in the Greater version. Through a series of four hand seals and a surge of chakra throughout their body, the user creates a number of large, elemental dragons using any basic element and their Yin Release chakra. The user can create up to five serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Unlike in its counterpart, this technique also allows the user to create dragons of raw Yin Release chakra, appearing as if they were formed from Gudōdama. When created like this, these dragons are neutral to all natures and techniques. Given the vast amount of chakra input and control required, the user is unable to access elements of dragons currently on the field, as well as Yang Release or Yin-Yang Release techniques. Yin Masters are able to create multi-elemental dragons, or even dragons formed from advanced fields and custom elements. However, when done as such they are only able to create up to two dragons. This technique can be used twice per battle, with a five turn cooldown in between usage. When the dragons expire, or are removed from the battlefield, the user becomes unable to use Yin Release techniques above A-Rank for three turns.


(Yōton: Chōetsu Kyōin) – Yang Release: Transcendental Faculties
Type: Supplementary
Rank: A
Range: Short
Chakra: 50 (-15 per turn)
Damage: N/A
Description: This technique is derived from both the Power of the Sun and Ring of Hell. By reinforcing one’s own body with Yang energy, the user becomes able to apply a similar principle offered in the Ring of Hell: altering physical anatomy. By breathing life into the user’s anatomy, specifically that which influences and controls the basic senses, they become able to bring those senses to their absolute pinnacle with this technique. The user can apply this technique to any of, or any combination, of their basic senses to create a variety of possibilities. For example, the user's eyes can become attuned to the point where they can discern differences in their environment with such precision that even Hiding with Camouflage fails to hide another perfectly. Their sense of touch becomes vastly more precise, becoming able to feel distortions in the air within short-range as others move around the user. Their sense of taste advances to the point where they can taste minute differences in the air surrounding them, which can also be applied to their sense of smell. The sense of hearing becomes keen enough to hear even the most silent techniques and movement within mid-range. And their While active the user's reactions are augmented by 3.0x. This technique can be used thrice per battle, lasting four turns per activation, and can be deactivated at any time. While this technique is active the user is unable to use Yin Release or Yin-Yang Release techniques.

(In'yōton, Onmyōton: Jinri Hosei Shiki) – Yin-Yang Release: Human Order Correction Ritual
Type: Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 150
Damage: N/A
Description: The Human Order Correction Ritual is the culmination of Solomon’s undertaking that began with his single revelation during his tenure as King of Israel. The Seventy-Two Demon Gods, and their aggregate Goetia, the Demon God King, would become the basis for this technique; it is one of Solomon’s ultimate techniques within the Ars Goetia in which he, using his own body as a vessel, seals his Creation within him. Much like the seal in which a Jinchūriki is sealed within the host, this technique allows one to seal their Creation within themselves. The technique behaves as a body seal, located on the user’s abdomen with the Kanji for “Incarnation.” The user’s link to their Creation is considerably strengthened through this technique; while the Creation is sealed, much like a Jinchūriki, the elemental natures, skills, and abilities that the Creation possesses becomes the user’s, and are strengthened due to their bond. These fields are increased by a rank in strength, or twenty additional damage. The user also becomes able to use a single elemental field of their Creation's without hand seals, to be stated in the biography. The Human Order Correction Ritual possesses some tradeoffs; should the user die in battle, then their Creation will also die. This compares to use of the standard Creation of All Things Technique which allows the user’s familiar, or vice versa, to continue battle. The user also loses a secondary battle partner; this also means that, while sealed, the Creation is unable to travel through the Ninja World. The sealed Creation, while it is able to communicate with the user through mental link, it cannot release them from Illusionary techniques like a Bijuu can with their host. Should the user desire they are able to break the Human Order Correction Ritual seal, releasing the Creation back into the world at considerable chakra cost, and a move. This can be done in reverse, although only once per battle. As a body seal this technique must be stated on the user's biography.
 

Drackos

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Steel Release

(Kōton: Babiron No Sōjō Geitsu) Steel Release: Layered Gates Of Babylon
Type: Defense
Rank: Forbidden
Range: Short
Chakra: 50
Damage: N/A
Description: The user gathers an immense amount of steel chakra and channels it into the earth through his legs, which in turn causes the ground in the user’s immediate vicinity (5 meters all around) to be converted into black steel. After the ground has been converted the user will clap his hands together in order to have multiple (4) layers of thick steel rise from the ground and surround him completely in a dome like manner, which takes the form of a Aurochs. The dome will have a split down the middle and can be opened on the user's command, and it is strong enough to withstand the destructive force of S-ranked techniques and remain undamaged. Employed as the ultimate defense, Babiron No Sōjō Geitsu can be used to defend against any F-Ranked attack following elemental weaknesses and strengths. After protecting the user from an incoming attack the corroded layers of steel will peel away from the split in the middle of the dome and fall away from the user.
*Note: Lasts for one turn
*Note: Can only be used Once per battle.
*Note: No steel technique can be used in the same turn.
*Note: Only B-rank and below steel techniques can be used for the next two turns.

(Koton: Yuui no Kakuchou) – Steel Release: Ascendancy of the Highborn
Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: The user will perform three handseals and focus their koton chakra into any steel infused with their chakra outside of their body. The structure in question will dissipate into millions of steel grains (similar to Corruption of the Kingdom) and will initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. All of the grains quickly move towards and converge on a new position before congregating to instantly form the structure exactly the way it was (reformation takes no time at all). Reforming the structure from the steel dust will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass).
Note: Can only be used thrice per battle
Note: No Steel above S-Rank in the user's same turn


(Kōton: Shukensha no Oukan) – Steel Release: Sovereignty of the Crown
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: Similar to the canon jutsu "Steel Release Technique", the user will use hand gestures rather than handseals to control any pre-existing steel on the field. This is almost identical in use to Mordred's ability in "Steel Release: Knights of the Round Table". This extends to advanced variants such as molten steel and steel dust. Any steel structures this is used upon can be reshaped or reformed as the user wishes and will be capable of levitating while this technique is maintained. The user can only use this on steel they created (can't be used on the opponent's techniques).
Note: Can only be used four times per battle
Note: lasts for the turn used.
Note: No other S-Rank or above teel in the user's same turn



(Kōton: Kakuchou Fantomu) - Steel Release: Noble Phantasm
Type: Offensive
Rank: A
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: The user will perform two handseals and focus his koton chakra into the ground or a source of steel to unleash countless bladed weapons all across the battlefield or from a localized area. They erupt and travel at the speed of the shards in the canon technique Steel Release: Bullet Swarm. The weapons can be of any variety as long as they're bladed (e.g. swords, daggers, spears, et cetera), can levitate and are capable of moving through the air as long as this is active. The user can govern the movement of all the weapons through hand gestures but must focus on this technique to maintain it (Similar to Earth Release: Great Stone Golem). Essentially, attempting to perform a new technique while using this will cause the user to lose control of said weapons. This can't be used from directly under the opponent.
Note: Can only be used 4 times per battle
Note: No Steel above S-Rank on the turn this is deactivated/destroyed


(Koton: Shippou Koushaku) – Steel Release: The Silver Prince
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 per regeneration)
Damage: N/A
Description: The user will perform two handseals and focus their koton chakra into the ground to create an armored knight known as the Silver Prince, who is roughly the size of an ordinary person. The knight’s body is composed of the silver-coloured steel and possess a similar but superior level of sentience to that of the Stone Golems. Since it’s composed entirely of steel, the knight can use any steel technique that’s normally only usable during Glory of Galahad. The first ability of the Silver Prince is it's capability to passively link the duration of any steel jutsu which transform, alter or modify it's body such as Gallantry of Gawain. For example, if Gawain was used to transform it's arms into swords, the transformation would last until the Silver Prince is deactivated or destroyed.
His second and main ability is his capability to use A-Rank and below Steel techniques. However his steel jutsu possess a special trait. Their constitution is made up of thousands upon thousands of extra fine wires. This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This restoration to full power can happen continuously and each time it happens additional chakra (-10 per regeneration) will be sapped from the user. The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. This regeneration is utterly powerless against techniques of equal or greater power. For example, an S-Rank Fire technique would destroy an S-Rank steel technique with this trait and it will not regenerate. Regeneration counts as a move, however the user is simply free to perform other techniques while it occurs.
Note: Lasts four turns and can only be used once per battle.
Note: No S rank Steel and above in the same turn the Silver Prince is made.
Note: All of the techniques performed by the Silver Prince count towards the user's jutsu per turn limit.


(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

(Koton: Jiyuu no Lamorak) - Steel Release: Liberty of Lamorak
Type: Supplementary/Offensive
Rank: B
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user will focus their koton chakra throughout their being before releasing it from one or numerous locations on their body in order to extend thin wires of steel outwards at the speed of a shot arrow. These wires are sharp-tipped and will dig into any solid surface (those devoid of chakra or follows basic elemental S/W). Once this happens, the user can seamlessly pull themselves towards that location or conversely pull the struck object/technique/being towards them if they possess the necessary physical strength to do so. This movement is usually accompanied by mid-air acrobatics. These wires can be extend to a maximum of fifteen meters away from the user's body. Alternatively, the user can instead focus their chakra into any structure of steel outside their body (the user's own technique or steel devoid of chakra) that is within mid-range of their position and extend these wire(s) from that structure/technique. For travel purposes, this technique can be used while on the ground or airborne though the latter is far more effective. When used while standing on the earth, the user will be pulled slightly off the ground as they're pulled in the direction they intend to travel in.

Note: Can only be used five times per battle

(Kōton: Shouri no Camelot) - Steel Release: Conquest of Camelot
Type: Supplementary/Defensive
Rank: S
Range: Short - Mid
Chakra cost: 40
Damage points: N/A
Description: The user will focus their Kōton chakra into a source of earth and convert it into black steel. This conversion will spread across the earth source in question at the speed of an arrow fired from a compound bow. This conversion will mean both the user and the opponent cannot use any earth-based techniques from that source for this jutsu's duration except Steel Release ones. This technique can convert any type of earth encompassed in Doton e.g. solid rock and mud. The latter works by simultaneously petrifying the mud into solid rock and then seamlessly converting it into steel. This technique cannot be used to convert the opponent's techniques directly but it can be used to counter jutsus which emerge from the earth by changing the ground into steel before they begin surfacing or as they surface. The latter method works by cutting off the technique's source of earth and overpowering the opponent's doton chakra and thus it will be unable to form completely. Alternatively, the user can stream their koton chakra into the ground and convert a certain area on the battlefield into steel (similar to how Swamp of the Underworld is used).

Note: Conversion lasts for four turns
Note: Can only be used twice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Steel in the user's same turn

(Koton: Tokui no Tristan) – Steel Release: Triumph of Tristan
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique essentially allows anything that's inanimate and solid in composition touched by the user to be converted into black steel. As a result the user can make use of anything he classifies as a weapon, from sticks to the weapons of others (excluding Custom Weapons). If used on multiple tools/objects collectively they all amount to the power of an A-Rank. Alternatively, the user can apply this ability to the next steel release technique they use. The steel technique will become capable of transforming anything inanimate (so doesn't apply to living beings) that comes into direct or indirect contact with it into steel. The ability can be infused into the technique on creation and hence be used in the same time-frame as the jutsu it's applied to.

Note: Lasts three turns
Note: Can only be used four times per battle

Koton: Ato On | Steel Release: Trace On
Type: Supplementary/Defensive/Offensive
Rank: A - Rank
Range: Short - Long
Chakra: 30 (-5 chakra per turn)
Damage: 60
Description:
Trace On is the method of giving form and shape to what resides within your mind. It revolves around the user observing the shape and design of any specific structure or weapon utilised in front of their eyes or even a famous object from legends. The point behind this is if your opponent pulls out a sword of their own the user can create a near exact replica of the sword, it’s exact shape, length etc. This technique can also copy an opponents Custom Weapon but it will not retain any of the original weapons abilities. It will simply resemble the same shape and size. The user accomplishes this by observing the weapon being used by the opponent and begins gathering their Koton chakra either into their hand or into the air (to open a portal) and will create thousands of grains of steel that very quickly, take the shape of the weapon and can be used against the opponent. Weaponry released from the portal is capable of being manipulated and controlled either through hand gestures or simple mental commands. By forming this weapon into the user’s hand the weapon will form extremely quickly but if it is formed in the air a portal will open up containing the sword within it which can then be shot from the portal itself at the opponent. Once the user copies an object the user can then create this sword at any given time in the future almost as if they are drawing it from their own memory. In the event that the user let's go of the weapons they hold in their hand, they are capable of manipulating the weapons trajectory similar to how a weapon released from the portal is.

Notes:
Can only be used 3 times per battle
A portal can remain active for a maximum of two turns.
Weapon's created last until they are destroyed or the user releases the chakra.
The power of the weapons is divided by the number made, so 1 = A rank, 2 = B ranks, the will all amount to an A rank jutsu.
Changing the direction of a projectile/projectiles once release will cost of the users 3 jutsu per turn.

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.

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: A
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards in the shape of bats that initially scatter outwards in every direction at the user's current speed. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle, two turns between each use
Note: Cannot use any new techniques in shard form

(Koton: Iiya Giri no Touzoku) – Steel Release: No Honor Among Thieves
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform three handseals and focus their koton chakra into the ground or a source of steel to create one, two or three sentient assassins composed of the blackest steel. They can passively create and extend spiked or blunt weapons from anywhere (or everywhere) on their bodies, which are capable of bludgeoning or skewering through the body of anyone they come into contact with. Any weapons made via this method can be a maximum of five meters in length and one meter in width. Each weapon is also fully equipped with a hilt. Any weapon made via this method is physically attached to it's body but can be detached and thrown as a projectile. These weapons are equal to the assassin's in rank/damage while attached (since they're considered an extension of it's body) but when detached they're considered unranked/freeform weapons. The second ability is their capability to explode into countless sand-sized grains of steel that initially scatter outwards in every direction at the speed of an arrow fired from a compound bow. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. All of the grains quickly move towards and converge on a new position before coming together to instantly form the assassin's body exactly the way it was (reformation takes no time at all). However, the reforming will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). The weapon creation ability doesn't count as a move but the movement ability does. Whether one, two or all three of the assassins use the movement ability, it will still only count as one of the user's three moves per turn.

Note: Lasts two turns
Note: Can only be used twice per battle and two turns between each usage
Note: Weapons reach short-range unless they’re thrown as projectiles

(Koton: Roiyaru no Bukiko) – Steel Release: The Royal Armoury
Type: Offensive
Rank: A
Range: Short - Long (Mid-Long if the user doesn't want to sustain damage)
Chakra Cost: 30
Damage Points: 60
Description: The user will slam their hands on the ground and focus on the sky to open up a portal above the battlefield (similar to Sticky Earth Drop). From the portal, thousands of steel weapons of all types (e.g. kunai, shuriken, swords, etc) will rain down from within it at the speed of a fired arrow. The weapons are infused with the user’s koton chakra and when they strike the ground, they will “explode” into countless bullets that will move outwards omndirectionally from the point of impact in the same manner as Steel Release: Malevolence of Mordred. The portal can be created to span a limited area or the entire battlefield but in the case of the latter, the user will need to defend themselves suitably throughout this technique’s duration.

Note: Lasts for one turn
Note: Can only be used thrice per battle

(Koton: Kyassuru no Garasu) – Steel Release: Castles of Glass
Type: Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A
Description: The user will perform the Snake handseal and focus their chakra into the sky to open up a portal above the entire battlefield. From within the portal, a colossal amount of steel dust will rain down on the battlefield. Not in a cascading wave but more akin to snow or precipitation, where the individual grains fall slowly towards the ground. Similar to Rain Tiger At Will. The real utility of this technique is the user can control the falling grains to converge on each other to form constructs and weapons through techniques like Sovereignty of the Crown. The user can also create any steel dust techniques from these falling grains, rather than from the body or the ground (however they're usually created). Any constructs created in this manner must be made a minimum of three meters away from the opponent and their formation will sound like a flipped hourglass/pouring sand.

Note: Lasts four turns
Note: Can only be used twice per battle

(Koton: Ureigoto no Hanran) – Steel Release: Scourge of the Rebellion
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: After performing a single handseal, the user will open up a portal above the battlefield to let forth a rain of bats made of steel. The swarm of winged creatures will descend on the battlefield extremely quickly and as a single "mass", granting them enough destructive force to crush whole armies or boss summons under their collective bulk. The bats can assume any aerial formation, from mimicking the rotations of hurricanes and tornadoes to swirl around a target to assuming the shape a giant sword. To enhance this ability, all of the bats possess the passive ability of fusing together as well as the capability of merging into the user's existing steel techniques to increase their size. Individual or smaller groupings of bats can even target specific people, pursuing them at the speed of a shot arrow and attacking them with their sharp teeth and hooked claws. Also, the bat's steel wings are as sharp as blades to deliver cutting damage if needed. The total mass of bats add up to S rank and will be divided accordingly, where as a single bat would be like that of a single basic shuriken.

Note: Can only be used twice per battle
Note: Cooldown time of three turns in between uses
Note: No steel above A-Rank in the user's next turn

(Koton: Senjin Shippou Kouhi) – Steel Release: Vanguard of the Silver Queen
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will focus their koton chakra into either of their arms to create a crossbow along the length of it. The bow will be pre-loaded with several meter-long steel rods (up to 8) with sharpened tips that can be fired at targets of the same amount or less. The crossbow bolts can be released on this jutsu’s initial creation or at a later point and they will travel at the speed of an arrow fired from a compound bow. The bolts can be used like “Steel Release: Corruption of the Kingdom”, the celerity will be magnified trine as the moment they’re fired, the bolts will disperse into millions of steel grains that initially scatter outwards in every direction. The grains will then converge on one another once they get within striking distance of the opponent(s) and either congregate to form the original number of created bolts or combine to form one larger, more lethal bolt. Reforming the bolts’ original form will still be audible despite its speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). Reforming the bolts will happen without ceasing their forward movement and upon being reformed, they will strike into their target(s) and skewer through them. The user can restock the crossbow with up to the maximum of 8 bolts at the cost of 30 chakra and can only do this once every turn. To reform in time to strike they need to start reforming 2m away from their intended target.

Note: Crossbow lasts three turns .
Note: Can only be used twice per battle. Two turns between uses.

(Koton: Kishi no Marui Teiburu) - Steel Release: Knights of the Round Table
Type: Defensive/Supplementary
Rank: S
Range: Short - Long
Chakra: 40 (-10 chakra per turn)
Damage: N/A
Description: This technique is the culmination of Steel Release and the “Arthurian” set of techniques. The user will focus their koton chakra into the ground or a source of steel to create one of the Knights of the Round Table. In the case of Gawain, he can only be created from a source of molten steel. All of the Knights have a unique ability but the one they all share is their ability to regenerate from techniques insufficient in destroying them. This regeneration takes the form of the one exhibited in Steel Release: Growth of Gaheris whereby their bodies are made up of thousands upon thousands of extra fines wires which rearrange and sew back together to undo any damage dealt to them that isn't enough to destroy them e.g. A-Rank Fire.

Galahad – The White Knight
Galahad is a shining example of what a Knight should be. He’s composed of steel almost white in colour and his abilities reflect his nature as the embodiment of the “ideal” knight. He has mastered steel release to the extent he can use all steel release techniques the user knows up to and including S-Rank. He can perform them sans handseals and techniques which come from the body will instead be created from the steel that composes his body. Every technique used by Galahad counts as one of the user’s moves per turn.

Tristan – The Silver Knight
Tristan is a master of technique and finesse. His body is composed of shining silver steel and his style is the most elegant of the four. He can control any steel dust/grains on the field or in the air through hand gestures alone, congregating them into weapons or constructions as necessary for his intended purpose. This manipulation is equal to his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Gawain – The Red Knight
Gawain is hot tempered and quick to anger. Unlike the other three Knights, he can only be created from a source of molten steel rather than from a steel source or the ground. He hardens into solid steel on creation but his “body” retains bright red colour of the metallic lava he was formed from. His ability is his capability to control any molten steel on the field through hand gestures alone. His manipulation will equal his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Mordred – The Black Knight
A corruption of all the ideals Knights hold dear, that is Mordred. His body is composed of the blackest steel and even his abilities reflect his sinister nature. Rather than using techniques, he seeks to bend and control the world to his will. He can control any solid steel on the field through hand gestures alone, reshaping and reforming them as necessary for his intended purpose. His manipulation will equal his own rank and he can only use it once per turn. It will also count as one of the user’s moves per turn. This ability can only be used once every two turns.

Note: Lasts four turns and each Knight can only be created once
Note: The user can't use Steel above A-Rank on the turn of deactivation
Note: When this technique is used, the user must wait two turns to use it again
Note: All techniques used by the knights will count as one of the user's moves per turn
Note: If two Knights are created, they will each be A-Rank. If four are made, they will be B-Rank
Note: The user can only use Steel, Fire, Earth, any KG/CE of the aforementioned elements and non-elemental abilities while this is active
Note: No steel jutsu above A rank in the turn following the creation of the knight/knights. This includes the use of their abilities.

(Koton: Shutten no Arthur) – Steel Release: Authority of Arthur
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra every turn)
Damage Points: N/A
Description: The user releases his koton chakra from every chakra point on his body to unleash countless wires of steel (similar to Lances of Lamorak but on a much greater scale). These metallic cords wrap around his body to encase him head to toe in a chassis of black steel (excluding his eyes, nose and mouth). The shape of the armour is entirely up to the wishes of the user. Due to the flexibility of the wires, they don’t restrict his movement in the slightest and their weight isn’t significant enough to reduce his speed either. The wires can be extend up to mid-range and can be used to attack as well as defend against techniques and will regenerate within a turn if struck with an attack that isn’t strong enough to destroy it in its entirety. The metallic strings can also be used for several supplementary purposes such as using them to walk rather than using one's own feet (think Doctor Octopus) or reshaping them into additional tools, constructs and limbs. The wires also have the added benefit of acting as a “Lightning Rod” for the user. If the opponent tries to conduct lightning along the armour, the wires act as a lightning rod (similar to Sword Technique: Lightning Rod) and ground the lightning by harmlessly conducting them into the ground, preventing the user from being paralyzed or damaged. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities. The extension of the wires costs 10 chakra and costs a move. Reforming the armour costs 20 chakra and counts a move (but it doesn’t need to be initiated, it simply occurs and the user is free to perform other techniques while it occurs, though can only reform once). Creating additional limbs/constructs/tools costs 30 chakra and counts as a move and can only be done once per turn

Note: Lasts for four turns
Note: Can only be used once per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Kōton: Sakae no Galahad) – Steel Release: Glory of Galahad
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40 (-15 chakra per turn)
Damage Points: N/A (+20 damage to physical Taijutsu attacks)
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will channel and release their koton chakra from every chakra point on their body to turn their entire body (not just their skin) into black steel, making themselves invulnerable to virtually all types of basic weapons and physical taijutsu attacks (up to and including S-Ranks). While in this state the user is immune (remains completely undamaged like the Third Raikage) to A-Rank and below techniques of neutral elements/abilities (S-Rank and below of elements weak to Steel, B-Rank and below for elements strong to steel). This technique transforms everything on the user’s body or person into steel including their clothes, weapons and seals. Seals remain usable, the sealing script simply becomes as hard as the user’s body in this state. Even when the user merges with techniques via abilities like Kindess of Kay or Arrogance of Agravain, the seals will not be disturbed or compromised. They will also “rise” to the skin/surface of the user’s new/merged body to retain their usability. Due to transforming into steel, for the duration of this technique the user loses all of the disadvantages associated with a biological body (e.g. paralysis, poisons and feeling pain). They will still be capable of moving, performing handseals, placing seals on their transformed body and molding chakra/using techniques as well as anything they were capable of before the transformation. However while this technique is active, the user can only use Steel, Fire, Earth, any KG/CE combination of the aforementioned elements and non-elemental abilities.

Note: Lasts for four turns
Note: Can only be used twice per battle
Note: No S-Rank or above Steel techniques on the turn this is deactivated
Note: No Fire or Earth techniques above S-Rank on the turn this is deactivated

(Kōton: Chuugi no Lancelot) – Steel Release: Loyalty of Lancelot
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: N/A (60 damage if used to attack the opponent)
Description: This technique can only be used while Glory of Galahad is active. It involves reshaping the user's body (fully or partially) while in this steel-like state. The user can shape any parts of his body into a variety of bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. The user can even go far as reshaping the entirety of their body into anything within their imagination as long as they don't exceed double their original size/dimensions. They can shape themselves into anything from a suit of armour to a humanoid dragon-like creature. The user can also modify their body to create any type of limb or additional body parts such as arms, legs, spiked protrusions, wings, tails, scales, etc. When Glory of Galahad is deactivated, the user's body will first revert to it's normal shape/form before the steel conversion is undone.

Note: Can only be used four times per battle

(Koton: Kyouyuu no Gawain) – Steel Release: Gallantry of Gawain
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: This technique is often seen as a close counterpart to Steel Release: Impervious Armour. The user will use their koton chakra to turn part(s) of their body into black steel, making those part of their body invulnerable to most weapons and taijutsu attacks. He will then shape those parts of his body in a variety of basic bladed-weapons in order to give this technique its offensive edge. This technique can do something as simple as make the edge of the user's arms and/or legs into swords (look at image for a visual reference) or it can even reshape whole limbs into any sort of bladed weapon e.g. swords, spears, lances, tridents, etc. Due to it's metal properties it leaves the user vulnerable to lightning based techniques.

Note: Lasts three turns
Note: Can only be used three times per battle
Note: Can only render non-elemental Taijutsu Techniques S rank and below useless.

(Koton: Bouei no Percival) – Steel Release: Passion of Percival
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: Before performing their next doton technique that emerges from the earth, the user infuses the ground below with their koton chakra to create a layer of black steel just beneath the surface. As the earth technique rises, the layer of steel will morph around it to encase it in the form of a coating of black steel scales. The size of the layer will always be proportional to the scale of the technique about to be used. The result is the original technique once fully surfaced technique being completely enveloped in a chassis of glossy metal. It could be said that the technique is "wearing an armour" as the coating boosts the defensive abilities of the technique considerably. The armour of scales "worn" by the technique is the equivalent of an A-Ranked Steel technique and is purely defensive in usage (meaning it will not boost the damage techniques can inflict). Affected techniques do not become dual-elemental, simply layered. For example, using this on a B-Rank Earth technique will make it so the exterior is an A-Rank Steel technique and the interior is a B-Rank Earth technique. Destroying the exterior of metallic scales will expose the underlying rock and this will leave a B-Rank Earth technique. While seemingly powerful, an S-Rank Lightning technique would destroy an A-Rank Earth technique coated with this A-Rank Steel armour and still continue onwards. The main purpose of this technique is to make the user's own earth techniques superior to that of the opponent's. It is still vulnerable to Lightning. Formation of this metallic armour is passive and does not result in the premature termination of earth techniques which require maintenance such as the Earth Dragons and the Stone Golems. The usage of this technique and the one succeeding it (the jutsu that will be clad in the steel) occur in the timeframe of a single technique.

Note: Can only be used twice per battle
Note: Does not work with KG/CE variants
Note: Cannot be used on F Rank or above Techniques
Note: Cannot be used with mud or sand-based techniques
Note: Lasts for 4 turns per use

(Kōton: Urami no Mordred) – Steel Release: Malevolence of Mordred
Type: Offensive
Rank: A
Range: Mid-Long (Explosion is Short)
Chakra Cost: 30
Damage Points: 60
Description: The will focus their Kōton chakra into any structures of steel outside their body to unleash a violent outburst of hardened steel bullets from every point on those objects/tools/constructs as projectiles in all directions. Any structure this technique is used upon will effectively "detonate" into an explosion of metallic bullets that move as fast as arrows and they will travel outwards radially to cover the full scope of short-range around the initial position of "detonated" structure. In terms of shape and size, they do not differ from ordinary bullets but logically the number of bullets released will depend on the scale of the structure this is used upon. When used on steel devoid of chakra, the rank of the explosion will reflect this technique's rank/power. When used upon techniques, it will take on the power of technique this was applied to. If the user is in contact with the steel technique in question (e.g. an armour), they can "control" the explosion. For example, the shards can be directed outwards and away from the user to prevent them from being harmed.

Note: Can only be used four times per battle and every 2 turns
Note: Cannot be used on opponent's clothing or attire

(Koton: Yuuki no Bedivere) – Steel Release: Bravery of Bedivere
Type: Supplementary/Defensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user releases his koton chakra throughout his body and seemingly explodes into thousands of steel shards that move at the user's current speed. Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. This allows the user to evade attacks that would have otherwise landed or close the gap between an opponents at mid or long range. The shards come together as quickly as they erupted but their reformation is an audible process even at a long-range distance (it sounds like thousands of nails scratching against each other). However, the time of reformation is significant enough to allow the opponent to react to the user’s next attack regardless of the distance between them. That combined with the technique being easily heard by anyone means this technique’s nature isn’t intended to be offensive in any way but rather more defensive and supplementary. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The user reforming their body will still be audible despite it's speed (reformation is instant and takes no time at all) and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad.

Note: Lasts for a maximum of one turn per use
Note: Can only be used thrice per battle and two turns between each use
Note: Cannot use any new techniques in shard form
Note: Can only use Steel, Fire, Earth and any non-elemental abilities in the turn this is used

(Kōton: Gikyou no Gareth) – Steel Release: Generosity of Gareth
Type: Supplementary/Defensive/Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A (same as original damage if used on a offensive technique)
Description: The user will focus their chakra into an existing source of steel in order to break it down into the elements it’s comprised of. The steel transforms into equal parts earth and fire, with some of the earth being made molten by the heat of the flames. If the broken down technique was an S-Rank steel jutsu, the result will be an A-Rank Earth jutsu covered in A-Rank flames. The flames continue to burn for three turns after this technique’s use if not doused or countered by then. However if the earth itself isn’t destroyed, the user can passively reiginite the flames at the cost of a move and 30 chakra. They will once again be A-Rank in potency and will last for two turns. Ultimately, the key to countering this technique is to destroy the earth underneath the flames through the use of an A-Rank or above lightning technique since it would phase through the flames and have no interaction with it. Alternatively the user can also use this technique so the fire is contained within the earth jutsu rather than coating it so that when it's destroyed, the flames will be released.If the earth is destroyed the flames will disipate as their is nothing to bind them in place.

Note: Can be Use 4 times
Note Must wait two turns between uses
Note: Can only be used on steel the user has created
Note: Only fire, earth and steel can be used in the turns when this is used.

(Koton: Kasei no Gaheris) – Steel Release: Growth of Gaheris
Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra Cost: N/A (+10 chakra to the technique it's applied to)
Damage Points: N/A
Description: Before performing their next koton technique that emerges from the body or the ground, the user activates an instant ability and infuses additional chakra into it. The technique will be created seemingly as normal but in reality it will be constituted of thousands upon thousands of extra fine wires. This difference to normal steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. This regeneration can happen once and will use the additional chakra input into the technique to facilitate this restoration . The purpose of this chakra is to replenish any wires that were destroyed in the clash and restore the technique to full power. Regeneration counts as a move but it doesn't need to be initiated and the user is free to perform other techniques while it occurs. This technique makes armours more flexible and lightweight (identical to Steel Release: Authority of Arthur), enabling seamless movement inside of them even at the joints (back of the knees, elbows, etc).

Note: Can only be used thrice per battle
Note: Can only be applied to one technique per use
Note: Cannot be used on Forbidden Ranks
Note: Can only regenerate once

(Koton: Konsetsu no Kay) – Steel Release: Kindness of Kay
Type: Supplementary
Rank: B
Range: Short
Chakra cost: 20
Damage points: N/A
Description: When transformed into steel through Glory of Galahad, the user will make contact with an entity made of steel (technique-made or devoid of chakra) and focus their koton chakra into it. The user will then merge with the entity as seen with many Earth Release techniques, the only difference being it enters the user’s body rather than vice versa. Due to this, the user can only merge with things smaller than them and can only combine with things equal to their size. Essentially, they will be incapable of using this on anything that exceeds their own size. When used on a structure of steel smaller than them (such as kunai, shuriken, swords, etc), the structure will pass into their body and lay dormant for the most part until the user wishes to call it up. The user can passively release the entity at any time e.g. if it’s a sword, the user can bring it forth from any point on their body at any time.

Combining with a technique equal to the user’s size (e.g. one of the Knights from KoTRT) will be a complete merging of techniques and the user’s body will double in size as a result. While combined with another steel technique, Galahad will be capable of defending against techniques equal to the collective sum of their power. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active. When Glory of Galahad times out/expires, the entity will be separated from the user before the transformation is ended. One thing to note, if a technique has lasts for a duration shorter than Galahad, it will be passively maintained until Galahad ends while merged/combined with the body. For example, if Galahad lasts for four turns and Knights has three turns left, the duration of Knights will last until Galahad ends while the two are combined. When this jutsu ends the user unfuses from it's target from a location they choose.

Note: Lasts until Glory of Galahad ends
Note: Can only be used twice times per battle
Note: Can only be used on steel structures equal to or smaller than the user in size

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for a maximum of one turn
Note: Can only be used six times per battle
Note: This technique can be used during Galahad or with steel armor variations like impervious armor

(Koton: Kyogou no Agravain) – Steel Release: Arrogance of Agravain
Type: Supplementary
Rank: A
Range: Short - Long (Short-range contact; up to Long range travel)
Chakra cost: 30
Damage points: N/A
Description: The user will focus their koton chakra throughout their body before quickly merging with a source of steel larger than their body. The user will move through it at the speed of a fired arrow before emerging in the same manner on another point of that same source of steel. The user can stay merged for as long as they want before emerging at the cost of 10 chakra per turn. The second usage of this technique parallels Steel Release: Kindness of Kay and can only be used under certain conditions. When transformed into steel through Glory of Galahad, the user will make contact with an entity made of steel (technique-made or devoid of chakra) and focus their koton chakra into it. The user will then merge with the entity as seen with many Earth Release techniques, entering it and merging with it completely. Due to this, the user can only merge with steel structures larger than them. Combining with a technique will be a complete merging of techniques and the structure in question will increase in size as a result (proportional to the size of the user's body). When combined with a technique, it will be capable of defending against techniques equal to the collective sum of Galahad and it's own power. If the user merges with a sentient creation such as the Knights created in Steel Release: Knights of the Round Table, the user will gain the abilities of the aforementioned technique while active and vice versa.

If the user merges with a humanoid much larger than them, the steel structure will essentially "become their body" for the duration of this merging and will be capable of moving, talking, performing techniques and everything else they could in their original body. Any techniques used/created from the body will be proportional in size to the scale of the user's new body. While merged with a large-scale technique (on the scale of Great Stone Golem or larger), the user cannot be cast in or affected by Genjutsu due to the enormity of the structure. When the merged with technique times out/expires, the user will be separated from the entity before the transformation is ended. When this jutsu ends the user unfuses from it's target from a location they choose. One thing to note, if a technique lasts for a duration longer than Galahad, it will be passively maintain Galahad until it ends while the two are combined. For example, if Galahad lasts for three turns and the combined with technique has four turns left, the duration of Galahad will be extended to four turns while the two are combined. When this jutsu ends the user unfuses from it's target from a location they choose.

Note: Can only be used twice per battle
Note: Can only be used on steel structures greater than the user in size

(Koton: Yuudai no Geraint) – Steel Release: Grandeur of Geraint
Type: Supplementary/Defensive
Rank: A
Range: Short - Long (Each eruption is Short, successive eruptions reach up to Long)
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their koton chakra throughout their body before exploding into countless steel shards in the shape of bats that initially scatter outwards in every direction at the user's current speed. All of the shards quickly move towards and converge on a new position before coming together to instantly form the user’s body exactly the way it was (reformation takes no time at all). Similar to the canon transformation technique, the initial “explosion” will release a burst of chakra in the form of a black haze rather than a white puff of smoke. The user can move up to a maximum of five meters (short-range) with this technique before their body has to come together again but this process can be repeated multiple times in quick succession through a single use of this technique. The celerity of this technique is magnified trine when used with “Steel Release: Corruption of the Kingdom” as the shards would instead be millions of grains. The initial but momentary scattering of every individual grain means the user can no longer be seen when travelling with this technique, nor can it be heard due to the negligible size of the steel dust unless the opponent has a doijutsu or enhanced hearing (Inner Sonar Skill). However, the user reforming their body will still be audible despite it's speed and will sound like pouring sand (like a flipped hourglass). It also won't disrupt abilities that fuse the user with techniques like Kindness of Kay or Arrogance of Agravain as they essentially become a part of or synonymous to the user's body during Galahad. The shard form can be used to attack or enter an opponent or summon ect.

Note: Lasts for a maximum of one turn per use
Note: Can only be used three times per battle, two turns between each use
Note: Cannot use any new techniques in shard form

(Koton: Chishio no Doragon) – Steel Release: Blood of the Dragon
Type: Supplementary
Rank: B
Range: Short
Chakra Cost: N/A (+20 chakra to a technique this is applied to)
Damage Points: N/A
Description: The user will activate an ability that will allow them to completely liquefy their next steel technique by imbuing additional katon chakra into it. This heats it up enough to melt it. When applied, the user can either choose to have the steel technique retain it's shape and form and essentially behave like a solid (much like Water Release: Sword of Draining) or for it to be used in a formless wave/mass of liquid. An example of the latter would creating pillars of steel from the ground but upon emergence they are released as geysers. An example of the former is creating an armour of molten steel from the body but retaining it's shape, form and structure so it doesn't fall to the ground as a formless mass. This means any techniques this ability is applied to will behave as they usually do but with exception they will deliver severe burns upon contact with the opponent. When created from the user's body, this molten steel will not harm the user (similar to how Fire Release is released from the body). The user will not be burned if he's in contact with the molten steel after creation as long as it originated from his body (and not the ground). Using this ability counts as one of the user's moves per turn but will occur in the same timeframe as the technique it's applied to.

Note: Can only be used thrice per battle
Note: User can only use Earth, Fire, Steel and non-elemental abilities in the same turn

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

Notes:
Can only be used on techniques the user has made.
Can only be used three times per battle.
The length of this technique last's the same amount of time as what it is applied too.

Koton: Hi no Camlamm | Steel Release: Day of Camlann
Type: Offensive
Rank: S - Rank
Range: Short - Long
Chakra: 40
Damage: 80
Description:
Day of Camlamm can be considered the parent technique of Steel Release: Malevolence of Mordred. The user begins by performing a series of hand signs (3) and focusing their chakra into a single creation of the user's steel chakra whether it be a sword, pillar etc. The user will start by detonating the steel creation into thousands of steel bullets that release in every direction of the creation's structure (Up to short range). This technique's main ability isn't in it's initial detonation but rather what comes afterwards. If the explosion comes into contact with another source of steel of the user's creation it will cause what seems like a chain reaction (via a transfer of chakra through the steel bullets) and create an explosion within that creation as well creating a cycle of explosions over a large area. The user needs to be atleast 5 meters from the initial explosion or not be near any of their own steel sources if they wish to not be caught within their own explosion of steel bullets. Alternatively the user can focus their chakra into the ground and/or any source of steel on the field and initiate the explosion causing one simultaneous explosion, effectively detonating multiple sources of steel as opposed to just a single one.
Notes:

Can only be used twice per battle.
No Steel techniques S rank or above in the same turn.
Must wait a total of 2 turns after it's usage before being used again

(Koton: Toshigoro no Hyousetsu) – Steel Release: The Golden Age of Piracy
Type: Offensive
Rank: A
Range: Short - Long
Chakra Cost: 30
Damage Points: 60
Description: The user will perform two handseals and focus their koton chakra into the ground or any source of steel to release a multitude of steel cannonballs from within it (up to 5). These cannonballs can be as small as bullets or as large as boulders and will shoot out from the ground at the same speed as the shards in the canon technique Steel Release: Bullet Swarm. The vibrations they generate on forming will be proportional to their size e.g. boulders will be very easy to feel/hear while bullets will be imperceptible. Upon colliding with anything, including each other, these cannonballs will erupt into an explosion of steel bullets that span short-range around the epicenter of their detonation. These steel balls can be fired from any point on the ground and they can be angled in any way (e.g. straight upwards to attack airborne opponents or fired at very slight angles which make their movement almost horizontal).

Note: Can only be used thrice per battle

(Koton: Ma-Chi Kuroi Kouhi) – Steel Release: March of the Black Queen
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40 (-5 chakra per turn to maintain)
Damage Points: 80
Description: The user will perform four handseals and focus his koton chakra into the ground to create an underground mass of sentient tendrils composed of black steel. All of these tendrils are a part of a single central structure and so the power of this technique is not divided between the individual tendrils, it's regarded as one whole. These black tendrils can emerge from the ground at any time after creation and will seamlessly merge in and out of the earth. They can lash out at opponents to impale or entangle them or even aid the user in supplementary ways such as lifting them up by acting as a platform. These tendrils are made up of thousands upon thousands of individual wires and can constantly regenerate from damage insufficient in destroying them (similar to Growth of Gaheris). This difference to ordinary steel jutsu will be imperceptible to the naked eye, at least until the technique is struck by an attack insufficient in destroying it. Any damage dealt to the technique will be rapidly undone as the wires rearrange and sew back together as necessary to undo the damage sustained by the technique. The chakra this jutsu leeches from the user every turn facilitates this restoration by replenishing any wires that were damaged or destroyed. This regeneration is utterly powerless against techniques of equal or greater power. For example, an A-Rank Lightning technique would destroy these tendrils and they will not regenerate. Regeneration counts as a move but it doesn't need to be initiated, it just happens as soon as the tendrils sustain any damage they can regenerate from. Due to their composition, the wires which compose the tendrils can freely unwind and reshape to adopt any form or structure. This ability does cost a move. The user must also focus on this technique to maintain it's sentience as it will go lifeless the moment the user uses another technique (similar to Earth Release: Great Stone Golem). What this essentially means is, the user cannot use any new techniques while this is active or the tendrils will lose their sentience and this technique will be deactivated. The user can only make up 3 tendrils at a time, with maxing a maximum of 10. If countered with power to destroy one it has the power to destroy all tendrils.

Note: Regeneration counts as one of the user's moves per turn.
Note: Can only be used twice per battle and two turns between each usage.
Note: No steel above A-Rank on this turn this is deactivated/destroyed.

(Kōton: Fuhensei no Uther) - Steel Release: Ubiquity of Uther
Type: Supplementary
Rank: A
Range: Short
Chakra cost: N/A (+10 chakra to affected techniques)
Damage points: This is the brother technique to Pride of the Pendragons and can only be used during Glory of Galahad. The user will passively activate an innate ability of theirs for two distinct purposes. Firstly, all future earth techniques created from their steel body will be converted into steel releases ones. Techniques created via this mechanism will not differ or be affected in any way except in what they're composed/made up of (the earth armour will be made of steel rather than rock). Affected techniques become Steel Release jutsus and so their elemental strengths and weaknesses also change. Applying this ability to techniques which require maintenance such as the Stone Golem will not result in their premature termination.

The second part of this technique affects earth infusions or abilities. While this is active, the user will be capable of applying them to Steel Release techniques but must follow all other restrictions on the technique with two amendments. Essentially restrictions pertaining to "Earth" will be substituted with "Steel". Any infusions or abilities activated during this technique will instead last until Galahad ends rather than their original duration. For example, if an ability usually lasts four turns but Galahad has two turns left, it will only last for two turns.

Note: Can only be used twice per battle
Note: Lasts until Glory of Galahad ends
Note: Doesn't work with KG/CE variants of Earth Release

(Koton: Goutan no Bors) – Steel Release: Boldness of Bors
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A (40 damage if used to attack the opponent)
Description: The user will focus their koton chakra throughout their legs to transform their feet into steel before coiling the balls of their heels into highly compact wires which form springs. To the naked eye the springs don’t differ from the user’s original heels in form or appearance barring the obvious conversion into steel. The springs can compress to the extent the user can propel themselves in any direction at the speed of an arrow fired from a compound bow. The initial transformation and the compression of the springs happens quickly enough for this jutsu to be capable of dodging techniques. This technique’s use constitutes both the transformation and the initial movements made with it, meaning dodging techniques with the use of this jutsu is perfectly feasible. However only the initial use of this jutsu can be used to evade techniques. While this is active, the user is capable of running and tracking up to the aforementioned speed but can only use Earth, Fire, Steel, any KG/CE combinations of those elements and any non-elemental abilities. Whenever the user wishes or when this technique expires, the reshaping of the user’s limbs will be reversed before the transformation into steel is undone.

Note: Lasts for a maximum of one turn
Note: Can only be used six times per battle
Note: This technique can be used during Galahad or with steel armor variations like impervious armor

(Koton: Kiheitai no Niiro Kouhi) – Steel Release: Legion of the Red 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 also become capable of using Earth or Fire (the elements which make up 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 Fire or Earth (whichever is chosen) techniques.

Note: Can only be used thrice per battle
Note: Can only have this active on one technique at a time
Note: Creation can use either Fire or Earth techniques, never both
Note: Can't apply both White and Red Queen on the same technique

All taught here

(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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Shūkyō Gētea – Goetic Theurgy
The Divine Workings of Goetia

Type: Ninbukijutsu

Background


Goetic Theurgy, also known as the Divine Workings of Goetia, is the first lesson of the Key of Solomon, a grimoire written by Solomon which teaches the art of conjuration and evocation. Solomon, in his earlier years, was captivated by the spiritual and ethereal, that which he believed to exist outside of the physical plane. Solomon’s studies into these practices would serve as the basis for the Key of Solomon – the practice of conjuring the Seventy-Two Demon God familiars.
Goetic Theurgy is the first of three lessons in the Key of Solomon. It is the study of conjuring minor parasitic spiritual entities and infusing them into others. In a dark sense, Solomon sought to not only conjure spirits, but to also bind them into a physical vessel – be it person, animal, or object. Carrying out these rituals invoked the use of ceremonial daggers known as Athame. The Athame became the vessel of choice for Solomon’s Yin chakra; Solomon would conjure spirits into the Athame and then infuse themselves with those who they came into contact with.
Solomon’s quest to understand the spirit, spiritual energy, and Yin would lead to a series of dark rituals and ceremonies, a black stain on his past. In order to understand the spiritual bond that was born from infusing spirits into his subjects required coming very close to human sacrifice. At times the results of his quest to knowledge caused irreparable damage on his subjects; summoning forth parasitic spiritual entities which would cause devastating damage, even causing permanent spiritual sealing. Yet in time Solomon would come to learn a series of truths that would serve as the basis for Goetic Theurgy.
By employing spirits through Athame, Solomon became able to impose his spiritual energy upon others. This would cause the balance between spiritual and physical energy to be disrupted as the conjured spirit would tether to the target. He learned that through this spiritual bond Solomon became able to impose his own experiences on others, such as illusory techniques. He could cause spiritually degenerative characteristics in the target, wounding their spirit and even sealing it. The reverse could also be applied, causing spiritually rejuvenating effects in infused targets. Solomon also learned that he could impose his spiritual energy and spirits on objects void of chakra, allowing him to apply imagination and creation to that which exists on the physical plane.

Description of Abilities and the Inner Workings of the Style:

Goetic Theurgy’s core principle is the utilization of Solomon’s Athame and imbuing them with spiritual energy. The Athame is a ceremonial blade, ranging from the size of a dagger to that of a short sword. However, Goetic Theurgy discards the need for a physical blade. Rather, the Athame used in Goetic Theurgy are created from the user’s Yin chakra and formed from a black energy not unlike that which forms the Truth-Seeking Balls. This alleviates the need to carry a limited supply of Athame with them, and instead allows the practitioner to focus on the spiritual evocation of the style.
As a product of Yin Release, the physicality of the Athame can shift as determined by the user and technique used. The Athame exist in one of two states: tangible and intangible. Upon creation, their state cannot be changed by default. When in a tangible state the Athame are used like any other bladed weapon; they can act as a blade for Kenjutsu, a throwing weapon, or even as a vehicle to attach sealing or explosive tags. Tangible Athame can even be used in technique clashes, acting neutral to all elemental natures. Athame in their intangible state become much more deceptive weapons. While in this state they remain visible under normal circumstances, retaining their black chakra appearance, but gain the ability to pass through obstacles. This intangibility is limited by the rank the Athame are created as, being only able to pass through obstacles freely which are of equivalent rank or lower. If the obstacle is of same rank, the Athame must have more chakra infused into it, not counting the Yin infusion, to bypass this. It is important to note that when in an intangible state they lose the ability to act as a vessel for sealing tags. In this case, they merely act as vehicles for the user's spiritual energy and conjured spirits, passing through the allowed obstacles, depending on rank. Blades can only be made from the user's body, or in short-range. From this point they are able to move out from the user up to long-range, depending on the technique used.
Core to the style is the spiritual energy imbued within the Athame, forming Hungry Ghost-like entities. This allows the Athame to manipulate spirituality and impose this energy upon others, or objects. The user's spiritual energy manifests as parasitic spirits similar to that in the Hungry Ghost Technique. The spirit, through a set of methods, tethers itself to a target and imposes its spiritual energy upon that target. The first method is by having the daggers come into direct contact with the target, allowing the spirit to tether. This contact can occur when the daggers pass through targets or when they come into physical contact. The second method is through technqiue clashes; spirits can latch onto an opponent's chakra and trace its way to the source, tethering to an opponent through this method. Within the style, a single opponent can only be tethered four times. This means that, over all techniques within the Goetic Theurgy style, the spiritual tether can only be formed with an opponent four times. This does not effect other applications which allow the spirit to impose its spiritual energy upon other objects.
Once tethered, the parasitic spirit imposes the user’s spiritual energy upon the target. The first possible result of this is the formation of a link between user and target which allows for a ‘bond’ to form between the two. The first result of this tether is the user becomes able to share pain and illusory experiences with their target. For example, once a target is tethered, the user can cast an illusion on themselves and cause the target to experience the same illusion. However, because the target is not directly having the illusion imposed on them, then escape requires expelling the spirit or the user dispelling the illusion from themselves. This also applies to pain; should one target feel pain, such as stabbing themselves, then both will experience that sensation.
The second result of the spiritual tethers is the disruption of the target's physical and spiritual energies, resulting in spiritually degenerative characteristics. Like the Hands of Sloth or Hungry Ghost, the parasitic spirit which tethers to the target can cause similar symptoms, albeit to varying extents. These degenerative characteristics can eventually lead to a state of comatose, spiritual sealing, or emotion manipulation. This varies from technique to technique, and the extent and duration of contact.
The last application of the parasitic spirit is its ability to interact with inanimate targets, void of chakra. When not interacting with clashing techniques, or another living being, the parasitic spirit will infuse itself into an inanimate target. This imposes the user's spiritual energy and Yin chakra upon it. For example, if the user was to stab or throw an Athame at a boulder then the boulder will be infused with the user's spiritual energy. This causes it to undergo a transformation similar to that of Change into Heaven, allowing the user to alter its characteristics. The boulder can become water, or water can become fire. This is not without restrictions, however. This does not apply to objects laden with another’s chakra. The user cannot apply this application and create things which are not within their ability. For example, the user cannot change a rock into a custom element they do not possess. The result of this technique, when successful, is an altered object infused with the user’s chakra. This is not a passive result of Athame and their contact with inanimate objects. Rather, this application is performed through specific techniques designed to impose the user's spiritual energy on objects.
It is important to note that techniques which apply this effect upon objects are mutually exclusive with those that can spiritually tether. This means that the user is unable to apply both effects; missing with Athame that are meant to tether to a target will not apply Change into Heaven on a rock or tree behind the target, for example.

Example Techniques:

(Shūkyō Gētea: ) – Goetic Theurgy:
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 50
Damage: 60 (-10 per turn)
Description: The user produces a set of five tangible Athame and throws them at a target. The Athame created are laden with the user’s spiritual energy and, through either direct contact or technique clash, tether to an opposing chakra source. Once tethered the spirit causes spiritually degenerative properties in the target akin with that of the sin of Wrath, causing emotional manipulation at a spiritual level. This causes the target to experience outbursts of blind anger, reducing their ability to deduce and break out of genjutsu while also inflicting moderate damage to their spirit per turn. The spiritual tether will remain for a maximum of four turns. It can be released through a surge or barrier which utilizes Yin, Yang, or Yin-Yang chakra.

(Shūkyō Gētea: Seishin Hen'yō) – Goetic Theurgy: Spiritual Transmutation
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 70
Damage: 90
Description: The user creates any number of intangible or tangible Athame and throws them at a target. When thrown at a living target, or one void of chakra, the Athame will merely act in a normal technique clash outlined in the style. This, however, does not result in a spiritual tethering and merely will interact with another technique normally. When used against a target void of chakra, such as the ground, the user will be able to impose their imagination and spiritual energy upon it. This appears as the Athame infusing itself into it, spreading its black energy out over a specified range and applying the user’s imagination upon it. This allows the user to change the affected target in accordance to their imagination, altering characteristics within the same scope as Change into Heaven.

(Shūkyō Gētea: Reitekina Kizuna) – Goetic Theurgy: Spiritual Bond
Type: Supplementary
Rank: A
Range: Short – Long
Chakra: 50
Damage: N/A
Description: The user creates any number of tangible or intangible Athame. When these Athame come in contact with another entity, the target’s spiritual energy will be bound to the user allowing for the sharing of experiences. Once tethered the user will cast a genjutsu upon themselves which causes the user to experience their body is burning, inflicting the illusion upon both the user and tethered target. The spirit can be dispelled through a surge of Yin, Yang, or Yin-Yang chakra. The spirit remains tethered for four turns or until the user dispels it.

Additional Effects


Users of Goetic Theurgy are able to passively produce Athame of any size in their tangible state. This allows them to be used as a substitute for bladed weapons, like Kunai, and used for Kenjutsu and other Bukijutsu. These Athame, while created from the user’s spiritual energy, do not by default possess spiritual abilities. These blades are not capable of utilizing Change into Heaven by default, and can only be done through an external usage of the technique or one within the style.

Restrictions

In order to learn and utilize Goetic Theurgy one must be a master of Yin Release.

Approved Goetic Theurgy Techniques:
(Shūkyō Gētea: Akuma no Sagi) – Goetic Theurgy: Praestigiis Daemonum
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120
Description: Praestigiis Daemonum is the most basic technique of Goetic Theurgy and employs the basic concept of establishing a spiritual tether between user and victim(s). The user creates up to five tangible Athame from their spiritual energy and launches them at another technique or target and, upon contact, establishes a tether between the victim(s) and the user. Aside from the primary purpose of establishing a spiritual tether, these physical Athame are potent weapons and can be used as such within clashes established in the style. With a tether established, the user becomes able to share physical sensations, like pain, and illusory experiences with their victims. For example, should the user stab themselves in the arm, the victim will experience the spiritual equivalence of pain from this technique. This experienced spiritual pain inflicts the equivalent of the physical damage inflicted by the user upon themselves as spiritual damage upon the victim. Additionally, with an established tether, the user can induce illusions upon themselves to share them with the victim, done through separate illusory techniques. Because these illusions are imposed on the user, and not victim, they cannot be broken by traditional means other than by releasing the tether or if the user releases the illusion themselves. The spiritual tether established can only be broken by surges that use Yin, Yang, Yin-Yang, or Natural Energy of higher rank. This technique can be used twice per battle, and once every three turns. While the tether is established the user cannot use Yang or Yin-Yang Release techniques above A-Rank.

(Shūkyō Gētea: Asumodai Seihon) – Goetic Theurgy: Asmodal Binding
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120 / N/A
Description: By weaving four hand seals the user creates up to five Athame from their spiritual energy, each equivalent to the size of an average dagger. These Athame can be created in either their tangible or intangible states; in the case of the former, they will possess potent physical damaging qualities. In the case of the latter, the daggers will pass through obstacles as outlined in the fighting style. Athame can be formed in either of the user’s hands, or alternatively, can be formed floating around their person; in the case of the latter, the Athame respond to the user’s will and are directed as such. Each dagger is infused with a minor spirit that seeks to establish a tether by either clashing with another’s technique or directly touching them, or in the case of intangible, moving through them. Once tethered, through a process identical to the Hungry Ghost, the victim will experience spiritually degenerative properties that manipulate their emotions and degrade their combat abilities. On a surface level, the victim will have their emotions manipulated by the spiritual infusion causing them to experience deep lethargy and depression. Their combat abilities are reduced, causing them to only be able to use two techniques per turn rather than the allotted three and their base speed is reduced by 2 levels. The Asmodal Binding can be used twice per battle, once every three turns. The established tether remains active for four turns, or until broken by a surge of Yin, Yang, Yin-Yang, or Natural Energy of higher rank. Once used, the user is unable to use Yin Release, or Yin-Yang Release techniques, above A-Rank for two turns.

(Shūkyō Gētea: Kidzuchi no Majo) – Goetic Theurgy: Malleus Maleficarum
Type: Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 80
Dmaage: N/A
Description: Malleus Maleficarum follows the user’s ability to manifest Athame on their person or around them within short-range controlled by their mind. This technique creates a single Athame from Yin Release imbued with a spirit within it; the dagger itself is formed in its intangible state. The dagger created, instead of being directed upon enemies, will be directed upon the user or an ally and pass through their body in order to release this spirit within it. The purpose of this spirit is to consume foreign chakra that permeates through the body, specifically against techniques like advanced Genjutsu and Yamanaka, and other spiritual based abilities. Following the core of the style, the spirit consumes the chakra within them and releases them from the technique. Then, using this chakra as a source, the spirit will tether to an opponent and reverse the illusion upon their enemy and contained within the spirit. This technique essentially acts as an alterative release method for foreign chakra. The spirit and its tether can be released through a surge of Yin, Yang, Yin-Yang, or Natural Energy of equivalent rank. This technique can be used once every three turns and a maximum of twice per battle. After use, the user is unable to use Yin or Yin-Yang Release above A-Rank for one turn.
 

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Shūkyō Yonkō – Theurgy of the Four Emperors
The Divine Workings of the Four Emperors

Type: Nintaijutsu

Background:

Theurgy of the Four Emperors, or simply the Four Emperors, is the second lesson of the Key of Solomon, a grimoire written by Solomon that teaches the art of conjuration and evocation. Solomon, in his earlier years, was captivated by the spiritual and ethereal. The studies would serve as the basis for the Key of Solomon – the practice of conjuring the Seventy-Two Demon God familiars.

The Theurgy of the Four Emperors is the second of these lessons. Unlike Goetic Theurgy, which instructs in summoning and manipulating lesser spirits, Shūkyō Yonkō teaches one how to command and manipulate greater demons that are sealed within the user. The technique is based around the Human Order Correction Ritual Seal; a technique developed by Solomon that reflected the culmination of his work within the Ars Goetia. In essence, the technique focuses on sealing the user’s Creation within themselves; it is the Theurgy of the Four Emperors which deepens the bond between the Creation and its master.

Description of Abilities and the Inner Workings of the Style:

The basis of the Theurgy of the Four Emperors is the use of the Human Order Correction Ritual Seal. The user, with their body acting as vessel, seals their Creation within themselves. This is much like the process in which a Jinchūriki is sealed within their host. The technique behaves as a body seal, using the Kanji for “Incarnation” along the user’s abdomen. The seal affords the user benefits inherent to their Creation, explicitly allowing for a strengthened link to it; the user’s elemental natures that align with their Creation’s are augmented, increasing the potency of each field. Often the Creation, while sealed within the user, is referred to as their inner demon or spirit within the style. It is a style that focuses on the synchronization of Master and Creation.

(In'yōton, Onmyōton: Jinri Hosei Shiki) – Yin-Yang Release: Human Order Correction Ritual
Type: Supplementary
Rank: Forbidden
Range: Short – Mid
Chakra: 150
Damage: N/A
Description: The Human Order Correction Ritual is the culmination of Solomon’s undertaking that began with his single revelation during his tenure as King of Israel. The Seventy-Two Demon Gods, and their aggregate Goetia, the Demon God King, would become the basis for this technique; it is one of Solomon’s ultimate techniques within the Ars Goetia in which he, using his own body as a vessel, seals his Creation within him. Much like the seal in which a Jinchūriki is sealed within the host, this technique allows one to seal their Creation within themselves. The technique behaves as a body seal, located on the user’s abdomen with the Kanji for “Incarnation.” The user’s link to their Creation is considerably strengthened through this technique; while the Creation is sealed, much like a Jinchūriki, the elemental natures, skills, and abilities that the Creation possesses becomes the user’s, and are strengthened due to their bond. These fields are increased by a rank in strength, or twenty additional damage. The user also becomes able to use a single elemental field of their Creation's without hand seals, to be stated in the biography. The Human Order Correction Ritual possesses some tradeoffs; should the user die in battle, then their Creation will also die. This compares to use of the standard Creation of All Things Technique which allows the user’s familiar, or vice versa, to continue battle. The user also loses a secondary battle partner; this also means that, while sealed, the Creation is unable to travel through the Ninja World. The sealed Creation, while it is able to communicate with the user through mental link, it cannot release them from Illusionary techniques like a Bijuu can with their host. Should the user desire they are able to break the Human Order Correction Ritual seal, releasing the Creation back into the world at considerable chakra cost, and a move. This can be done in reverse, although only once per battle. As a body seal this technique must be stated on the user's biography.

The basis of the Theurgy of the Four Emperors is the use of the Human Order Correction Ritual Seal. The user, with their body acting as vessel, seals their Creation within themselves. This is much like the process in which a Jinchūriki is sealed within their host. The technique behaves as a body seal, using the Kanji for “Incarnation” along the user’s abdomen. The seal affords the user benefits inherent to their Creation, explicitly allowing for a strengthened link to it; the user’s elemental natures that align with their Creation’s are augmented, increasing the potency of each field. Often the Creation, while sealed within the user, is referred to as their inner demon or spirit within the style. It is a style that focuses on the synchronization of Master and Creation.

The Four Emperors further deepens this bond, capitalizing upon it to form the core of the fighting style that is not dissimilar to that of a Bijuu and its Jinchūriki. The style is divided into two main branches; the first is known as Monomoiria (Senseijutsu). This is the branch that governs the Creation’s ability to influence and effect the world outside of its vessel. The second is known as Cardinality (Sūkikyō); the form that deals in the Creation’s ability to influence their Creator from inside its vessel. Common to both branches is the concept of Synchronization. The concept is formed from the basis of the partnership formed between Creator and Creation when sealed with the Human Order Correction Ritual. Rather than an assimilation of their Creation, in other words the Creation’s chakra reserves are integrated into the user’s, a tight partnership is formed. It allows the Creation and its Creator to operate in tandem. Their reserves are not integrated, but the Creation can still call upon their chakra to perform techniques either on the user or the world around them independently.

The Monomoiria branch deals in governing the Creation’s ability to influence the world outside of its vessel. The branch can be most symbolically associated with Yin, or the spiritual, but does have applications within Yang. The first, and most basic way, that this is achieved is through the forming of anatomy derived from Hands of Sloth and the Ring of Hell. This can be best compared to a Bijuu’s Chakra Arms, though with vastly increased versatility. In the sense of the former, through Yin Release, the spiritual projections of the user’s body possess physicality that can shift, determined by the user and the techniques used. When in their tangible state the constructs appear as black chakra. While in their intangible state, constructs retain this appearance and are perfectly visible but gain the ability to pass through physical obstacles; this makes them a potent delivery system for spiritual techniques and other debilitating effects carried out through Yin Release. When done through Yang Release, the user will create actual physical anatomy that reflects their Creation’s own body. Both of these forms create skills that supplement the user’s Taijutsu. Both applications allow the user’s Creation to influence the world outside of the user’s body.

Monomoiria can also be used to influence the world outside of the vessel at range. This application can be best compared to the Bijuudama; the Creation, from within the user, can apply its elemental chakra natures, or pure Yin or Yang Releases, to form chakra-based offensive skills that are manipulated with shape transformation. In other words, the creation of beams, spheres, and blasts that serve to exert the Creation’s presence on the battlefield.

The strongest expression of Monomoiria is the Creation’s ability to influence reality within the world through the exertion of its spiritual energy through its vessel. Through specific techniques the Creation can imbue its chakra and personality into the user’s, or their own, techniques manifested through the style. In a sense, this is similar to the application of Hungry Ghost. This technique, to be submitted specifically as a custom fighting style technique, has been seen through Minato imposing his personality in his own chakra, infused into a seal. Through techniques performed through Monomoiria, or the user’s own techniques, the Creation is able to imbue its chakra and personality into them, and project themselves as a specific type of spiritual parasite within other techniques.

The spiritual parasite can be best compared to that of a specific ‘breed’ of Hungry Ghost. And in this sense, it is a spiritual parasite that is passively imbued into all of the user’s Four Emperors techniques that specifically reference its presence within Monomoiria. As a reference, the Creation’s parasite will be submitted as its own custom fighting style technique. When applied to techniques outside of the Four Emperors, it is applied through a separate infusion technique similar to Hungry Ghost as a technique itself.

The Creation’s parasitic personality can have a number of debilitating effects on the victim of Monomoirian techniques. The first, and most basically, is the disruption of the target’s spiritual and physical energies, hindering their ability to mold proper chakra for techniques much like the regular Hungry Ghost. This also applies to their ability to deduce Genjutsu and perception of the world around them. Each application depending on the specific CFSJ submitted. However, these debilitating effects go far beyond basic chakra disruption; the Creation’s imposed personality can make subtle suggestions to the target, as a product of Yin Release, restricted to thoughts and other commands but not the ability to say “forget counter to x element or y technique.” In its most extreme application, after a number of turns of being influenced by the parasite, the Creation’s personality can act as a parasite on the host’s personality. This effectively allows the Creation to impose gradually stronger and stronger suggestions on the target until they are effectively controlled by the user.

Cardinality forms the second half of this style, governing the Creation’s ability to influence the user’s body from within its vessel. In a sense Cardinality is best associated with the Creation’s ability to synchronize its chakra with its user, and is symbolized best through the supportive nature of Yang Release. The effects of Cardinality can be best compared to Tailed Beast Cloaks and transformations. By either tapping into their Creation’s chakra, or by the Creation giving chakra to its Master, the user is able to access these transformations. This augments their various physical characteristics such as speed, strength, durability, and technique potency are all examples of the Creation’s ability to augment the user from within its vessel. The Creation can also apply this to heal the user, or even augment the user’s own healing capabilities, as well as transfer chakra to the user. The ultimate expression of Cardinality is through a ‘complete’ transformation, achieved through Yang Release; this application, akin to that of a host transforming into their Tailed Beast, allows the user to take on the form of their Creation, or vice versa.

Example Techniques:

(Shūkyō Yonkō: ) – Four Emperors:
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 60
Damage: 120
Description: This technique is the basic Monomoiria branch ability. By drawing from their sealed Creation’s spiritual energy, the user is able to manifest up to six arms of black Yin chakra from their body. These arms are extensions of the user’s body, but are maintained by their Creation. At the cost of a move the user can freely shift the tangibility of the arms, allowing them to pass through obstacles when in their physical state.

Additional Effects:

At all times the user’s Creation, while sealed, will maintain a mental bond with their user in a reality similar to that of the bond between Naruto and Kurama. Additionally, as outlined in the Human Order Correction Seal, the user will gain all skills, abilities, and traits of their Creation, as well as the specific augmentations that this provides.

Restrictions:

In order to use the Four Emperors one’s biography must have the Human Order Correction Seal applied. Techniques within the style can only be used when the user’s Creation is actively sealed, and not active on the battlefield outside of their vessel.

Approved Theurgy of the Four Emperors Techniques
(Shūkyō Yonkō: Sainō Shūkyō Gētea) – Four Emperors: Ars Theurgia Goetia
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: Ars Theurgia Goetia is the ultimate expression of Monomoiria; by imposing its personality into either the user’s chakra or its own, the Inner Spirit creatures a spiritual parasite. Ars Theurgia Goetia is a technique passively applied to all Four Emperors techniques that reference it; outside of the style, Ars Theurgia Goetia can be applied by the user’s Creation through a separate infusion technique, the Wandering Princes. It can be layered alongside other spiritual parasites. The effects of Ars Theurgia Goetia vary depending on the specific Four Emperors technique used; at a baseline, the parasite destabilizes the victim’s physical and spiritual energies. As a result, the victim becomes unable to discern Genjutsu above A-Rank, with their ability to perceive the natural world and reality around them severely impeded. Because of the nature of Yin Release passive defenses are subverted; this includes abilities to see through visual illusionary aspects, like the Rinnegan and Sharingan. Likewise, the Spirit’s imposed personality will make suggestions to its victim, as if they were naturally generated ideas by the victim themselves; these suggestions work in the same way as Kuninotokotachi. These suggestions cannot be direct impediments to the victim’s ability to counter certain techniques, like in the sense of “forget how to counter x element or y technique,” it can make suggestions and commands such as “do not run in this direction,” or “faultily heal an injury” that are obeyed. Overtime the spirit will overpower the host personality; after two full turns of the parasite remaining attached to the victim, the target will effectively fall under the user’s control as their spirit is overwritten by the parasite. This technique is to be posted as a reference to Four Emperors techniques that employ the spiritual parasite. To dispel or block the tethering, an equal or higher chakra surge of Yin, Yang, Yin-Yang, or Natural Energy as the technique that applied it is required.

(Shūkyō Yonkō: Samayō Zōkyō) – Four Emperors: Wandering Princes
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (+50 chakra to applied technique)
Damage: N/A
Description: The Wandering Princes is the Inner Spirit’s ability to passively infuse its personality as a spiritual parasite into the user’s techniques outside of the Four Emperors fighting style. Occurring within the same timeframe the Inner Spirit independently seals a portion of its personality into either its chakra or the user’s as a spiritual parasite. The Wandering Princes does nothing to augment Ars Theurgia Goetia, its baseline effects remain the same. It only serves to attach Ars Theurgia Goetia to a technique outside of the Four Emperors fighting style. This infusion can be done alongside other spiritual parasitic techniques, layering them seamlessly. To dispel the Ars Theurgia Goetia a higher chakra surge of Yin, Yang, Yin-Yang, or Natural Energy as the technique that applied it must be used. Wandering Princes can be used four times per battle, with two turns in between applications.

(Shūkyō Yonkō: Amenadieru no Nishi) – Four Emperors: Armenadiel of the West
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Mid
Chakra: 50 – 70 (-30 per turn)
Damage: 100 – 140
Description: The most basic application of Monomoiria and the familiar’s first means of influencing the world outside of its vessel. Through Synchronization the familiar, by either using the user’s or its own chakra, can independently form up to four individual appendages formed through either Yin or Yang Release from the user’s body. The arms, in both creation and in control, are manipulated by the Inner Spirit and allow the user to act independently. Both Yin and Yang application carries with it the Inner Spirit’s Ars Theurgia Goetia. Applications A-Rank and lower can be used in total five times per battle, with S-Rank applications only usable twice. once these applications are used the user cannot use Four Emperors techniques for a two or three turns respectively. S rank usage of this technique limits the usage of Yin, Yang, Yin-Yang as well only able to use A rank and lower techniques of the mentioned fields next turn.

Yin Release; when formed with either the user’s or its own chakra through Yin Release, the Inner Spirit can manifest appendages as spiritual projections. As constructs of Yin Release the spiritual projections can shift their tangibility at the cost of a move, though remain visible no matter what state they are in. Regardless of state they retain a black chakra appearance, similar to the Truth-Seeking Orbs. While tangible the constructs can inflict neutral physical damage. While in their intangible state the constructs will pass through all obstacles, energy or solid, and anything it passes through will have Ars Theurgia Goetia imposed upon it. B rank usages last a total of 4 turns upon creation with a turn less per rank increase.

Yang Release; when formed with either the user’s or its own chakra through Yang Release, the Inner Spirit can manifest physical anatomy equivalent to its appearance from the user’s body. Unlike the Yin application, these constructs are actual physical, flesh and blood anatomy that take on the appearance of the user’s Creation. These constructs can be used as physical extensions of the user’s body, able to use hand seals and act as release points for the user’s techniques, or their Creation’s. B rank usages last a total of 4 turns upon creation with a turn less per rank increase.

(Shūkyō Yonkō: Demorieru no Kita) – Four Emperors: Demoriel of the North
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 50 – 70 (-30 per turn)
Damage: 100 – 140
Description: This technique allows the user’s Inner Spirit to access abilities similar to that of the Bijuudama, forming blasts of chakra that influence the world outside their vessel. Unlike Bijuudama, which can only apply a single basic shape, Demoriel of the North allows the Inner Spirit to apply shape manipulation freely to the chakra used. When formed through either Yin or Yang Release, the chakra takes on either a black or white appearance respectively, each with their own unique properties. In the case of the Yin natured Demoriel, Ars Theurgia Goetia is applied. In the case of Yang natured Demoriel, the produced energy will radiate progressively worsening physically debilitating chakra, afflicting all those within short-range of it barring the user. In the initial turn of exposure, the target’s speed will be reduced by 25% of its current level, increasing by 25% per turn thereafter. Alternatively, the Yin or Yang natured Demoriel can be combined with nature transformation; when this is used, only elements that the user’s Inner Spirit knows can be applied. The chakra produced through this technique is formed within short-range of the user, but has up-to long-range reach in tiers, The B rank application can only be used within Short Range, A rank usage with Mid range Reach and S rank usage with Long Range Reach. The Inner Spirit can sustain this technique at a cost of 30 chakra per turn, should it be applied. Applications above A-Rank and lower can be used in total five times per battle, with S-Rank only usable two times; once these applications are used the user cannot use Four Emperors techniques for a one or three turns respectively. S rank usage of this technique limits the usage of Yin, Yang, Yin-Yang as well only able to use A rank and lower techniques of the mentioned fields next turn.
 

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Custom element japanese name: Hakkton
Custom element english name: Radiation Release
The element is based on: Fire + Lightning.
Facts that prove the element to be possible (in the manga context): The idea behind the elements was basically the Great Ninja World Wars and our World War II. Radiation is basically transfer of energy through vacuum. Radiation usually comes as heat energy so it can be called a Advanced Fire nature like Blaze release, Lava release and Scorch release. Furthermore radiation also has a affinity of lightning. Like electromagnetic radiation.
Idea behind its creation: The idea actually lies in Hakkton’s very definition. Radiation is a process in which energetic particles or energy or waves travel through a medium or space. The basics of manipulating radiation is chakra itself since its energy In our language, the user uses mental and physical energy to control other forms of energy and transfer it in the form of waves. This process at most cases ends up with heat energy. Now when comparing the elements of Narutoverse with our Universe, Fire release and Lightning release ends up the only elements which aren’t matter themselves. Which concludes that Radiation in Narutoverse originates from Fire release and can take the form of Lightning release as well.
Radiation can be ionizing(Radiation with sufficiently high energy can ionize atoms ) and non-ionizing (Radiation with insufficient energy and can’t cause much of change). Ionizing radiation includes manipulation of Alpha particles, beta particles, gamma rays & X-rays (This does not however imply that radiation allows the user to control light/particles or any other element, radiation is strictly transfer of energy and can only achieve such results as byproduct of such a action. I.e. Using radiation to melt Ice is or freeze water can only happen if heat is transferred in or out of the water, the form and shape cannot be manipulated through radiation and the moment they are manipulated the process of Radiation ends and enters another process of Water Release/Ice release). Hakkton includes, transfer of heat energy in and out of an element with great efficiency. This does however have limitations and depends on the type of radiation used.
Radiation has 4 basic types.
• Alpha α - these are fast moving atoms. They have high energy, are usually close/mid range but due to their large mass, they can be stopped by anything Solid. Of course they can penetrate if applied enough force therefore rank and mass matters.
• Beta β- these are fast moving electron, usually Mid range. Since electrons are might lighter than atoms, they are able to penetrate further. Ice Release (at a certain extent) and Wood Release can stop these electrons from passing through.
• Gamma γ - these are photons, just like light, except of much higher energy, short-long range. Can penetrate even Wood and Ice release and even a few inches of steel. Steel release and other Metallic elements can stop this type however rank and mass still matters as a kunai/sword/some other weapon is and will always remain insufficient to stop radiation.
Lastly, other radiation. This type includes basic supplementary uses of radiation. This type does not focus on offense or defense at all. It may use all types/forms of radiations. This includes Radioactive decay.

Ionizing Radiation when used raw may harm the user. The following table defines how much damage the user sustains:
E-C rank Technique: Any damage sustained would be Negligible.
B rank Technique: Minor burns, and possible cell damage.
A rank Technique: Severe burns, and cell damage
S rank Technique: Severe Lethal burns and heavy cellular damage.
Forbidden rank Technique: Death if unprotected.

There are however ways gain protection if not immunity from such results.

-Radiation can be contained in objects and there isn't a definite limit on how much chakra an object can contain. A user of Sealing/Forbidden art can contain a technique within another object with the help of transcription seals (Where you store a technique inside a seal. The technique trigger when the users defined conditions are met). Provided the user is away from the objects range. Radiation won't harm the user. +15 chakra cost on every technique used with protection.
-Radiation of all forms are actually waves. When the user directs a technique towards the target. There are always chances some waves are misguided towards the user himself. In this case Sound release or any other alternative can protect the user. But note that this method only protects the user as he is able to match the frequency of the waves and only needs to defend against a few waves in total. +20 chakra cost on every technique used with protection.
-User of Medical Ninjutsu can always heal their damage in the midst of battle.
These countermeasures and damage are only need when the user performs ionizing radiation. These methods till aren't perfect, i.e. Containing radiation doesn't helps when using a Long range technique (Particularly Gamma). Using multiple ways at the same time is recommended for perfect defense. But even so, the chakra costs are abnormal which can be quite exhausting for the user himself.

Hakkton can be a lethal weapon against Liquids and Gases and its effects varies from technique to technique. Therefore it is important, to consider the strengths and weaknesses of every technique separately not as a whole part of a single elements. An example is that Gamma radiation can be overly powered so logically it should have a higher rank and more restrictions. However, Gamma radiation may have a supplementary technique not deserving to be as restricted. This is in order to make it fair for other CE’s and restrict Op-ed use of radiation from students as well as to give ease to both me the moderator while making customs.
Conditions to be able to use it: Great Chakra reserves, as both lightning and fire could consume a great deal of chakra. Mastery of both Fire and Lightning. And to ensure safe use. Sealing/Sound/Medical ninjutsu are also required.
Is weak to: The given weaknesses only stop the waves from affecting you. Any other added damage is to be dealt with separately. For example; A blast, the given weaknesses would help defend against waves generated from it but not the blast itself.
Alpha- Most Solid are able to stop these, but these need to have a certain density. Obviously clothes and kunais don’t protect you.
Beta-Wood release, Ice release and elements that can be condensed severely like sand and Iron Sand.
Gamma-Steel Release and other metallic elements.
Is strong against: Radiation isn’t strong against a particular element. Its strength depends on how it is actually used.
Co-creators (if any): Nocturnal
Students i passed on this custom element: Vìncent & Drackos
Approved Techniques
Radiance(Kagayaki)
Rank; B
Range; Varying
Type; Supplementary
Chakra cost; 40
Damage points; N/a
Description; The name radiance covers all the simple purpose element radiation can perform. It makes use of the vast variety of abilities radiation has and makes use of different factors such as radioactive decay. It is capable of changing the atomic structure of an element, take away or give it chemical properties may render an attack useless on a medium scale. It can take the form of currents, waves or light up to usage.

Radiation Release: Andromeda (Hakkton: Hitoheki)
Rank: S
Type: Offensive/Alpha
Range: Mid-Long
Chakra Cost: 40
Damage Points: 20/turn (Death after battle if not treated)
Description: User channels chakra into his tenketsu and releases a burst in a shockwave like manner that spreads chakra into the atmosphere, chakra then slowly gets denser and radioactive nature of the chakra transform it into Radon, a colorless, tasteless and odorless gas. The gas is also non-reactive to other elements and 8 times denser then airs density, which makes it difficult to remove from the environment by making it react with other substances or blowing it away. Doses of radon causes acute radiation syndrome, which immediately takes effect over the targets body. Fever takes over and dampens the ability to think, react, and exert strength or energy. Targets arteries become visible immediately after exposure. 3rd degree burns appear after the first turn due to the ionization and partial body necrosis immediately afterwards, disabling the affected limbs. Even if the target survives the battle, due the effects of this technique a mutation occurs that kills the victims by affecting lungs with accelerated cancerous activity unless otherwise treated within 3 turns. Radon becomes visible when exposed to cold atmosphere(-71 degree Celsius) and freezes down if an A rank or above ice techniques are used over the gas.
Note: Usable twice per battle.
-The Effect range starts from mid-range to the user and extends as long the chakra wave could travel (Meaning, whichever the standard definition of long range is). User is affected if he moves inside the vicinity of the gas.

Radiation release: Orion’s Chain (Hakkton: Orion no kusari)
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: The technique is a long lasting self-sustaining chain process aimed to destroy a multitude of enemies in sequences. The user first picks a ‘host’ target and transfers radioactive chakra within the person either by direct physical contact or using another radiation release technique as an extension. This causes a radioactive contamination but does not carry the effect of acute radiation syndrome or reveal any symptoms that cause early detection. Instead the contamination leeches and builds up chakra from within the host’s body until sufficient energy is collected (3 turns), this causes the hosts body to explode spontaneously causing splash damage to an area of 50m. People within range suffer minor internal damage, but the blood and fumes released from the exploded body spreads the contamination across the air, soil and water. The mutated cells from the radiation acts as pathogen (being able to penetrate even the most dense articles of clothing) to spread the contamination across more targets who explode in the next 3 turns, resulting in a chain of events that sequentially spreads out and kills victims indifferently.
Restriction: Usable thrice per battle.


Radiation Secret Technique: Draco (Hakkton Hijutsu: Ryu)
Rank: S
Type: Supplementary/Defensive
Range: Short
Chakra cost: 40 (15/turn)
Damage Points: N/a
Description: Draco is a radiation technique classified as hijutsu because the technique itself is not radiation element (disregarding the phase two) as it does not involve nature transformation. But rather it’s a body adaption developed by the users of the element. Due to the frequent use of Radiation chakra and constant exposure of it radiation as a defensive measure the body develops better melanocytes.
Phase One: The user begins by performing tiger seal which fluctuates and circulates chakra around his body; the chakra activates the melanocytes into producing more melanin which secretes into the skin cells until the skin eventually turns pitch black. Increased melanin concentration within the skin gives the user immunity to radiation as a result of internal conversion and photoprotection.
Phase Two: After gaining immunity, the user begins to circulate radioactive chakra through his body freely. As a result the skin hardens around the users limbs and cracks up slightly forming scale like structure, the fingers hardens and get more pointy forming claws. This change in looks along with black skin gives the user a Black Dragon like appearance which reflects the name of this technique. Due to the circulation of radiation chakra throughout the body all of users existing fire and lightning techniques gets stronger (Additional 20 Damage) and spreads ionizing radiation at an accelerated rate. All Earth, Water and Wind type techniques are released contaminated with radioactivity as a result breathing, drinking or touching the elements could result in acute radiation syndrome. The technique isn’t simultaneous activation of many different chakra natures but rather it initially circulates radioactive chakra within the body and then activates other natures which is why it is possible to use other elements while the mode lasts.
Restrictions: Lasts 5 turns, usable twice.
-Phase one remains in effect even after the technique ends, the users appearance slowly restores itself. Alternately a medical treatment or secreting the melanin (like ink) could restore the user.

Radiation Release: Corona (Hakkton: Kanmuri)
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: Corona is a offensive Radiation Release technique named after the constellation Corona (Crown). The technique is divided in two uses with different effects achieved using the same fundamental method. Corona uses ionizing radiation, meaning it is harmful for everyone including the user. Anyone within short range of the technique experience muscle pain throughout the body. The technique does not last long enough to have any permanent effects. The variations of corona are as follows:

Corona Borealis (Kanmuri Hoboku): User releases ionizing waves in a direction, geometric angle or in an omnidirectional wave that ionize the air as they travel. The technique appears like a beam of light (a kamehameha if you will) with a blue hue due to cherenkov radiation. In case of an omnidirectional wave, the technique creates a Corona that only extends up to mid range. Ionization begins a couple meters away from the user protecting him from direct contact. The technique travels at the same speed as a lightning release technique and burns upon contact. The intensity of the technique is strong enough to reduce plantation and lifeforms to ash and is only empowered by other energy based elements but can be stopped with a sufficiently dense solid defense. (Usable 3 times per conflict)

Corona Australis (Kanmuri Roppou): User releases ionizing waves but contains them in a small orb using shape manipulation that quickly heats up the air. The orb generates an electromagnetic field that attract air particles from the behind. As the air particles enter the orb, the intense negative force splits them down to composite particles with nuclear fission. The released energy from the fission reaction and the electromagnetic field causes the composite particles to dart forward towards the intended the direction. The wasted energy generates gamma radiation of red wavelength. Like Corona Boraelis, the technique travels like a beam of light of red hue. In case of an omnidirectional attack, the technique creates a Corona around the user that shoots out composite particles up to long-range, but weaker in strength by a rank. As the technique ends, the air vacuums in providing fresh air for the user. The technique travels at the same speed as a lightning release technique. Upon contact, the targets experience 3rd-degree burns and partial necrosis over their body often enough to kill. Due to the nature of this technique, it is able to penetrate most solid objects (composite particles are smaller than molecules/atoms) but can easily be stopped by most other energy and plasma-based substances because they always generate their own magnetic fields. (Usable 3 times per conflict)
Note: No S rank or above Radiation technique can be used for the next two turns after any use. Either variation can be used a maximum of 3 times per battle. All together this technique can only be used four times regardless of variation.
-Technique cannot be used to employ Radiation release: Orion’s Chain.
-Technique does not harm, either the user or opponent beyond what’s specified in the description. Persons in close proximity of technique experience minor myalgia.
-Both versions require three hand seals to perform.
 

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Custom Element Japanese Name: Eauton
Custom Element English Name: Eridian Release
The Element is based on: Water Release, Yang Release, Fūinjutsu

Facts that prove the element to be possible (in the manga context):

Eridian Release is composed of Water and Yang Releases, as well as Fūinjutsu. The series has demonstrated on multiple occasions that Yang Release commands the user’s ability to grant life, vitality, and control physical energy. It is through this, as well as its combination with Water Release to grant Eridian’s basic shape and form, that Eridian gains its principle ability: the power over aging. The concept of aging is directly related to Yang Release. Through Yang one is able to give or take away physical vitality and can even cause one to age or age in reverse.

How it works:

Eridian Release is formed through the simultaneous combination of one’s Water Release chakra and Yang, with added characteristics of Fūinjutsu. The basic nature of Eridian Release, by the merit of its composition, is very similar to Water Release. Like with Suiton, Eridian Release is primarily formed in three ways: by directly expelling it from the user’s body, manipulating an existing source of water or Eridian Water, or by concentrating it in an area to take control of water molecules in the air. Eridian will typically manifest in a liquid state, much like Water Release. But it can, with proper manipulation, manifest as a vapor or mist.

In terms of its physical characteristics in either its liquid or vapor states, Eridian appears as a deep and magnificent cyan, giving it a much richer and blue appearance than even Water Release. Much like the other standard Water techniques, Eridian is very dense, sticky, and extremely cold to the touch. Extended contact with the element can induce hypothermia, which is often a side effect of the aging properties of the element. Eridian also lacks any discernable smell. Much like normal Water Release, Eridian is an effective conductor of electricity. This makes it useful in combinations that involve Lightning Release or other elements that are efficient conductors and currents.

Eridian Release’s principle property is based in the concept of aging. This concept is directly achieved through Yang Release, the skill that governs physical energy. The anatomical property of age is directly correlated with life, vitality, and physical energy. Through Yang Release the user of Eridian is afforded the ability to directly manipulate the ratio between physical and spiritual, either adding physical energy or removing it, in order to achieve either aging or reverse aging. This concept can be applied to the user, their allies, opponents, or even other techniques. By removing physical energy from a target the user can effectively increase their age, or achieve the opposite by adding physical energy.

Eridian Release classifies individual targets as living beings (humans, animals, and summonings), Edo Tensei, clones and their various Ninjutsu variants, and familiars created through Yin-Yang or Yang Releases. Against these targets the concept of aging takes on a much more literal definition, achieved by directly adding or removing physical energy and manipulating the target’s energy ratio. By removing physical energy the user increases the ratio of physical to spiritual in favor of the latter. This causes the target to age. The effects of aging vary per technique, and on the targets they strike. On those with physical anatomy, like flesh and blood (humans, animals, clones, creations, and other species), their anatomy is significantly weakened. This can create conditions like a weak heart, muscular atrophy, weakened neural capacity which can induce effects like dementia, lower oxygen capacity in the lungs, and so on. This can translate to effects like lowering the target’s maximum health, reducing their fighting capacity, reductions in speed, tracking, reaction time, chakra control, etc. Against sentient familiars, typically those augmented as such through Yang Release, though not possessing physical anatomy (like being formed from a specific element), the effect of aging can even tamper with the bond between creator and familiar, aging the technique.

Because of its relationship to Water Release, which can often act as a siphon for chakra, Eridian’s ability to remove physical energy can also create an alternate effect called Eridian Draining. This application allows the user to actively transfer physical energy from their target, in the case of removing it, to themselves. The reverse can also be applied.

By adding physical energy to an individual target, the user can effectively tip the balance in favor of their vitality. This effect applies aging, but in reverse. The effects of this are two-fold, essentially achieving the opposite of the aging effects. On its simplest level the effect of reverse aging can apply a sort of regenerative effect upon the user or their target. The increased ratio can heal the user, either over time or in bulk amounts, repair lost anatomy, and reversing the effects of spiritual techniques. At its strongest level the waters of Eridian can even return the user to a different point in time through reverse aging, similar to the Sea of Life’s ability to completely heal or restore its user through the Sea’s genetic memory.

Against other techniques (excluding clones, sentient Yin-Yang familiars, though including pseudo-sentient familiars), Eridian can either age or reverse age them. On its simplest level, through manipulation of physical energy, aging techniques through Eridian can achieve technique degradation. This is achieved by disrupting the energy ratio, tampering with or outright destroying the technique itself. For instance if an opponent creates a pillar of earth with no duration, then exposure to Eridian will cause it to decay, applying a turn limit and weakening it over time before it expires. For techniques with preexisting turn limits, including modes, turn limits can be reduced or outright ignored depending on the potency of the Eridian technique. Likewise, the reverse can be applied through reverse aging. However, this effect can only be applied to techniques with a chakra capacity (not including Perfect Sage Mode) like techniques given sentience through Change Into Hell.

As mentioned in its formation, Eridian Release also possesses characteristics of Fūinjutsu, achieved when the element is first created. These sealing properties give Eridian a unique asset called Water Memory, a trait derived from its combination of Fūinjutsu and Yang Release. In simple terms, the greater presence of physical energy within Eridian combined with intrinsic properties of Fūinjutsu allow for a special interaction with any substance and Eridian’s water molecules. Regardless of how diluted a substance becomes in Eridian the element is capable of committing that substance to memory by sealing it within the element. This is because even trace amounts of chakra, and its properties, are sealed within the sealing characteristics of Eridian Release. For instance, should the user’s Eridian Release interact with a poison – either by curing the user of one or by clashing with a Poison technique, Eridian Water can commit that poison to memory and allow the user’s techniques to take on those traits. Because of its unique relationship with Fūinjutsu, Eridian becomes resistant to techniques that seek to seal it. This does not convey an immunity to sealing techniques, but it does mean that sealing Eridian requires an additional ten chakra compared to its base value in each technique. In addition to this, Eridian can be used to age and reverse age the user’s or an opponent’s sealing techniques, body seals, and barriers.

As an element derived from Yang Release it holds neutrality with all natures, regardless of their relationship tangibility, state, or otherwise any characteristic of Eridian Release.

Eridian is also an element that reflects the user’s mastery over Yin-Yang Release. A basic level of mastery over Eridian is possible through mastery over Yin and Water Releases, because the premise of the element is simply adding or removing physical energy through the physical vessel of the element. But because the element, at its core, revolves around manipulating this balance, Yin-Yang Release masters are conferred even greater control. The benefits over Yin-Yang Mastery with Eridian Release begin simply by allowing one to manifest Eridian even in the absence of water on the field. This is because the user is able to apply their imagination and spiritual energy in manifesting the element. Yin-Yang Masters are also able to control the other half of the ratio manipulation, allowing them to use the changed spiritual energy to their advantage and apply even greater level of imaginative use over Eridian’s aging property.

Usage Examples:

(Eauton: Fāsutoōshan) – Eridian Release: First Ocean
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra: 10 – 40 (-10 per turn)
Damage: 20 – 80
Description: First Ocean allows the user to generate pools, waves, or even tools of the element. It contains the natural aging properties of the element.

Conditions to be able to use it:

User must have completed training in Water Release, Yang Release, and basic Fūinjutsu.
User must be Jounin Rank or higher.

Weak to: N/A

Strong to: N/A

Co-creator: Drackos

Approved Eridian Release Techniques:
(Eauton: Shuruppaku no Shiji) – Eridian Release: Instructions of Shuruppak
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Instructions of Shuruppak detail the shared effects that Eridian Water has when it makes contact with a target as defined in the element. Eridian’s principal effect is aging through the manipulation of physical energy. This principal is present in all Eridian techniques, and its effects are achieved by either adding or removing physical energy, at discretion of the user. Instructions of Shuruppak is not a technique, it is a reference to the effects of Eridian Water. The effects of aging are twofold; the first inflicts periodic damage as the aging occurs, and the second is the anatomical effects of the aging itself. The first is removed through a surge of either Yin or Yang of equal chakra as the applied technique. The second requires a medical or Yang technique that specifically can heal the damage inflicted by the aging, and last until the effects are healed.

D-Rank: The effects of Eridian are considerably tame. Its reverse aging properties at this rank heal the target for 20 health points over two turns. Likewise, the effects of aging inflict a lingering 10 points of damage over two turns, and lowers their lung capacity which causes shortness of breath and reduces base speed by 2 levels.

C-Rank: Reverse aging properties at this rank heal the target for 30 health points over two turns; the healing can reverse the damage done by cuts, bruises, and even act as a stopper for minor blood loss. The effects of aging inflict a lingering 15 points of damage over two turns, and further weaken the targets combat capabilities. Oxygen capacity is lowered, reducing their base speed by 3 levels, and lower their maximum health reserves by 10%.

B-Rank: Reverse aging at this rank heals the target for 40 health points over two turns; the healing can reverse the damage done by deep cuts, broken bones, and even stop major blood loss. The effects of aging inflict 20 points of damage over two turns. The target experiences muscular atrophy and reduced oxygen capacity, reducing their base speed by 5 levels and their maximum health by 20%.

A-Rank: Reverse aging at this rank heals the target for 60 points of health over three turns; the healing can stop blood loss from lost limbs and restore bones to their perfect state. The effects of aging inflict 30 damage over two turns. Targets experiences muscular atrophy and reduced oxygen capacity, leading to a 30% reduction in maximum health and base speed.

S-Rank: Reverse aging at this rank heals the target for 80 points of health over four turns; this level of healing can restore lost limbs. The effects of aging inflict 40 points of damage over two turns. Targets experience significant atrophy, dementia, and reduced fighting capability. Their maximum health and base speed are reduced by 40%.

(Eauton: Hiyokuna Mikadzuki) – Eridian Release: Fertile Crescent
Type: Offensive, Defensive, Supplementary
Rank: B – S
Range: Short – Long
Chakra: 40 – 60 (-10 per turn)
Damage: 80 – 120
Description: This technique encompasses the basic release for Eridian Release. Fertile Crescent can manifest Eridian anywhere on the battlefield by either taking control of a water source, producing it from the user’s body, or by using water molecules present in the air; it is capable of creating Eridian in either a liquid or gaseous state, though it cannot manifest within short-range of an opponent. Yin Release masters are able to create Eridian without any need for a water source simply by using their imagination. Because the element is created from Yang Release, Eridian Water is self-sustaining and only requires the user to expend chakra per turn to maintain it but allows them to perform other actions simultaneously. S-Rank variants can be performed three times per battle, with no Yang Release or Eridian techniques above A-Rank usable in the following turn. A-Rank applications require two handseals, while S-Rank require three.

(Eauton: Eengura) – Eridian Release: Temple of Abzu
Type: Supplementary
Rank: S
Range: N/A (Self)
Chakra: N/A (50 when using cleansing active)
Damage: N/A
Description: The Temple of Abzu is a modification to the user’s anatomy, capitalizing on the significant amount of water present in the human body. This technique is to be posted on the user’s biography and essentially replaces the water in the user’s body with Eridian Water, allowing them to benefit from a wide range of Eridian properties to their biology. The reverse aging property of Eridian affords the user agelessness. Additionally, the waters provide the user a basic twenty healing per turn passively, able to heal cuts, broken digits, bruises, and stop bleeding. Additionally, toxins, pathogens, and poisons can be removed from the user’s system through the purifying waters of Eridian. This is done at the cost of a move and a single hand seal. The Water Memory intrinsic to Eridian Release allows it to memorize the toxin in the user’s system, affording them immunity to it for the duration of the Arc in the Ninja World.
 
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Void Infused Artifacts

(Mukō: Honshitsu Kotai) – Void: Essence Transfer
Type: Void Infused Artifact
Rank: A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Activated passively and consumes three Void Infusions; allows the user’s techniques, through their clashes with an opponent or their own techniques, to strip their opponent of an active mode and deactivate it. Can only be used once per battle.
 

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Anutu // Divinity​

The Satorigan
(Dōjutsu: Satorigan) – Eye Technique: Eyes of Revelation
Type: Supplementary
Rank: S
Range: Short – Long
Chakra: N/A (-10 per turn)
Damage: N/A
Description: The Satorigan, or the Eyes of Revelation (の目啓発) is a Dōjutsu unique to Solomon, awakened after being exposed to Anutu. The outer iris of the Satorigan is hued in purple, while moving deeper inward focuses into a deep blue. The Dōjutsu is a direct evolution to the Tenseigan, once thought to be the final form of the Byakugan. Like other Dōjutsu, the Satorigan has the ability to perceive chakra and the chakra flow of individuals. Solomon’s ability to perceive and track other targets is increased by six times while the Satorigan is active. Among its primary benefits is the utility of a near 360º diameter field of vision, with the only exception being above the first thoracic vertebra; its telescopic sight affords the user the ability to see up to three adjacent landmarks away; the Satorigan also grants Solomon visual immunity to Genjutsu. In exchange for control over Gravity through the Tenseigan, activation of the Satorigan affords Solomon access to a series of techniques collectively known as the Lemegeton, or the Greater Key of Solomon. The Dōjutsu is intrinsically connected to a separate reality outside of the axis of time known as Ars Paulina, a throne world created through a combination of Solomon’s authority with Anutu and Yin-Yang. It is there that his Seventy-Two Demon Gods of the Ars Goetia reside, powered by a mystical energy derived from Anutu called Sephiraton, the Flame of Enlightenment. The Satorigan can perceive interdimensional entities, allowing Solomon to visually see these Demon Gods, while those with Anutu or the Atavistic Fire are able to sense their presence. The Flame of Enlightenment is a powerful demonic energy controlled by the Satorigan and the demons that reside in Ars Paulina. It is neutral to all elements and non-elemental interactions, inflicting its damage through unique curses, afflictions, or blessings, while it manifests usually on focal point. The supplementary effects of Sephiraton can be interchanged at its user’s discretion. Visually Sephiraton appears as a dark violet and blue flame, matching the color scheme of the Satorigan.
Note: If Solomon is in Tenseigan Chakra Mode when the Satorigan is activated the mode is forcefully deactivated.
Note: Activated passively but remains active indefinitely afterwards if the user chooses to. The user is able to change between their Dōjutsu without spending a move.

(Dōjutsu: Sainō Deshi) – Eye Technique: Ars Paulina
Type: Supplementary
Rank: S
Range: Short
Chakra: 50
Damage: N/A
Description: The Satorigan is intrinsically connected to a separate reality outside the axis of time known as Ars Paulina, a throne world created through a combination of Solomon’s Authority with Anutu and Yin-Yang Release. Put simply, Solomon carved into the tapestry of reality, the universe, his own dimension with Anutu. Then, using Yin-Yang Release, filled that world with his vision. Ars Paulina is both this parallel dimension, and the Temple contained therein. Seemingly crafted from pristine white marble, and suspended in an infinite sapphire sky with wistful clouds wisping passed, the cornerstone of Ars Paulina is the Throne found at the peak of its Temple. Beyond the clouds is a view of the cosmos itself, illuminating the sky with gentle brilliance. It is a seat of unquestionable Authority, where Solomon can observe space and time with impunity. With the Satorigan, Solomon shifts himself instantly into Ars Paulina. Those within short-range of Solomon are also shifted, brought into the throne world should Solomon will them to come. The act of shifting is accompanied by a golden light. Solomon can either shift and reappear instantly at another location of their choosing, or shift and remain within Ars Paulina.
Note: Can be used five times per battle, once every three turns.
Note: Returning from Ars Paulina does not count as a usage.
Note: Ninja World travel obeys spacetime travel rules.
Note: Requires the Satorigan to be active.

(Dōjutsu: Sainō Gētea) – Eye Technique: Ars Goetia
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 60
Damage: 80
Description: Through the Satorigan’s connection to Ars Paulina Solomon can call upon his familiars, the Seventy-Two Demon Gods. The Demon Gods of the Ars Goetia are interdimensional entities capable of existing within two realities simultaneously. They were originally from Eanna, but were bound to Solomon through his magecraft. Because of this, the Demon Gods and their abilities are not typically perceivable visually, the only exception being the Satorigan. Alternatively, they can be detected by and their abilities interacted with by those with Anutu or Atavistic Flame as well as a form of sensory to complement them. The Demon Gods appear as twisted, hollow reflections of humanity that take on roughly the same humanoid shape, their skin pale white, appearing fragile and cracked like ancient porcelain, with menacing veins of radiant energy snaking throughout. They also tend to have long hair of varying colors which flows out, while their lower halves are wreathed in shadowy black cloth. Though they are all molded from the same primordial clay, each one is made unique both by their purpose and the various accoutrements that adorn their exalted form. While one may wear a crown of Abyssinian black, another might wear one of lustrous gold, each one distinguished by their own personal choice of color. Solomon’s demons can operate independently of him, attacking and restraining targets or defending Solomon from harm, allowing the Demons to interact with the physical world if Solomon decides. Those of the Seventy-Two Demon Gods are capable of using Taijutsu, the Flame of Enlightenment, and techniques belonging to Demons. The Demons revert to Ars Paulina after two turns and cannot be resummoned for a short period of time. While they cannot be killed or controlled by Anutu, they can be immobilized until they are naturally returned to Ars Paulina.
Note: After being returned to Ars Paulina, Demons cannot be resummoned for a period of two turns with this technique.
Note: While the technique summons from the collective Seventy-Two Demon Gods, Solomon can only call upon two of them with this technique.
Note: Can only be used while the Satorigan is active.

(Dōjutsu: Sephiraton) – Eye Technique: Flame of Enlightenment
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short – Long
Chakra: 70
Damage: 120 (-20 per turn)
Description: Sephiraton, or the Flame of Enlightenment, is a technique derived from Anutu, when Solomon transcended his Dōjutsu into the Satorigan. It is a powerful demonic energy controlled by the Satorigan and used by Solomon’s Seventy-Two Demon Gods, his familiars. It is neutral to all elemental interactions and other abilities, inflicting its damage through a combination of its searing heat, burn damage, and unique curses or afflictions. It also carries kinetic energy, capable of smashing through obstacles if sent as a projectile or concentrated into a beam. Visually, Sephiraton is a dark violet and blue flame. This technique utilizes the Flame of Enlightenment as a versatile weapon; it can be shaped to the user’s needs, sustained, and directed thereafter should the user desire. The flames can manifest from Solomon’s body or in the field around him, not restricted to only what is in his line of sight. When used Solomon, or his Demon God familiars, can opt to either use a damaging flame that carries with it curses and afflictions or a supplementary flame that carries blessings. These auxiliary effects are determined through the Cimmerian Compendium, though other Sephiraton techniques may have more specific effects that are confined to a specific technique. The auxiliary effects are applied when contact is made with Sephiraton. The flame’s damage burn damage component cannot be mitigated and burns for two turns.

Note: Can only be used while the Satorigan is active.
Note: Can only be used six times per battle.
Note: Solomon’s Demons summoned through Ars Goetia or other derived Satorigan techniques can make use of the Flame of Enlightenment and its related techniques.

(Dōjutsu: Taiyō no Kinmeria) – Eye Technique: Cimmerian Compendium
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Cimmerian Compendium details the shared effects of basic blessings, afflictions, and curses that Sephiraton, the Flame of Enlightenment, is capable of carrying. This is not a technique in itself but is a reference used when employing a Sephiraton technique that can use the Compendium’s effects or applies generic Sephiratic afflictions. This is not an exhaustive accounting for all Sephiratic blessings and curses. It is just its basic applications, within specific techniques there might be more advanced or niche applications that can be opted for instead of Cimmerian Compendium or vice versa. Dispelling Cimmerian Compendium’s auxiliary curses and afflictions is done through applying a Chakra surge that involves Utu, Suen, Anutu of equivalent value. Alternatively, the user can apply an Atavistic Flame technique of equivalent effective Chakra to directly heal the user. Blessings cannot be dispelled.

(Hakugaku no Yoake) – Dawn of Erudition: A basic Sephiratic blessing cast through the flames. These flames are formed favoring Suen, producing a non-damaging flame that mimics the Divine healing applied through Grove of the Tenders. It is able to heal physical damage, Divine or not, at a rate of 70 per turn to those ignited by Solomon’s gaze, including himself. The healing potency is such that even complex wounds and limb loss can be recovered over the period that the flames burn on the target. Additionally, those affected by Dawn of Erudition gain enhanced Divine physicality as a byproduct of the Suen interacting with their anatomy. All damage the blessed target takes is mitigated by 20 points of damage, lasting for three turns.

(Jōshō Karada) – Ascendant Body: Ascendant Body is a Sephiraton curse that siphons a target’s bodily enhancement and augments the user’s own anatomy in exchange. It does not directly steal the technique or mode that is enhancing them, rather it is an exchange of energy that draws upon the essence that enhances them and forcibly deactivates it, stripping them of any enhancement. Meanwhile, the user gains an all-purpose enhancement, increasing their speed by two times their base, their tracking by the same amount, and reduces all physical damage they take by 20. Lasts for three turns.

(Keiji no Kanmuri) – Crown of Revelation: This Sephiratic curse manipulates the secondary burn effect of the Flame of Enlightenment. This creats a composite Divine/physical or Divine/spirituala damage type, complicating the requirements to heal the damage caused by Sephiraton empowered by the Crown of Revelation. Half of the initial damage value inflicts itself through the Divinity applied, making it impossible to heal unless one has Divinity to counteract the damage. The other half of the damage is applied through its standard amount. Additionally, depending on whether or not Spiritual or Physical damage is applied the target will in turn be afflicted by a curse that enhances the effects of Suen or Utu-based negative afflictions by an additional 50%. For example, if a target is suffering from a 20 damage reduction then the Crown of Revelation will amplify that to a 30 damage reduction. Likewise, if their speed is reduced by 2 points of speed then it will be amplified to 3, though this does not break any inherent limitations.

(Chōetsu Ninchi) – Transcendent Cognition: This Sephiratic curse is derived from the Crown of Revelation, done so by either favoring Utu or Suen through its flames. The result is that the damage type inflicted by the Sephiratic flames becomes strictly Spiritual, rather than physical. The damage is increased by an additional 30 points and those that are afflicted by it gain Unstable Divinity, having their base speed reduced by four levels and their Chakra Efficiency by 25% for three turns, not counting as enhanced chakra.
(Utu: Mozaiku Keiyaku) – Truth: Mosaic Covenant
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short
Chakra: 50 (-10 per turn)
Damage: 100
Description: The user channels Chakra throughout their body to manipulate Utu creating a shroud of their Divinity around their person, like an aura tightly bound to their body. Within this aura of Utu a perfect replica of the user’s soul forms, visually appearing as a translucent blue glow around them that feels warm. The user’s replicated soul sustains itself independently, drawing on their Chakra while acting as a defensive shield around their person, able to ward off physical and even spiritual attacks. Those that lack proper defenses or Divinity and directly make contact with the replicated soul are afflicted by Utu’s standard toxicity. The presence of the soul does not hinder or block the user, their tools, seals, items, or anything they will to pass through the shroud of their replicated soul. Defensively, Mosaic Covenant protects the user from the auxiliary effects of techniques like heat associated with Fire Release; e.g. if the user is exposed to a Fire technique then the soul replica enshrouding their body will prevent that heat from reaching the user.
Note: Lasts for four turns.
Note: Can be used three times per battle.
Note: After this technique expires the user is unable to use S-Rank or higher Utu techniques for a single turn.
 
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Custom Element Japanese Name: Shukutō
Custom Element English Name: Grace
The Element is based on: Lightning Release, Yang Release, Kinjutsu

Facts that prove the element to be possible (in the manga context):

Grace is formed from Yang Release, an energy typically manifested as a bright white light. Its primary responsibility is to govern life and vitality. While not an element in its own right it can manipulate the ratio of Chakra existing in other natures to create something new and distinct from the original element.

How it works:

Grace is an element formed by manipulating the ratio of spiritual and physical energies within Lightning Release to favor the latter. Visually Grace is a golden empyreal energy; oftentimes it manifests in a wisp-like state but can be manipulated to tend towards a lightning-like crackling energy that can even produce explosions. Like Yang Release it is warm to the touch and can be weaponized to burn and sear targets should it be included in a technique. Grace is also bright and its brightness can be amplified to blind those that witness its techniques, should the user desire. When passing through mediums Grace inherits two characteristics of Lightning Release. The first is that it is an efficient conductor, able to pass through liquid mediums very efficiently. When passing through liquid mediums Grace’s speed or damage is enhanced, varying per technique. When Grace interacts with or penetrates a solid surface its energy will typically branch outward, crackling through the surface in geometric patterns. In terms of releasing the element, Grace is primarily produced within the body and is released from any Chakra point available to the user. But given its origins in Lightning Release it can also be produced by concentrating Chakra in a single location away from the user.

Grace’s primary mechanic is called Faith in the Golden Order, or Faith. There are two fundamental principles that form the foundation of Golden Order doctrine and Faith. The first is called the Law of Causality, the pull between meanings. Causality is the pull between meanings; the connections that form the relations of all things. This principle is derived from the nature of evolutionary life and how, in one way or another, all living beings are derived from the same thing. The second is the Law of Regression. It is the Golden Order’s desire to have all things converge eternally with it. In other words: it is a power of obedience, that all must submit to the Golden Order.

Mechanically the Golden Order’s fundamentals are carried out through the concept of Faith, something derived from the Ring of Hell - the changing of one’s anatomy. Regular practice of Grace causes the user’s body to progressively transform itself in subtle ways; this is because with each Grace technique applied the Chakra that passes through their body will independently alter it to make it more proficient in using Grace techniques. This is represented as an increase in Faith. Likewise, those who suffer adversely from Grace techniques undergo anatomical changes that may not be beneficial. The former, called Faithful, enhances the user’s ability to wield Grace. The latter, called Maidenless, are hindered by the presence of Grace. While their body becomes more conducive for Grace’s use, the Faithful’s body loses its proficiency in other fields. These form the mechanics for the Law of Regression, the practice of all converging into the Golden Order. This means unlike other skills that can be specialized in, proficiency can only be obtained in Grace through regular practice and exposure to the element.

The Law of Causality is represented through Grace’s ability to form connections with others. This is similar in principle to that of Ninshu, a connection formed from the spirit. But instead of forming from spirituality these bonds are formed from vitality. They connected life forces which enables the user to sense others, exchange Health Points, share pain and other ‘physical’ sensations that are carried over electrical impulse in the body. Many of these applications are fundamentally considered Kinjutsu as they employ very consequential implications over Grace’s targets. These are not necessarily equal connections either. The user, considered Champion of the Golden Order, maintains a level of dominance in the bond.

Faith is represented as a number scale between -100 and 100, with zero as the neutral point (‘Agnostic’). Victims of Grace that fall below zero Faith will passively gain 5 Faith per turn until they reach the zero mark; this represents their bodies slowly reverting the subtle changes made by Grace over time. When the user activates a Grace technique it will typically have a value attached to it that increases their Faith. This number varies by technique with the strongest Grace techniques typically conferring the largest boons or the greatest reductions in Faith. Even the act of witnessing within defined proximities (varying by technique) a Grace technique can reduce an opponent’s Faith, though at a lower rate than if they are struck directly. Raising one’s Faith can be done through the application of advanced altering techniques that are capable of modifying one’s body, specifically Yang Release, Suen, and the Children of Tiamat. Likewise, the user is able to lower their own Grace manually as well.

Benefits and drawbacks of Faith, for the user, beneficiaries, and their victims, occur both gradiently and at thresholds. These are divided into ‘Faithful’ and ‘Maidenless.’ The Faithful are those benefiting from positive Faith, typically the user. Those who are Maidenless lack Faith and suffer from the drawbacks of negative exposure. Gradiently Faith will increase the user’s Grace damage based on how much Faith they have. At extreme levels the user’s damage becomes precipitously high, sacrificing many fields they would otherwise have access to. These restrictions cannot prohibit the user’s ability to use Grace itself but can limit access even to the fields that compose it. In fact, they actually grow stronger. Certain techniques within Grace, or specific applications or variants within a technique, are restricted to higher Faith levels to reflect their greater power, potency, or versatility.

Faith is measured and explained in a distinct reference technique within Grace’s custom element techniques; it is called ‘Golden Order.’

Grace has three primary applications based on the fields it is derived from. The first is a supplementary field used to benefit the user and their allies. It provides a myriad of buffs to strengthen, reinforce, heal, or reduce or amplify damage intake. As Grace possesses sentience it allows the user to identify allies and the user’s targets. Many Grace techniques are dual purpose, allowing them to achieve supplementary and offensive applications simultaneously. Grace can also be used to provide temporary anatomical modifications on a larger scale to the user, their friends, or even their foes.

Grace’s second application is an offensive energy. Put simply, Grace is weaponized to deliver its strikes at foes while simultaneously reducing their Faith to make them vulnerable, debuff them, and limit their combat performance. At its simplest level Grace is used like Lightning Release. The user can wield and mold it like any energy. When Grace strikes a target, organic or not, it will typically branch out as it spreads in geometric or shattering like patterns. This effect is specific within certain techniques, with its range and potency varying depending on the application and the user’s level of Faith.

Grace itself is classified as a Kinjutsu through its governance over vital energy, ability to defy death, and its interactions with the natural order. While some techniques within the field are themselves not classified as Kinjutsu (i.e. a normal bolt of energy or the Golden Order itself, simply a reference technique), given their scale, effects, or purpose, the overall field still remains classified as such.

Consequently, Grace is also able to defy the natural order. Depending on the user’s level of Faith there are certain Grace techniques that are able to delay or outright prevent the user’s incapacitation, maiming, or even death. These levels of Grace afford the user a highly aggressive fighting style, allowing them to enforce the Golden Order on others through their Grace through reckless combat that encourages the user to take risks, even at the cost of their own life, while simultaneously further and further restricting their own bodies and field uses. For example, if the user loses their arm at the Templar threshold of Grace then their body will emit radiant golden light and restructure the user’s arm in golden energy and a series of runes within its place, replacing its functionality temporarily. This also applies to defying death entirely; should the user’s torso be blown open and their vital organs significantly damaged then the golden energy of Grace will sustain their bodily functions.

Usage Examples:

(Shukutō: Radagon no Hikari Wa) - Grace: Radagon’s Rings of Light
Type: Offensive, Supplementary
Rank: A
Range: Short - Mid
Chakra: 50
Damage: 100
Description: Radagon’s Rings of Light is a technique that creates a projection Golden Order iconography above the user’s head. This technique is considered a dual purpose Grace technique and requires the user to have at least 25 Faith it can be used. Activated with a single hand seal the projection of the Golden Order will heal the user for 30 Health Points plus the user’s current level of Faith. Simultaneously, the user’s body will glow with faint golden energy before unleashing a horizontal ring of light around their body that stretches out up to mid-range from the user’s position to inflict considerable damage. Activation of this technique increases the user’s Faith by 5 points and reduces the Faith of those it strikes by 5. Those who witness it with either sight or extrasensory means lose 3 points of Faith.
Note: User must have at least 25 Faith in order to activate this technique.
Note: Can be used once every other turn.
Note: Can be used five times per battle.

Weak to: N/A

Strong to: N/A

Co-Creator: N/A

Approved Grace Techniques:
(Shukutō: Seinaru Yari) - Grace: Haligspear
Type: Offensive, Supplementary
Rank: B - A
Range: Short - Long
Chakra: 30/60
Damage: 60/120
Description: The Haligspear is a versatile Grace technique specialized in speed and readiness in close-quarters situations. The user concentrates golden empyreal energy in either of their hands after forming handseals to create a spear, or a set of spears, to launch at any target within the specified range limitations of either application. The B-Rank application creates three blades of light, about a meter in length each, that can be launched in a 180-degree frontal cone up to mid-range. If the user activates the B-Rank application while at a Faith level of at least 40 they can cast Haligspear with a level of speed that allows it to be used at the same speed as Taijutsu in close-quarters combat, despite needing to mold Chakra for it. The A-Rank application creates a single spear of light, three meters in length, compared to its B-Rank counterpart and can be thrown into long-range. This application is much stronger than its lower ranked counterpart and sacrifices speed for destructive power. When it strikes a physical target the Haligspear will lodge itself there, causing a geometric criss-cross pattern to form within a five-meter radius around the spear. After a single turn the spear will explode, inflicting equivalent damage to any within short-range of the spear’s position aside from the user. Activating Haligspear increases the user’s Faith by 10/15 and decreases the Faith of any within short/mid-range of the user by 10/15.
Note: A-Rank Haligspears can be created every other turn.
 
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