[Unofficial Battle] Destined Trials

Alyx

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Unofficial Battle
Ten Meters Apart
Terrain:
The battlefield sprawled beneath an overcast sky, a canvas of desolation where nature and war had interwoven their chaotic tapestry. Craters pockmarked the earth, silent testimony to the violent symphony of artillery and chakra that had played out here. The scent of burnt ozone lingered, blending with the metallic tang of blood-soaked soil.

The wind whispered through the skeletal remains of shattered trees, their gnarled branches reaching like skeletal fingers towards the heavens. Tattered flags, remnants of once-proud banners, flapped listlessly in the breeze, their colors muted by the weight of despair that hung in the air.

The ground, once fertile, now bore the scars of conflict – a labyrinth of trenches and foxholes, a desperate attempt to find refuge within the unforgiving landscape. Amidst the ruins of ancient structures, broken statues stood as solemn witnesses to a time when this place knew peace.

The distant rumble of thunder echoed the disquiet of the battlefield, reverberating through the air like the growl of an angered deity. The sky itself seemed to mourn, with heavy clouds casting shadows upon the scene below. A lone crow circled overhead, its caw a mournful dirge for the fallen.

In the midst of this desolation, a few resilient wildflowers pushed through the cracks in the hardened ground, their delicate petals an ironic contrast to the harsh reality surrounding them. As the sun dipped below the horizon, casting long shadows across the battlefield, the air became charged with a palpable tension – a silent prelude to the violence that would once again erupt upon this cursed ground.

I'll be utilizing Alyx Ainesworth in signature. Post bio and I'll start!
 

Alyx

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"Let's have a little good ole time," the Iudex quipped, her words dripping with sarcasm as she addressed her opponent. But beneath the casual facade lay a calculated intent. Locking eyes with her adversary, she swiftly wielded her signature spear, hurling it towards him without hesitation. Yet, this was no ordinary throw.

With a subtle shimmer of red and gold, the weapon seemed to vanish into thin air, banished to the Throne for a fleeting moment before being summoned back in a matter of seconds. Its trajectory remained unchanged, aimed directly at the opponent's upper back as it materialized five meters behind him.

As the spear hurtled towards its target, the Iudex summoned a Bisento Noble Phantasm into her other hand, prepared for whatever came next. "I am Iudex Aquarius, and this is my domain!" she declared with unwavering resolve, ready to assert her dominance in the impending clash.


( Nageru ) - Throw
Type: Offensive
Rank: D - B
Range: Short - Mid
Chakra: N/A
Damage: 20 - 40 (40 + 20 via CFS = 60)
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed
(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40 (20)
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.
(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive due to Clan Rank)

Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

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

Spears of the Lancer

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

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

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

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

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

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

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*Typewriter clacks*

The story had begun in a blood soaked terrain. There was a hint of danger in the air - death had become commonplace here. Death would revel itself. This time in the form of a woman from who I have no recollection. There was something off about her. She harbored something in her. A darkness hidden beneath the regal appearance.

"Wait, your domain?"

Alan's voice sounded. A fear hidden beneath the uncertainty. Where was he, and what was this? He had to act. He had to do something. She didn't hold back. A sudden feel of pain in his eyes - Alan would notice a slowing in the world around him. Everything was clearer. Effects of the dark place? No, he was enhanced. Something else had a hold here. She said it was her domain, her rules. Her rituals. A weapon launched, and disappeared in a slight glimmer. A sound behind him. He would react immediately. Feeling the rush beneath his suit, and a rattling sound accompanied it. From beneath his dress jacket, a chain would unleash itself covered in what seemed to be a hue of brown as he pivots. A sudden bang as a chain emerged and slammed into the weapon, knocking it back before it impacted with Alan.

His eyes remained focused on the lady before him, now to his left. Questions went through his mind. Could this darkness ever be overcome? Would he be stuck in this forever?


( Doujutsu: Sharingan ) Eye Technique: Copy Wheel Eye
Type: Supplementary
Rank: C - A Rank
Range: Short-Long
Chakra: 15 - 30 ( -5 per turn for 1T and 2T, 10 per turn to keep active for 3T )
Damage: N/A
Description:
One of the Three Great Dōjutsu (San Daidōjutsu), the Sharingan is the kekkei genkai of the Uchiha clan. Unlike the other Dōjutsu, not all members of the Uchiha Clan possess the Sharingan. This great Dōjutsu seems to awaken only on exceptional Uchiha members and only in times of great stress. Once awaken, the pupil turns red and a single tomoe (巴) seal appears around the center pupil. As the user masters and evolves their eyes, the tomoe (巴) seals increase, topping 3 per eye. The main ability of the Sharingan, like any other Dōjutsu, is to enable the user to see the flow of chakra. This ability is further improved as the Sharingan gives color to chakra, enabling the user to differentiate chakras from different people or from different sources. Although the user can see chakra through matter, he cannot see beyond dense matter or in long distances. Coupled with the ability to see chakra, Sharingan users gain acess to an incredible clarity of perception that enables them to read insanely fast movements or minor details, enabling them the ability to foresee in an easier way, traps, incoming attacks, etc. This clarity of perception is so great that a Sharingan user can sometimes start performing a counter to an attack that is still being performed, enabling the counter to be launched only a split a second after the attack. This clarity of perception leaves Sharingan users able to track high speed movement easily as well as to read through handseals. This last ability enables them to learn techniques much faster and sometimes copy them directly from the enemy, as long as the user has the necessary chakra affinities and requirements to perform it. Finally, the Sharingan is often linked to Genjutsu and mind-manipulating illusions, mostly because the user can, mostly through Eye Contact, directly and precisely use his chakra to manipulate the enemy's chakra flow. In return, the users clarity of perception gives him the ability to more easily decipher visual illusions cast upon him and see past them. The Sharingan has a great cost to the user though. The chakra consumption disables its use for long periods of time and, even when the user grows stronger, it's still hard to keep it active for long periods of time.
Note: The user, if he hasn't gained full mastery over his Sharingan, will need to spend a move to activate it, although as long as he has chakra and enough stamina he'll be able to keep it active until the end of the match. If the user is Sannin Rank or above and has gained his 3 Tomoe Sharingan and held it for one month, he becomes able to passively activate it, meaning he'll no longer spend a move of his 3 per turn.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill
Note: C rank usage is for 1T Sharingan, B rank usage is reserved for 2T Sharingan. A Rank usage is reserved for 3T Sharingan.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: Danzo and Kakashi bios activate the Sharingan by removing the covers in their respective eyes and suffer a +10 chakra consumption per turn penalty
Note: The user is bound by the abilities and limits of the stage of sharingan he possesses, stated in the rules of the KG.
Hojojutsu: Chūnyū [Hidden Rope Art: Infusion]
Type: Supplementary/Attack/Defense
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+10 for Raw Chakra and +20 for Elemental Chakra for the next Hojojutsu technique)
Description: The user extends channels either Pure or Elemental chakra into their Hojojutsu chains/ropes/cords while using it to attack or defend. The chains/ropes/cords are coated with the element chosen with the below affects for each element upon contact.
*Grandmasters can charge any one of the basic 5 elemental chakras they know.
*Masters can only charge the element aligned with their village.
*Iwa/Earth(Bruises), Kiri & Ame/Water(Stings), Kumo/Lightning(Paralyzes), Konoha/Fire(Burns), Suna/Wind(Cuts deeply)
Note: Only one infusion per turn.
 
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Alyx

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The Iudex remained poised, her intentions veiled beneath a facade of calm. The stranger appeared lost at first, but a sudden flash of red ignited within his previously void-like eyes—the unmistakable mark of the Uchiha Clan. "Tell me, traveler," she began, her voice steady despite the tension in the air, "are you void of emotion, or are you swollen in its abundance?"

As the man effortlessly deflected her teleported weapon with his chains, the Iudex twirled her bisento, readying herself for combat. With a swift thrust, she launched her spear towards the target, the Noble Phantasm extending in length as it traveled at twice her base speed. Upon contact, she infused her chakra into the blade, enveloping it in a shroud of golden reddish liquid that explodes upon impact.

Even as the opponent managed to evade or counter her attack, the bisento instantly retracted back towards her. Without hesitation, she aimed her free hand, releasing a powerful bullet of water towards him. "What is thy name, traveler?" she inquired, a curious gleam in her eyes as she closed the distance between them with purposeful strides.

Spears of the Lancer

The user will summon an indestructible, two-meter long spear, staff or lance from the Throne into either of their hands. These weapons will be slightly elastic to the point they can be used for pole vaulting and will be capable of extending their length. The speed of extension will be twice the user's base speed but retracting it to restore it's original size will occur instantly. Since the weapon is not subject to the effects of gravity, the user will not be weighed down regardless of how much it increases in size. This will also enable it to fly through the air and the user can control it's movements through mental commands. The weapon will also have the have the malleability of a liquid, allowing it to change shape at will. Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move
[Yari no Michi: Dai 2 no keishiki, kakuchō] - The Way of the Bisento: Second form, Extend
Type: Attack/Defense/Supplementary
Rank: B/A
Range: Short- Mid
Chakra: 20/30
Damage: 40/60 (40 + 20 via CFS = 60)
Description: This technique is one of the most basic for this style, using basic knowledge to infuse the staff with a chosen element, surrounding it, and also being able to extend it's range. A simple way to imagine this would be how a shinobi extends the range of chidori into a chidori spear through shape control. For each element it will be different, the user can simply cover the staff in the element to increase it's potential (B rank) or extend the element to give a greater range to their attacks, each outlined below:

Katon: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank fire, which when used to strike, on contact will explode outwards in a short range burst of flames. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of flames reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Suiton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank water, which when used to strike, on contact will explode outwards in a short range wave of water, enough to douse small fires the size of the user. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed water reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Fuuton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank wind with cutting properties like wind blade, which when used to strike, on contact will explode outwards in a short range burst of slicing wind, like the wind blade technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed wind which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Lightning: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank lightning with destructive lightning properties like chidori remei, which when used to strike, on contact will explode outwards in a short range burst of destructive lightning that would more shock to burn a person than numb them like conventional lightning, like the chidori remei technique. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed lightning which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

Doton: This can be used in two ways, the first being releasing their chakra around the Bisento coating it in B rank solid, jagged rocks (not impaling the users hands), which when used to strike, on contact will explode outwards in a short range burst of sharp rocks to impale anything within range in the direction the staff is swung. The second form is using advanced shape manipulation to extend the reach of the blade, as it seems like the bisento would grow, but made of compressed solid compressed sharpened earth which is extremely sharp, reaching up to mid range, shooting up to this range at the speed of which chidori spear can be activated.

It is important to note that all the elements that form are made in a way as to not harm the user, much like when you infuse an element into a kunai without hurting yourself or coat your body in an element.

Note: Only one element can be used at a time.
Note: B rank coating can only be used twice per element lasting up to two turns. After this that ability can't be used again for 1 turn. It can be ended at any point. The blast released on contact is B rank also, taking up a move per turn if the user wants to maintain the element around their bisento.
Note: A rank extension can be used once per turn, with two turns between uses. Each element can only use 3 times and only lasts for that one turn/attack.
( Suiton: Mizudeppō no Jutsu: Katate Magunamu ) - Water Style: Water Gun Technique: One-Hand Magnum
Rank: A
Type: Offensive
Range: Short - Mid
Chakra cost: 30
Damage points: 60 + 10 via AP = 70
Description: The user jumps and extends his arm towards the opponent, firing several ( up to 8 ) water bullets at the opponent, firing them in quick succession.

Extension of Bisento is 24 Speed as Alyx's base is 12
 
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Detective L

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*Typewriter clacks*

Her voice echoed across the field. Not holding back - her words cut like a hot knife into butter. Cruel words. Had he lost his emotion, a mere husk of his former self? Her approach wasn’t halted as she quickly revealed her prowess. Her dominion after all. Relegated to defense, Alan would be struck - albeit able to track the incoming strike due to his enhanced eyes. Swift movement, Alan’s hand would graze the projectile before it’s quickly reverted. Her regal form remains - now surprised by an explosion triggered by her own essence interrupting her approach.

Hand on his chest, Alan’s eyes widened. The spear had struck him however his body had materialized into a gaseous state - causing it to pierce him to no avail. The Dark Place was ever increasingly vile. His mind. Nothing yet made sense. Yet, he remained.


"Please tell me why you're attacking?!"


(Fuuin: Kanbatsu Jakunen Metsubou) - Sealing Technique: Law of the Logia

Type: Supplementary/Defensive
Rank: A
Range: Short
Chakra cost: N/A (-30 on activation)
Damage points: N/A
Description: The user will have a seal on their body with the Kanji for a specific element and it will lay dormant until the user is physically struck, be it by an attack, weapon or an opponent. Whenever the user is physically interacted with (e.g. punched, stabbed, shot), their body will instantly exhibit all of the properties of the chosen element. This doesn't mean their body merely has the properties of the element but rather when interacted with the targeted part(s) of the body will passively dissipate into storm energy or harden into steel (effect depends on the chosen element). If for example the user is stabbed and they turn into storm energy, the bladed weapon would merely phase through their energy-composed body and leave them unaffected. On the other side of the scale, if the user's body hardens into steel then the attack will simply do them no harm. After the attack or strike has passed through them, their body will automatically revert itself to it's normal appearance. Since this technique usually only applies to specific parts of the body, any unconverted portions of the user's body can still be moved/controlled/used as normal. While in this form, the user can only use the element they transformed into, the element's it's composed of and any combination of the aforementioned element as well as any non-elemental abilities. This technique enables the user to defend against A-Ranks and below of neutral elements (B-Ranks and below for weaknesses, S-Ranks and below for strengths). 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). The only exception to this rule is if the two chosen elements have no sort of interaction with one another (e.g. Fire and Lightning), in which case rank differences will not matter. Regardless of how the user is hit, this can be a full body or partial transformation (depends on the user’s choice). Should they be struck by a physical attack capable of cancelling out their transformation (e.g. a sword streaming nagashi), the sword will remain inside them on reversion and they’ll be impaled by the blade.
Notes:
-Can only be taught by Detective L.
-This seal can only activate twice per battle and lasts one turn
-This technique must be stated in user's biography
-Follows elemental strengths and weaknesses
-User must possess the given element and it cannot be a CE
-Happens passively but counts as one of the user's moves per turn
( Fūin Wana Bakuhatsu ) – Sealing Trap Explosion
Rank: B-Rank
Type: Offensive, Defensive
Range: Short
Chakra cost: 20
Damage points: 40
Description: The user places a seal on a chosen location which when an enemy target draws closer to the seal it will release itself in activation to the enemy’s chakra and cause an explosion.
 
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Alyx

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With unwavering determination, Alyx pressed forward, a faint smile gracing her lips as she continued her advance. Adjusting her course slightly, she took a deep breath and exhaled, realizing how despite her opponent phasing through the weapon, there was an oddity about her weapon as she glanced at the seal placed on it at a distance. She would have passively and instantly teleport from her hand, and be replaced with a replica though it was no longer extended as beforehand.

Noble Phantasms in this class will possess the ability to enter and exit the Throne passively and instantly, taking no slot in the timeframe. Each time it disappears, an exact replica of the weapon will remain it's place, completely camouflaging it's teleportation to the naked eye. These replicas will possess all of the abilities of the original but they will only have the durability of a basic kunai. Their creation process is exactly the same as the Shadow Shuriken technique but there is no puff of smoke. It can teleport any number of times in a given turn but all the created duplicates will collectively count as one move
"Don't ask questions when you have yet to answer mine, sir," Alyx casually dismissed his query with a nonchalant shrug, her gaze fixed on Alan as he underwent a transformation, preventing the explosion (unknown to her) from occurring. In otherwise case, Alyx conjured a tidal wave of water, her mastery over her clan's techniques evident in her precise control.

This wave, infused with the acidic nature of Perfume Release: Boadicea's Queendom ღ Scented Tears, surged forward with deadly intent, its 8x8x8 dimensions aimed to engulf Alan and erode his form. Alyx imbued it with additional water chakra to enhance its power. She would have then released the spear into the air, allowing it to levitate and follow the wave behind it by two meters towards the opponent.

( Suiton/Meromeroton: Chi ღ Chi ) Water/Perfume Release: La Voisin's Sin ღ Eau de Orleans
Type: Supplementary/Offensive/Defensive
Rank: D-S Range: Short-Long
Chakra Cost: 10-40 ( +10 per turn ) (40 + 10 = 50)
Damage Points: 20-80 (80 + 10 via AP + 20 via Carabao = 110)
Description: Eau de Orleans is a vibrant and scented water, usually in pink shades. It takes advantage of Perfume's specific release to expand upon the physical properties of the element. The Eau de Orleans can be manipulated like Water Ninjutsu, creating jets and whirlpools or liquid constructs, which can be bigger and more powerful depending on the chakra used. The medium of Eau de Orleans acquires the physical effects described in any approved Perfume technique, like the high acidity or alkalinity of Boadicea's Scented Tears or the soporific properties of Teresa's Slumberous Gates.

This technique can also be combined with an equal ranked Water Ninjutsu in order to induce the same physical based Perfume effects with other water techniques as a base, creating an elemental combination technique which has the outcome of being 1 rank stronger, +20 damage in case of S rank. This can be done in the same time-frame as another Water technique. Either variant of Eau de Orleans is ruled by the water aspect of the technique, and is bound to any Water-related specialities of the user, likewise, when clashing, the Perfume takes a supplementary role whereas Water carries a defensive and offensive roll, giving the technique or the combo it's elemental S&W, rather than Perfume's. The scent is capable of affecting a target up to short range around the medium.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 5 turns. A Rank and above can only last up to 3 turns and require 2 turn cooldown. A rank can only be used 3 times, S rank can only be used 2 times. This can't be used with Forbidden ranked Perfume or Water techniques. Note: Can't perform other Water or Perfume techniques higher than S rank throughout the duration of this technique. In case of S rank usage, can't perform them higher than A rank. Note: A single Perfume physical effect can be applied per Eau, without stacking.
(Meromeroton: Suzuran Ouhikoku ღ Kourui Makkura) Perfume Release: Boadicea's Queendom ღ Scented Tears (Reference)
Rank: S
Type: Offensive/Supplementary
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: After 5 handseals, the user is able to produce a much heavier perfume and raw version of perfume, akin an essential oil, which will contain a much higher intake of the Earth element than the other elements used to create Perfume. This will mess with the pH balance of the technique, giving the perfume's body either an strong acidic or a strong basic/alkaline property. It is translucent with a greenish and amber coloration. If acidic, it will have a greater momentum and more fluidity, being a more liquid oil, enabling the user to spit it out as a pressurized stream or as a spread out volume of perfume. If basic/alkaline, the perfume will be more viscous and slippery, with the consistency of liquid soap, being a more syrupy oil, and can be spat out as a spread out mucus or be exuded from the user's hands. The perfume will corrode and melt organic materials and elements, instead of merely being toxic to it, as described in the element's submission, but will retain it's weakness to Earth and advanced Earth Elements ( Metals, Crystals, Ores, excluding Organic Elements ). The oil perfume will exude a powerful and acidic/basic scent (to a lesser extent than the body), with natural influxes of lily of the valley and woodland scents, which carries powerful genjutsu, making the opponent feel as if his insides are melting, translating in excruciating pain. The manifestation of the illusion is the sight women in barbaric or northern gowns with long green hairs, which will be touching and kissing the opponent, provoking the melting pain as they do it. The women only appear in short range of the perfume, on contact, and appear in conjunction with the perfume's body, not replacing it or concealing it. It is more of an embellishment than an actual offensive genjutsu.

*Physical Effects: Liquid Acid (Ph=1, similar to gastric acid) or Viscous Base/Alkali (Ph=13, similar to lye), Corrosive*
*Illusionary Effects: Green Haired Women, Excruciating Pain of being Melted*
*Can only be used once every 3 turns, for a maximum of 2 times per battle*
*Lasts three turns, after which the perfume becomes inert and scentless, with it's pH balanced. This can then replaced the medium for other perfume techniques*
*Follows the Elemental S&W*
*The user is capable of compressing the perfume in a vial, through an additional handseal, where it will be kept indefinitely, without exposure to the air. If exposed, the perfume will have the same spread and properties as described*
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.
 
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Detective L

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*Typewriter clacks*

She was faster, stronger and had an uncanny ability. Written in a way to be able to counter anything he would put before her. The world was governed by rules. Laws. Rituals. Following a very specific logic. Slamming his hand onto the ground, Alan would manifest a Gargantuan beast of Earth which would rush forward into the rush of pink water. Opening its arms, a rush of folammable mud would consume it in its entirety - dwarfing the field before him.

"Alan! Alan Wake, I'm just a writer." He explained.

(Doton: Dai iwa Kyojin no Jutsu) - Earth Release: Great Stone Golem Technique

Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short-Long (made within Short, but reaches up to Long)
Chakra: 40
Damage: 80 +30 + 20 = 130
Description: The user creates an even larger, much stronger version of Earth Release: Stone Golem Technique. However, unlike the smaller version, the user creates this stone golem solely from the ground. In order to do so, they slam a hand on the ground and manipulate it until a giant warrior hewn from stone has taken form, which then can be controlled so long as the user continues to keep in physical contact with either it or the ground. Naturally, they must continue to fuel the technique with their chakra. While the height of the golem can reach up to 30m, it has a capacity for moving quite fast that belies its hulking stature.
(Doton: Telam no Chuun) – Earth Release: Infusion of Telam
Type: Supplementary/Offensive
Rank: A
Range: Short - Long (Can be infused short or long range)
Chakra Cost: 30 (10 for every more construct infused)
Damage Points: N/A (20+ if used offensively)
Description: The user will gather their earth chakra and manipulate it so it activates an ability; where certain structures of earth techniques when protruded from the ground, out of the user's body or from the sky, will have either- sticky adhesive mud or flammable like substance of mud, infused inside the body of the solid structure as a passive ability when being released (still costs a move). What this means is the structure of earth will have the same appearance physically but instead of being completely solid will have a substantial amount of mud inside its physical structure masking its appearance from the opponent's view (will not fool certain dojutsus and sensory). The structure will be able to remain stable since the mud will be compressed and its body structure will still be solid allowing it to remain its base of movement and operation. This technique has some different characteristics which allows it to be of use. The first basic ability is how the user is able to manipulate the sap of mud to be released out of the structure of earth oozing out of its body (the earth structure's body). What makes this significant is, for example, if one was pierced by a stone spike, the user can literally now force the spike to ooze mud out of its structure and into the body of the opponent injecting them with the mud or even around the body restricting their movement. However, when this concept is used, the structure of earth will no longer be of use for manipulation purposes since the mud will literally overtake its body as it oozes out. The second basic ability is, where the user will literally have the mud inside of the body of the earth structure ooze outward in similar fashion, however this mud is flammable mud. Large amount of mud can (however has limitations and dependability) flood the battlefield and restrict anything coming into contact (for the adhesive mud) or be used to set up an explosion (flammable mud) with the use of external resources such as fire attacks, explosive tags, etc. The flammable mud can not be set by itself. The amount of mud that can be infused in the structure of earth mainly corresponds with just how large the structure is. In some cases this can harm the opponent as well if the mud comes into contact with the user themselves. The user can also infuse mud into more then one construct but with more chakra cost required.
Note: Lasts three turns
Note: Can only be used thrice per battle
Note: Can only be taught by Noni
Note: Can only create flammable mud or sticky mud
Note: If the earth construct is struck by a lightning technique equating to the elemental properties and weaknesses, then the mud within will be rendered useless and out of the user's chakra control but if flammable mud within survives the attack without hardening, then it can still be set on fire
 
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Alyx

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"Alan, I'll remember that," Alyx replied with a nod of appreciation, acknowledging the valuable information he had provided. As her opponent conjured a stone golem, intending to counter her water-based attack, Alyx remained unfazed. Her Water Release technique was unaffected by elemental clashes, and instead weakened the opposing golem upon contact.

To her surprise, the golem expelled mud in response to the attack, piquing Alyx's curiosity as she observed the phenomenon. Without hesitation, she performed the necessary hand seals, channeling her Prana from the Throne to manipulate the energy shimmering around the mud. With precision, she forcefully absorbed the mud, transporting it to the Throne and causing it to spread and eventually consume the golem in its entirety.

Unbeknownst to Alan, the absorbed energy would inflict cold burns upon his skin, causing hypothermia and decay of his flesh if he wasn't careful and ultimately freezing him solid Meanwhile, Alyx retrieved her true weapon of choice, the Nuiburi, from her back, burying its wire string within the terrain as she prepared for the next phase of the battle and spreading it up to mid range around herself.

Throughout these actions, her spear continued to hover behind Alan, a silent sentinel ready to strike at her command.


(Kanki: Kigen no Kamigami) – Surge of Evocation: Era of Gods
Type: Offensive, Defensive, Supplementary
Rank: D – S
Range: Short – Long
Chakra Cost: 10 – 40 (40 + 10 via Fortification = 50)
Damage Points: 20 - 80 (to non-Surgebinders) (80)
Description: This technique encompasses the basic applications of the Surge of Evocation. The Surge of Evocation is the usage of Prana in its raw and unrefined form; whatever this Prana touches is transformed into ethereal energy and transported to the Throne. Prana will neutralize and be neutralized by techniques that possess the same amount of chakra. Similarly it will be useless against attacks of greater chakra and will not be weakened by techniques of lower chakra. However when used on living targets this ambient energy will feel extremely frigid to the touch and induce cold burns on contact or even freeze a target solid for higher ranked applications. D to B-Rank uses will inflict cold burns as well as all of the effects of frostbite. A-Rank uses will cause necrosis of the afflicted parts of the body, making them appear dark purple and bruised to signify the death of cells. Affected appendages and organs will cease to function, becoming completely immobile in the case of limbs. S rank uses will freeze the struck targets solid. In the case of Surgebinders, who are immune to all of the above effects, they will be transported to the Throne when struck by the prana of another member of their clan. Era of Gods can be split into three separate applications, all based on the same principle: constructs, armors, and familiars made of prana energy.

Pride of Gilgamesh – Gates of Babylon
The Pride of Gilgamesh allows the user to produce Prana either from the user’s body or on the battlefield. The Prana can only be manifested within short-range of the opponent if the user is also within that range, in which it must be created a minimum of one meter away. This restriction does not apply if the user chooses to release the Prana from their body, rather than manifest it away from themselves. The energy can be released from the body via various hand signs depending on the user's rank in the clan. This can be done to generate constructs bound only by the rank of technique used and one’s imagination; alternatively the user can simplify the application by creating streams, waves, and constructs of Prana. Manifested Prana is capable of taking solid form, granting tangibility at the user’s volition. Non-projectile uses of this technique are capable of levitating and can be governed through mental commands and a sustained chakra cost. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. A-Rank and S-Rank constructs will last three turns per usage unless they are prematurely cancelled. S-Rank applications can only be used once every two turns and no Prana above A-Rank in the turn after the deactivation of an S-Rank application.


Embrace of Ishtar – Armory of Akkadia
This variant allows the user to manifest armors, auras, and coatings of Prana around their body. This can be used to enshroud a single or multiple body parts in a layer of colored energy. These defenses can be made to fit the body like conventional armors or enveloping it in a formless manner. The first type can be created with additional limbs and appendages such as wings which enable flight. The user can also constantly reshape it and create small-scale weapons from the body of the armor, though at the cost of one of the user's three moves. It should be noted that these constructs remain attached to the main body of the armor and so act as an extension of it. The second type generates a “flowing aura” that appears to flicker like an open flame. This aura is often made as an upwards column that is streamed into the sky with its base remaining around the user. It should be noted that its power is not split or divided as all of the Prana energy is part of one whole. The armors can exhibit tangibility, although this does not hinder the user’s techniques and their passing which can freely move in and out of the armor per the user’s will. B-Rank and below applications require being sustained with 5 chakra per turn while A and S Ranks require 10 chakra per turn. A-Rank and S-Rank applications can last a maximum of three turns, with A-Ranks usable thrice per battle and S-Ranks twice per battle. After an S-Rank application expires the user is unable to utilize Prana above A-Rank for a single turn.

Divinity of Merlin – Garden of Avalon
The Divinity of Merlin allows the user to produce Prana in the same way as the Pride of Gilgamesh and can be shaped in the same way, limited by rank and imagination. However, unlike the Pride of Gilgamesh which creates static constructs the Divinity of Merlin creates constructs imbued with a limited form of sentience – familiars. These familiars can be created anywhere on the battlefield, with the exception of short-range of the opponent unless the user is also within that range; in this case the familiar cannot be created within two meters of the opponent. This restriction does not apply if the user chooses to release the Prana from their body. Familiars are capable of taking numerous shapes, not simply limited to animals. These familiars are also capable of taking solid form at the user’s volition. Familiars are capable of remaining on the battlefield for four turns. B-Ranks and below are sustained through 5 chakra per turn, A-Ranks and above require 10 chakra per turn. S-Rank applications can only be used twice per battle and no Prana above A-Rank in the user’s next turn after deactivation.

Note: The upper echelon of the clan (Servants and above) are capable of using this technique without hand signs for B-rank and below. A-rank will require two hand signs and S-rank requires three.
Note: The lower tier clan members (Phantasms to Guardians) will require 5 to 3 hand seals for all ranks, decreasing as they they ascend in rank.
(Nuibari) - Sewing Needle (Reference)
Type: Weapon
Rank: B
Range: N/A
Chakra: N/A
Damage: N/A
Description: Wielded by Kuriarare Kushimaru, the Nuibari is an unique weapon which assumes the form of a narrow longsword, cylindrical and very sharp which greatly resembles a large needle, with a long length of thin wire mirroring thread, tied to the eye located at the base of its hilt. This sword, quite aptly called "Longsword" is said to possess the ability to pierce all and stitch them together, clearly demonstrated by Kushimaru as how effortlessly he was able to penetrate multiple targets in a single thrust and then quite literally stitch them together in substantial bundles by simply pulling the attached wire taught. A capable user can even throw the sword with the intent of piercing a line of multiple enemies, before catching the needle at the other side and repeating the process at different angles, in order to create knots of corpses with the wire passing through the entirety, effectively creating bundles of bodies at various points along the length of the thread. The sword itself is virtually indestructible and is very resistant to damage though it can't pierce through physical techniques A-Rank and above. The metal wire is as resistant as the sword and although very sharp, the user will be able to pull and interact with it without injuring himself.
Note: Can only be used by Kuriarare Kushimaru, Mangetsu Hozuki, and Hebiichigo
( Chōtō Ninpō: Jigumo Nui ) - Longswords Ninja Art: Stiching Spider
Type: Offensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using the Nuibari, the user buries several wire strings underground without the opponent noticing (through the use of a distraction or hidden mist, etc). Once a person stumbles into the area he is able to trap them in a myriad of wires which he uses in an attempt to cut their feet off.
 

Detective L

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*Typewriter clacks*

Her reponse had only increased votality. A show of strength. A tennis match between two opposing sides, with the ball ever increasing in speed. Every strike landed harder. Every choice mattered. Every moment fleeting.

The sudden absorption showed Alan he needed to change his strategy. With the energy lingering forward and coming towards Alan, easily discernible, he would wipe blood onto a scroll and summon forth a structure, a labryinth - to only encase and trap, but also protect. Guarded himself, the structure would entrap the woman, her weapon, separate her visually from Alan and also work as a buffer against the released energy. Unbeknowst to him, the sword technique would also become unavailable to her - as the ground is now covered in Soapstone. The structure itself enhanced to protect Alan and limit her response.

"Please, the hostility is not needed."

Toseki: Shutsugen no Obatala - Soapstone Release: Advent of Obatala

Type: Supplementary
Rank: S
Range: Short - Long
Chakra: 40(-20 to repair the labyrinth)
Damage: N/A
Description: The user brings out an empty scroll and smears blood upon it while making two handseals. Having done the ritual, he would slam the scroll to the ground while imbuing large amount of his chakra. He would then summon a massive structure that span a 100m area around the terrain. The structure is an entire city with intricate structures/labyrinth and ancient architecture all made of soapstone. Even the ground is made of soapstone and the walls of the city or buildings within the city could reach up to a height of 50m. Depending on the user, he can make it so that he and his opponent are already in the labyrinth or He is outside the structure. The entire structure is very slippery and unable to stand on and due to the slipperiness, no one is able to get a good foothold (even if they focus chakra to the sole of their foot), though the user would clad his foots or other parts of his body in soapstone chakra which allows him to move, have a good grip or stand in the terrain. Due to the slipperiness, the user is able to with proper training, ski on the slippery terrain though because the surface of the terrain and the user's feet are now with entirely no friction while skiing, the user would be moving with fluidity and grace allowing his movement to be wavy(irregular zig zag) thus he is difficult to aim at. The terrain /structure is permanent that remains on the terrain even when not in use. A special feature of the terrain is an array of marking all around it covering the entire terrain grounds and walls. The markings are like glyph but they are actually seals that activate upon the opponent's chakra. Should the opponent try to channel chakra through it into the ground, the seals activate and eats the chakra. This makes the usage of a jutsu from below impossible. Unless the entire labyrinth is destroyed all at once without a trace of soapstone left, The user can with one handseal, repair the labyrinth to its former state. This can only be done 3x per battle.
NOTE: The Fuin seal is A-rank though while the labyrinth itself is S-rank in magnitude and durability
NOTE: Usable only once per battle
NOTE: Once used, no soapstone above S-rank in the next turn.
NOTE: Repairing the labyrinth counts as a move
( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation

Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance
(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release Specialists and Yin-Yang users can use advanced elements and CE.
Note: Hungry Ghost can only be used on S-rank techniques and below.
 

Alyx

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As the encroaching Prana threatened to make contact, the opponent swiftly countered with a unique scroll drawn from his tool pouch, slamming it onto the terrain's surface. A burst of unfamiliar material erupted outward, defying the Prana's absorption. Iudex's eyes widened at the unexpected move, but she pressed on with her offense, undeterred by the obstacle.

"You possess unique abilities; perhaps you wish to become one with the Stars," she remarked aloud, her voice carrying across the battlefield. With practiced precision, she began weaving a series of hand seals, her movements fluid and deliberate. With the final seal, a burst of algae surged from the soles of her feet, spreading rapidly across the terrain. Spires of seaweed spreads across the Soapstone, as both combatants claimed portions of the terrain.

As the algae expanded, Iudex utilized it to elevate herself above the surface, remaining poised and in control. Simultaneously, she enacted a barrier spell, absorbing the infusion provided to the Soapstone zone and weakening it back to its base state. In exchange, she infused additional water chakra into the algae, empowering it for her next move.

Using her opponent's last known location as a guide, Iudex directed the algae to weave through the labyrinthine terrain, forming vines of seaweed in an attempt to ensnare him. With calculated precision, she rose above the walls, positioning herself high above the arena.

"I must applaud our unique creation. Tell me, Alan—why here? Why come to a kingdom long burned down?" she inquired, her voice carrying a hint of curiosity and intrigue.


(Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A (80 Defensively)
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 3 point reduction in their base speed. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.
-Requires Three [3] Handseals
(Fuuinjutsu: Disupurēsa Kabei) Sealing Arts: Displacer Wall
Type: Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: The user erects a transparent barrier that spreads out from their body up to mid-range, carrying with it no damaging properties or physical characteristics. To the untrained eye this barrier is entirely invisible, though chakra sensors and other Doujutsu users will be able to perceive its existence easily. The barrier’s purpose is temporary, acting to intercept a single technique and perform its functions on techniques or fields that have boosted or augmented it. The barrier’s mechanics allow it to ‘strip’ a single technique that it intercepts of its boosts or augmentations; in other words, the barrier must be able to physically intercept the targeted technique. Those that are intangible, like the Hands of Sloth, would be incapable of being interacted with under normal circumstances by this barrier technique unless it was modified by an external technique. In terms of boosts, this barrier is capable of stripping infusions that are directly infused into the technique in question – this counts passive infusions, as well as those actively done by techniques that infuse chakra directly into a technique. When the infusion is stripped the effects of that infusion are also removed. Note that if an infusion applies more than the chakra of this technique, then the barrier will be unable to strip the targeted boost. This technique can be used within the same timeframe as another technique, or used on its own.

Note: No Fuuinjutsu above A-Rank can be used in the same turn or next.
Note: Can only be used four times per battle.
Note: Requires a two-turn cooldown between applications.
( Suiton: Hiryō ) Water Release: Carabao Fertilizer
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: N/A ( +10 to infused Technique )
Damage: N/A ( +20 to Infused Technique )
Description: Carabao Fertilizer is an infusion of water chakra directly within the genesis of another technique. It has the ability to produce the necessary amount of water to initiate the materialization of another that would otherwise require a water source, or simply boost it's body and strength by +20 damage, and can be used in the same time-frame as a summoning technique to call forth an aquatic animal that can stay in battle with a small ball of water similar to Water Prison ( the low rank of the technique allows only for summons smaller than 2 adult humans ). Finally, the infusion of water can be used on Biological Advanced elements composed of Water and Earth, like Wood, in order to nourish and strengthen their body, to produce the same boost ( It works on Elements that would typically benefit from the infusion of Water, akin to Wood, like Mushroom, Plant, Algae, while excluding other Biological elements like Proteins, Bacteria, etc ).

Note: Requires a 1 turn cooldown. Can only be used 5 times. Can't boost techniques higher than S rank.
 
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Detective L

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*Typewriter clacks*

A terrible sight as the thick entity bursts through the defenses made by the writer. Craftier and more ingenuity was to be applied with regards to dealing with her onslaught. She had total control of this realm, including but not limited to natural sources. The hardened stone would be impacted easily, as her approach strengths.

Weaving a single seal, Alan would destabilase the entirety of the Soapstone structure as it morphs into a smaller form. Sharp and ragged, the Soapstone would engulf the emerged Algae - and crush it with superior strength. The Soapstone itself harder than Diamond on the Mohs scale. The entirety of the construct would be then directed towards the regal woman - aiming to take her out.

"I wouldn't be here by choice.."

Soapstone Release: Redox - Toseki: Uwaki

Type: Offensive
Rank: S rank
Range: Short-Long
Chakra: 40
Damage: 80+30 = 110
Description: The user makes one handseal while focusing his chakra into an existing soapstone source. By adding chakra the user dis-stabilizes the molecular structure of the soapstone and thus causes a collapse in the structural lattices as their atoms becomes rabid and erratic. The result is a massive instability and exothermic energy reaction as the soapstone separates/divides into shard or perhaps, smaller entities which depending on the user, the sizes may differ ranging from the size of several golf balls to that of nail-size rock pebbles. As the soapstone divides into several/hundreds miniature sizes, they splash outwards while converging on the target, completing cladding him in the soapstone. An example is a soapstone source beside a target would splash into hundreds of mini sizes as a result of division of the main source, then while they are alive and kinetic, they converge and encapsulate the target, then they coagulate once again to form a single entity. Now the moment they clad the target they constrict quite quickly into a smaller compressed form, successfully crushing the target within them. Alternatively as they splash and are now converging on the target, the user may make the mini soapstone to take on a sharp property so that as they converge, they impale the target from every sides, embedding their sharp edges into the targets skin, then as they coagulate to form a single entity, they tear off the target skin.
NOTE: Usable 3x per battle
NOTE: One turn in between usage.
Toseki/Katon: Eledua no Hogo - Soapstone/Fire Release: Protection of Eledua
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A(+10 additional chakra spent on any soapstone. technique)
Damage: N/A
Description: The user activates a soapstone/fire technique making it that for a short period of time, all his soapstone techniques comes as a special type of soapstone. Soapstone reaction to fire makes it hardened to a very extreme level, ricocheting its hardness level above that of diamond on the moh scale. During molding process, the user adds more fire chakra increasing fire ratio than it should be thus making the resultant product which is soapstone a more tempered one seeing that too much fire on soapstone makes it harder than it should be . This does not make soapstone to become neutral techniques that are initially stronger than it but simply strengthen the soapstone and increase their power level by a rank while elemental strength and weakness still applies. The hardness also does not affect the innate ability of soapstone which is slipperiness, it only makes the surface harder than it should be.
NOTE: Activation is instant as it only supports other soapstone techniques thus it can be used in the same timeframe of another technique.
NOTE: The activation makes it so that the user unconsciously add more chakra when molding his soapstone techniques which gives rise to the tempered soapstone for a short period of time
NOTE: Does not increase forbidden rank soapstone techniques but increases their damage by 10
NOTE: Last for 3 turns
NOTE: Usable 2x per battle
NOTE: 2 turns in between usage
NOTE: No soapstone technique the next turn this ends.
 

Alyx

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Contemplating her next move, Alyx sensed the shifting of the Soapstone beneath her, a sign of Alan's manipulation. With a smirk, she realized that passivity would only lead to defeat. "Very well then, as punishment for your trespass, you face judgment by Iudex Aquarius," she declared, relishing the moment.

Without hesitation, she delved into her arsenal once more, tapping into the power of the Throne. Her arm extended, transforming her hair into a massive clawed glove infused with Prana, granting it increased reach. Simultaneously summoning a spellbook into her free hand, she enhanced her Grimm Mane techniques.

With a swift motion, she tore through the emerging terrain, overpowering the Soapstone structure. Her attacks were relentless, aiming to crush Alan within her vice grip and restrict his Taijutsu capabilities with the infused mutagen.

"One last chance, Alan," she warned, offering him a final opportunity to retreat. She remained airborne, now capable of floating via her spellbook. The spear NP would have been destroyed or sent back to the Throne willingly (whichever works best here).

(Zokyo: Kiseki no Sedai) – Surge of Augmentation: Generation of Miracles

Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40 (-10 chakra per turn)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user’s chakra system and ability to control it through an infusion of Prana. Activating this ability is instant and occurs in the same time-frame as another technique. Each Augmentation can last up to four turns and can be used twice per battle. However this technique can only be used three times per battle. After an Augmentation ends, the user suffers a backlash related and proportional to the ability used and how long it was active. The cool down before re-using any of the augmentations is proportional to the duration it was previously activated for.


Crown of the Ruler - Munificence of Jeanne
In this Augmentation the user will augment their chakra system with Prana to increase the efficiency and scale of their techniques, allowing them to travel further and cover a greater scope. Both the range at which they can be created or manifested and the size/scale of the techniques can be influenced with this ability; although, this cannot bypass creation limitations. This means that techniques cannot directly manifest themselves on an opponent, unless the base technique already allows for this like Swamp of the Underworld. While this ability is active, short-range techniques will reach mid-range and mid-range techniques will reach long-range. Techniques which span long-range in size and initial reach are not affected by or subject to this ability. The same goes for techniques which affect the user's body or anything on their person or those which do not physically travel (e.g. techniques which require physical contact with another person). To demonstrate this technique in use, if the user applied this to the Great Stone Golem technique, it could be created at a mid-range distance from the user but its maximum size would remain unaffected. When this ends, for the same duration Crown of the Ruler was active, the range of all of the user's techniques will be decreased by one (except short-range techniques). Both the size and reach of long-range techniques will decrease to mid-range, while mid-range ones will decrease to short-range.


Helm of the Avenger - Wrath of Dantes
In this Augmentation the user will augment their chakra system with Prana in order to increase the strength and potency of their techniques. This Augmentation can be selectively applied to certain elements and abilities, or simply universally applied, but in the case of the former, they must be specified beforehand. The chosen elements and abilities will gain one rank if they are A-Rank or below and in the case of S-Ranks and above they will gain +20 damage. In the case of Defensive/Supplementary techniques which possess no inherent damage, they too will gain a rank in effective strength (capable of defending against 20 more damage). This ability can also affect advanced elements/abilities without being applied to one or any of their individual components. When this enhancement ends, the user will be subject to backlash proportional to how long the Helm of the Avenger was used. For the same duration as the Helm of the Avenger was active, techniques of the fields that were boosted will now be decreased by one rank. In the case where all techniques were subject to the boost, the loss in rank after the technique's end will affect all of the user's jutsu.

Aegis of the Shielder - Devotion of Galahad
In this Augmentation the user will augment their chakra system with Prana in order to increase the power of their techniques. This will enable them to empower all of their techniques or only selected fields by an additional ten chakra. Sealing and absorption-type techniques will be effective against jutsu with ten more chakra than their usual limit. When Aegis of the Shielder ends, techniques of every field boosted by Aegis will utilize ten less chakra for the same number of turns the Augmentation was active
.
(Busou: Kenshoushi no Seiki) – Surge of Armament: Century of Champions (Passive)
Type: Defensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique is the most fundamental Armament technique in the Surgebinder arsenal and covers each major class of warrior. The user can summon the Noble Phantasm anywhere on the field, but it must be at least short-range away from the opponent unless the user is also inside that range. Servant rank Surgebinders can sustain the summoned Phantasm indefinitely but they will be prevented from calling forth any further Noble Phantasms until they return this one to the Throne. Heroic Spirits and above can sustain two Noble Phantasms indefinitely but will also be prevented from calling forth any further weapons until at least one is returned.

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

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

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

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

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

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


Masks of the Assassin
The user will summon a mask and cloak filled with daggers, which will manifest over their current attire. Both the cloak and mask are waterproof, fireproof, and will defend against freeform damage of all kinds. Every cloak and mask will possess a unique colour and design and will fit the user perfectly as each is tailor-made for the individual. Within the interior of the cloak, held in place by numerous pockets, are countless throwing daggers known as 'Black Keys'. These daggers are invisible, unaffected by air resistance, produce no sound whatsoever and are impossible to sense. Whenever they clash with or come into contact with anything, no sound is produced by the collision/contact. These daggers can be used in exactly the same manner as basic ninja tools.
(Gurimu Tategami: Yūgai Hoshoku-sha) Grimm Mane: Arbiter of Malice
Rank: B - S
Type: Offensive, Defensive
Range: Short (Mid)
Chakra: 40 - 60 (60)
Damage: 80 - 120 (120 +20 = 140 - 20 = 120)
Description: Arbiter of Malice is a Grimm Mane technique designed to be the inherent basic technique of the style. This means, while now based on a direct beast- the user can shape and mold their hair into different forms. These can range from gauntlets resembling the fierce talons of a avian, stretched out in length like whip resembling a tail etc. This falls all into the user's own imagination now how they wish to conduct and control the hair. In contrast to this, the unique application applied to this technique requires direct contact - allowing Yang natured chakra to be forcefully infused into the target's body. The chakra immediately begins to attack the individual's nervous system- overloading it and messing with their brain's signaling. The sheer mutation also expands into two specific alterations based on rank, one of which the user's eye balls rapidly and uncontrollably looking in different directions. This renders abilities casted through eye contact/line of sight impossible as they wouldn't be capable of adapting to the rapid change in brain signal to regain control over their eyes. This only applies with the B Rank application, while the A and S Rank application implements a more harsher degrading of the nervous system, rending the opponent unable to use Taijutsu above B Rank when inflicted with this mutagen. B Rank application can be used four times per battle (with a cool down of two turns between each use), A Rank can be used thrice per battle (with a cooldown of two turns between each use, but leaves the user unable to use Grimm Mane Techniques above A Rank for said duration) and finally S Ranks twice per battle (with a cooldown of three turns between each use but unable to use Grimm Mane nor Yang Release Techniques above A Rank during this cooldown). The Yang mutation naturally fades away after two turns of infection, though can be preemptively removed with a surge of chakra either through Yin - Yang, Yang or Yin Rlease or Natural Energy of 50.
 

Detective L

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*Typewriter clacks*

A cursed combination of hair and energy created what seemed to be a large hand destroying the structures and incoming attack from the Soapstone. The writer had to act quickly to avoid its vengeful embrace.

Alan wouldn't react but rather act, as he passively causes a seal to react as the hand comes into short range - releasing a powerful blast, ridding it from existence. At the same time, Alan would peer into the mind of the regal woman. Her tome would start disintegrating, as her method of flight is interrupt - promptly sending her back into Mother Earth's embrace. Alan would at that moment of initiation launch an explosive kunai to meet her fall.


"Chances don't matter, I'll be here either way." He said reluctantly.


( Juinjutsu: Kyūshutsu no Soter ) - Cursed Seal: Soter's Deliverance

Type: Offensive/Defensive
Rank: A
Range: Short
Chakra cost: 30
Damage points: 60+30 = 90 to opponent (180 for x2)
Description: Based on the Sealing Trap Explosion, the user creates a cursed barrier around his person. This skin tight barrier is then made dormant until specific conditions are met. Should a jutsu of foreign chakra approach the user, the armor will react in such a way that, much like the parent jutsu, an explosion is generated. However, the difference between the two is that while the basic version is omnidirectional, this variant is a controlled outwards explosion generated towards the source of the foreign chakra. Due to the layer of chakra in the barrier around the body, the user is left unscathed as the barrier generated explosion disperses any attack of same chakra level or lower. Due to being an actual barrier and not a chakra shroud like with SM or Bijuu Modes, the user is left able to use other mode based jutsu while this lays dormant. Should an explosion occur in a direction, the user is able to release it from his fist instead of his entire front torso.
Note: Can be applied passively and pre-placed on the user's bio.
Note: After using, the user cannot use again for one turn and no S ranked Fuuinjutsu next turn.
Note: Can only be used or applied 4 times.
Note: User is able to release from two spots at once but requires two slots and the only way the user can have double usage at once but this requires one additional turn to the already 1 turn wait in between usages.
Note: Cannot be combined with techniques that increase the chakra cost of this jutsu
Genjutsu: Upsu! - Illusionary Arts: Oops!
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra: 30
Damage: 0
Description: An opposite of a genjutsu that removes gravity. This increases it albeit one or two things involved. after 2 handseals, the genjutsu is cast. This works on an opponent that is suspended in air maybe through a flight technique, wings, etc. Considering the type of flight mechanism, if its a kind of wings, the target who is in the illusion suddenly sees his wing tear/break and thus he would start falling due to him unable to sustain his flight. Perhaps what gives the target flight is a technique that uses raw chakra/energy like Mu's flight jutsu, the target would immediately feel a massive continous amount of pressure succumbing him to a strong gravity pull and thus would begin to fall. If the flight technique used is a wing, the pair of wings break and when it is recasted, they break again until the target is actually out of the illusion. This genjutsu also ofcourse may be used if an opponent is temporarily airborne maybe due to a high jump or through the usage of a suplementary jutsu to sustain a guided and premature flight/glide like using the wind stream jutsu. The genjutsu make it seem that gravity has just richocheted high and the victim has been forcefully succumbed to fall due to immense gravity. In real life, the victim is still there though mere hovering on a spot or perhap continues to glide in the direction he was moving. However he may actually fall in real life though at a normal rate, if his flight technique needed focus to sustain.
NOTE: Usable 3x per battle
NOTE: One turn rest inbetween usage
NOTE: No genjutsu above A-rank next turn
 

Alyx

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Alyx's relentless analysis of her opponent proved fruitless as he showed no signs of relenting, leaving her with little choice but to take action. The explosions erupted around them, but Alyx remained unfazed, her innate immunity shielding her from the illusions. With the threat neutralized, she allowed the spellbook to fade back into the throne, focusing instead on her next move.

Descending toward the terrain, Alyx unleashed the pent-up energy stored within her draconian tattoo, propelling herself into the air with a discharge of power. At the apex of her ascent, another surge launched her directly toward Alan. In her hand materialized a wireframe spear from her Ninja Tool, ready to strike.

Drawing upon her expertise as a Dragoon specialist, Alyx conjured an army of water-based assassins mid-flight, utilizing the moisture in the air as their medium. As they descended upon Alan, each assassin aimed for a specific point, creating openings for Alyx to enter the fray. With her spear aimed directly at Alan's head, she prepared to deliver the finishing blow. "Farewell, Alan," she declared.

Once a Surgebinder is initiated into the clan, their body essentially becomes an "open doorway" for the ethereal energy. This means that prana energy will constantly enter and exist within their chakra systems and any quantity of foreign chakra or energy inserted into their bodies will immediately be transported to the Throne before they can take effect. Chakra inserted into their bodies for the use of illusions will be absorbed before their induction time is complete, meaning the genjutsu never occurs. However this also means Surgebinders will be incapable of having a Curse Mark or using Sage Mode. It will also become impossible for others to heal them through medical Ninjutsu or transfer chakra to them. If an ally or opponent tries to absorb the chakra of a Surgebinder into their own body, they will instead absorb this ambient Prana energy and be frozen internally.
Upon completion of Dragoon style training, a practitioner of this style may have the option to classify it as their combat Specialty, in which case it is regarded that user has undergone extensive physical conditioning, in addition to the finesse and agility granted by the more advanced fundamentals of the style. As such, specialty grants the user the capacity for use of Vorpal Jump to occur within the same timeframe as other techniques; a testament to their extensive understanding of the style and ability to predict their own movements relating to the use of the style's techniques in an efficient and masterful manner.
(Anesidora) - Anesidora (Passive/Reference)
Type: Technology
Rank: S
Range: Short - Long
Chakra: (Varies)
Damage: N/A
Description:
Anesidora is a Camera that comes with two Bangles that are worn on each of the user’s wrists. The Bangles act like “printers” for the user, capable of creating light copies (colour custom to user, cannot be invisible) of solid chakra Tools and Weapons that the user has photographed previously. The user can passively create freeform standard tools and weapons in their hands from the Bangles and they always look like solid chakra “wireframes” of the weapons or tools they’re mimicking; the user can substitute tools in techniques with this version of the weapons. If they’re Kunai, Shuriken, Metal Cards or small thrown tools like that any amount can be created around the user - larger weapons like swords are created in the hand. Even though they’re “wireframe” chakra copies, they act like the standard weapon they’re mimicking. Anesidora can mimic weapons needed for the user's custom fighting styles and create them in their hands or on their person at will without the user needing to carry them around. These tools can have seals placed or already placed on them recorded in the camera, the kanji or pattern take a wireframe look as well.

The real usage of this technique however is that this Camera stores the memory of Jutsu as well. The User can look through the Camera lense and can take a picture of a shape manipulated technique, examining the taken Jutsu and it’s structure in a Three-Dimensional shape and what abilities/strength it possesses and will store or print a copy for the user whether it be projected out from the bracelets or from the front of the Camera itself until formed and performs/sustains on it’s own - a Chakra deduction is made from the user's chakrapool which reflects the amount of chakra inputted into the taken technique. The created constructs will also have a Wireframe effect made purely of Chakra that is neutral to everything, the Wireframe construct can do what it’s original could do but instead of an “Earth Entity” firing “Earth spikes” it would be a Wireframe entity with a similar appearance firing “Wireframe Spikes” that can stab targets. If the printed entity can perform elemental jutsu up to a certain rank, this is replaced with Wireframe Constructs from the ground or their own body (Which are down to the user’s imagination) up to that certain rank, relevant chakra for the chosen rank construct much be deducted still (30 for A-Rank, 40 for S-Rank). The Construct lasts until a new Construct is made, sustained by the Camera which stores 150 Chakra Points, deducting -40 per turn that a construct is active. The user can passively give the camera 10 chakra a turn when there isn't a construct active.

Note: The user can have one of their own jutsu chosen to be “stored” in Anesidora. Posted with this technique in the relevant Technology and Artefact section or posted at the beginning of a Fight.
Note: The Copied Jutsu can be from the user or the opponent, they can be summons, entities or creations. Their strength is the same and their abilities are mimicked through Wireframe meshes (Within reason) which are neutral to everything. Unless they have unique abilities which cannot be copied as it's impossible for a Wireframe construct to use Yin parasites for example or to utilise absorption in any way.
Note: The user can take a Picture three times per battle, but only have one Construct on a field active at a time. When a Construct is destroyed it cannot be used again unless taken a Picture of again.
⥥ ( Doragūn Tamashī ) - Dragoon's Soul ⥥ (Passive/Reference)
Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The "Dragoon's Soul" takes the form of a bodily seal tattoo that holds the likeness of a Dragon, of which is primarily printed across the back of any and all users of the Dragoon Style, the appearance of which varies from user-to-user but each maintains a consistent theme of the Dragon's various parts being seen extending throughout the user's body, some examples being down their shoulders/arms or their waist/legs. This seal functionally serves as a housing and highway for "Draconic Might" throughout the user's body, which is functionally a cocktail combination of built up Tension Force absorbed from the muscles of the user -frequently seen in the flexing or straining of muscle tissue- and the integration of raw Chakra that serves as an amplifier and manifestable source of energy that gives directable control of the force. The aforementioned Tension Force is absorbed and stored through the Seal placed upon the user; a perpetual draw to charge the battery that is the Seal that comes as a result of even the slightest movement the user produces. This is done passively and is without a scaling system due to the abundance of the force it feeds upon at any given point in time. Once this built up force has been infused with Chakra, it becomes "Draconic Might" which can be directed either to key parts of the user's body, namely the legs for things such as boosts in speed, strength in lunges or leaps, or in certain circumstances, as projective force, depending on the technique that is utilized. Through the harnessing of a physical force such as Tension Force, all manifestations of Dragoon techniques that relies on chakra as a means of projection carries with it an inherent physicality to it that belies the raw chakra that it is infused with, often showing in a distinguishing manner of a thermal radiative wave that rolls off of any chakra (or Draconic Might) that is produced by the User. As a result, any use of Draconic Might is treated as physical damage. As a result of their physicality and the advanced nature of projecting pure chakra, all forms of Dragoon Style techniques that utilize Draconic Might and their interactions are treated as neutral.
Note:
-Must have this technique posted in reference on the user's biography in order to utilize the style and counts as one of their maximum bodily seals.
⥥ (Vuōparu Janpu) - Vorpal Jump ⥥
Type: Offensive / Supplementary
Rank: D-B (C)
Range: Short-Long
Chakra: 10-20 (15)
Damage: N/A (+10, +15, +20 to Bukijutsu-style attack)
Description: Vuōparu Janpu (or Vorpal Jump) is the trademark technique that all practitioners of the Dragoon Style learn first and foremost, and is the foundation for all of it's fundamental abilities. Through the concentration of a specified amount of chakra into the user's legs as a means of reinforcement, a singular circular seal with form along the soles of both the user's feet before releasing a discharge of concentrated energy downward in tandem to the generic motions required of a jump. As a result, the discharge will often dramatically propel the user in an upward direction, carrying them as high as 20 meters, scaling based on the rank and thus strength of the discharge (D-rank up to 10 meters, C-rank up to 15 meters, B-rank up to 20 meters) before resulting in a downward descent that is instigated by a second discharge of the same strength as the first, propelling the Dragoon in a designated direction stated by the user in their usage, traveling at 2x their base speed for the duration of travel. If a direction is not specified, the default is downward. Through the use of this propelling force, the user enhances the strength of their next Bukijutsu-style technique, or in any case that the user's polearm is effectively used as the means of attack, scaling to the level of discharge chosen.
Note:
-Must have an active polearm-style weapon in order to use.
-Once initiated, cannot be canceled unless using "Vorpal Redirect."
(Suition: Yami ni Orimasu) - Water Release: Descend to Darkness
Type: Offense/Supplementary/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 (+10 each turn)
Damage Points: 80 + 10 via AP = 90
Description: The user will channel their water chakra into the surrounding air in order to create a number of traditional assassins composed entirely of mist with a slight blueish hue. This is the brother technique of "Wind Release: Leap of Faith" and thus has very similar applications to that of its wind brother. However, it does contain some slight mechanical differences due to its watery composition. The assassin's may be able to disperse themselves into mist, or form into their regular shape at any time, and passively may do so. This allows them to effectively evade physical based attacks and continue their assault. However, they may not attack in mist form. But when in mist form, they do possess a defensive capability to sustain their presence of the field. This mist form allows the assassins to supplement what its brother technique could not do, and that was block against attacks. When used in offensive purposes, the mist will condense its water droplets tightly and essentially "turn" into a water form, quite solid, and able to pierce, stab, and slash the opponent in similar methods to its wind counterpart. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Can only be taught by Joker. Can only be used twice. Lasts three turns. No water S-Rank and above same turn created.
(Suiryoku) - Thrust
Type: Offensive
Rank: D - B
Range: Short
Chakra: N/A
Damage: 20 - 40 (40 + 15 via Vorpal Jump) = 55 x2 if Crit = 110)
Description: One of the simplest moves in Bukijutsu, the user will thrust their weapon at the opponent with a rapid motion, striking them very quickly. Due to the speed of a thrust in comparison to a slash it moves slightly faster than the user's speed, adding a plus two speed modifier to the attack.
 

Detective L

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The typewriter breaks - the writer had to do more than write. Scratch. He had to act. A self manifestation of anger and darkness. Launching herself, weapons and water based assassins at Alan would serve futile as an ethereal being would manifest around him - enhanced in its protection. He would manifest several orbs of Amaterasu - an undying flame - darker than the Dark Place itself, to fling itself at unholy speeds at her. Scratch. The regal woman would have her hands full, as the manifestation at the same time destroys the water based creatures using its large saber.

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"What you know is a drop. What you don't..is an ocean." His voice, darker and more menacing.

( Doujutsu: Eien no Mangekyou Sharingan ) - Eye Technique: Eternal Kaleidoscope Copy Wheel Eye
Type: Supplementary
Rank: Forbidden
Range: Short-Long
Chakra: 70 ( -20 per turn to keep active )
Damage: N/A
Description: The Eternal Mangekyo Sharingan literally meaning " Eternal Kaleidoscope Copy Wheel Eye", is the final step in the evolutionary state of the Sharingan. While Mangekyo Sharingan is but an imperfect Dojutsu, unable to sustain and keep its own power, weakening with each use, the Eternal Mangekyo Sharingan brings control and balance to the power wielded. By merging the users own MS with that of his sibling, the use is able to awaken the EMS. The EMS grants the user the same abilities granted by MS but to unsurpassed levels. While granting the user the ability to perceive the world with increadible insight, it also grants the user the ability to see through S-Rank visual illusions and track the movement speed of almost anything, perfecting the already amazing abilities of the standard MS, like casting Genjutsu without the need for handseals as long as a line of sight to the target is available. A unique feat however, is that once the user awakens EMS, he loses access to his normal MS, transitioning from 3T form to EMS directly. While MS damages the user as time passes and severely tires and drains the user as its used, the EMS doesn't. The user can keep it active without losing his eyesight or damaging himself and can use the normal MS techniques with no activation reduction or drawbacks. Its true that the chakra cost is higher, but the user will feel little to no effect in his stamina and energy. Through his EMS, Madara gained the ability to control Tailed Beasts by forcefully using his sharingan genjutsu/mind manipulation abilities to take control of the Bijuu and temporarily sever its connection to the host. If the Jinchuriki is in normal form or entering one of the transformations, it's blocked from transforming for 3 turns. If it's in incomplete form, it's forced back into normal form and left unable to access his bijuu for 3 turns and if its in complete form, the user gains control over the bijuu, manipulating its movements/actions completely for 2 turns or until the complete form ends (whatever comes first), leaving the host unable to acess his bijuu for 3 turns.
Note: Only usable by bios with EMS after meeting the necessary requirements.
Note: User needs to have activated his 3T Sharingan beforehand
Note: Once activated, lasts 10 turns per use and once the user has held the ability for 4 months, can be done passively, with no move cost.
Note: Using MS techniques don't reduce the activation time.
Note: To avoid direct Eye Contact and be able to focus only on the body movement below the chin, the opponent needs to have mastered Taijutsu to possess the necessary skill.
Note: Predicting the nature of a technique or what it exactly is requires the user to either know the technique or that its a cannon technique.
Note: While active, as long as a clear line of sight and the range is respected, the user can cast normal non-Doujutsu Genjutsu without the need for handseals. However, Doujutsu illusions still require eye contact (if feasible) or their own requirements; this ability only affects regular Genjutsu.

( Doujutsu: Susano'o ) - Eye Technique: Sasuke's Tempestuous God of Valor
Type: Supplementary/Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 120 ( +30 per additional turn )
Damage: N/A ( -10 to user per turn )
Description: Susano'o is a gigantic, humanoid avatar made of the user's chakra which manifests around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susano'o is anchored to its user and they to it: in its less developed forms it will move around with the user; in its more completed forms the user will be suspended within Susano'o, being brought with it as it moves. This connection allows Susano'o to shield against physical attacks, becoming more difficult to penetrate as it is manifested more fully.
Standard:
In its initial form (requires EMS), Sasuke's Susano'o has S-rank durability and for combat, employs either a sabre or a bow (S-rank constructs). With regards to the latter, it is able to produce arrows of chakra to use in tandem with said bow via an orb held by its third hand. Up to two arrows can be shot per turn with each retaining the same damage output and traveling quickly (2x Sage base speed). Alternatively, the arrows can be used as makeshift melee weapons. More notably, its own abilities can be used in conjunction with Blaze Release, which occurs passively. At this level, it becomes able to use Yasaka Magatama as well.
Complete Body:
Two turns after it initially manifests, the user stabilizes their chakra and hence induces their Susano'o to advance to its final form. In its final form, Susano'o acquires new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. But more importantly, it gains power akin to a Bijuu. Once stabilized, the Complete Body form can protect its user from all but the strongest of attacks (100 damage). And with regards to its offense, its weapons can inflict F-rank damage up to long-range no matter the weapon being used, with the sword having been shown able to cleave mountains.
Indra Susano'o:
When drawing on the power of the Rinnegan, the armor surrounding the Complete-Body form is reduced somewhat while the size of the Susano'o nearly doubles, exposing the humanoid within. The humanoid form below glows like lightning and emits this lightning from it's body like Chidori. This Susano'o gains a significant power increase, allowing it to reduce up to 120 damage. It can also use it's blades to deal damage on the same scale, dealing 120 damage with the sword it generates. Sasuke is also able to perform his Chidori through this Susano'o as well as Susano'o: Great Fireball Technique and Indra's Arrow. This form can only be activated once per event and only after Complete Body form has been reached, being able to trigger it at any point after. However, this form only lasts 3 turns due to it's tremendous chakra burn, requiring 100 to activate and 40 per turn to sustain.
Note: Counts as a move each turn it is active; moreover, Izanagi and Izanami cannot be used.
Note: For Sasuke with EMS, Susano'o is usable twice and lasts up to six turns, with a three-turn cooldown after EMS is reactivated.
Note: For Sasuke with Rinnegan, Susanoo is usable twice and lasts up to eight turns, with a three-turn cooldown.
( Fuuinjutsu: Zōkyō no Bia) - Sealing Arts: Bia's Augmentation
Type: Supplementary
Rank: B
Range: Short
Chakra cost: +20 to jutsu
Damage points: N/A
Description: A purely defensive and supplementary jutsu, the user creates a barrier around a selected shield, armor or other body used for defensive purposes. This can range from chakra armors to physical shields/barriers to raw chakra bodies around the user and various types of defensive jutsu. The purpose of this barrier is to reinforce the defense of the targeted jutsu by means of the barrier around it. What this does is add additional chakra to the barrier when it's created, increasing the power of the jutsu by 20 damage points by making a thin physical barrier around the jutsu made to act as a second layer around the jutsu to allow it to augment it's effects and defensive aspects. While simple, the barrier acts as a small coating that can only be described as skin tight in relation to how close it is to the jutsu it's applied to.
Note: Can be used 4 times with a 2 turn cool down in between usages.
Note: Because this jutsu's effects are reliant upon another jutsu being used, this can be used in the same timeframe as another.
Note: Cannot be used with Cursed Seal: Soter's Deliverance
( Enton: Yasaka Magatana ) - Blaze Release: Eight Slopes Curved Jewel
Type: Offensive
Rank: Forbidden
Range: Short - Mid
Chakra: 70
Damage: 140
Description: Utilizing the orb of black flames in his Susanoo's hand, the user is able to rapidly produce a number of magatama projectiles, which are composed entirely of the flames and have solid, corporeal form. The size of the created projectiles are dependent upon the user's intent and situation though they all travel at high speeds, moving at 30 speed. While the manner in which they work is somewhat similar, the technique can assume multiple forms that differ slightly both in appearance and use - similar to the normal Yasaka Magatana technique. Upon impact, victims are forcefully thrown off of their feet and quickly incinerated, taking full damage at one time before the Magatana disperse that turn.
Note: Can only be used by Uchiha with Blaze as their eye abilities.
Note: Requires the user to have his MS or EMS active
Note: Can only be used 3 times and reduces MS duration by 2 turns each use.
Note: Cannot be dodged unless the user has an ability that fits the ones described.
 
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Alyx

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It seemed Alyx's intuition had been correct; the man she faced was indeed hiding more about himself. As she attempted to strike, both she and her assassins found themselves threatened by the summoning of an ethereal guardian. "A Susanoo?!" Alyx exclaimed, her eyes widening with a hint of concern. Yet, true to her regal demeanor, she faced her opponent with respect, even in the face of such formidable power. However, her aerial position left her in a precarious situation.

With a confident smile, Alyx surged her body with copious amounts of Prana, causing a bright yet non-blinding light to emanate from her. In an instant, she vanished, reappearing mid-range behind Alan. Utilizing the momentum from her previous use of Vorpal Jump, she had managed to evade his attack by briefly placing herself in stasis.

(Kanki: Kyojin no Jidai) – Surge of Evocation: Epoch of Titans
Type: Defensive/Supplementary
Rank: B-S
Range: Short-Long
Chakra Cost: 20-40
Damage Points: N/A
Description: Considered the father technique of Era of Gods and Dynasty of Kings, Epoch of Titans uses the Surge of Evocation's ability to teleport objects and Surgebinders to the Throne, and return them to the field.

The Wandering Sea - Bending Space

The user, instead of applying this technique to their own body, can manifest Prana around any object or feature of the terrain to teleport it to the Throne and return it immediately or with a delayed timer. The teleported object can either reappear in a new location instantly, in the same manner as the user's own teleportation, or the user can set a delay of up to four turns and it will return on the first turn after the said number of turn elapses (e.g. a delay of 4 turns, the casting of this jutsu counting as the 1st, means it will reappear at the beginning of the user's 5th turn). The user can also create a technique or familiar with an aura of prana, which can only take affect in the same turn it is created, that allows the technique to teleport itself to a new location. This applies to virtually all type of jutsu except those which are streamed, as the user would find themselves unable to progress to this technique before the other reaches its end. This application occurs in the same timeframe as the jutsu cast and offensive jutsu teleported in this manner must reappear a minimum of five-meters away from any opponents unless the user is also within short-range of that opponent, in which it must reappear at least one meter away. The user cannot teleport any object or jutsu to or from a 1-meter distance from any opponents. However this entire variant cannot be applied to the opponent's jutsus which exceed B-Rank in chakra and it cannot be used on Noble Phantasms or Custom Weapons.

The Everlasting Heaven - Warping Time

This variant involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing. If the user reappears within less than a meter of the opponent, the opponent can react with any instant, passive or freeform or chakraless technique. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. The instant use of this technique, which doesn't take a slot in the timefreame, is enabled by the fact that the ethereal energy already exists within their chakra systems. Thrice per battle the user can utilize a stronger version of this ability (S-Rank) to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. The first application, considered A-Rank, can only be used once every three turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used three per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.
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"In all my years, I've only been honored with the Susanoo twice now. Consider myself lucky!" Alyx remarked, turning to face Alan as she spoke. Without hesitation, she triggered another technique, using Prana to physically enhance herself (Level II Heracles and Level I Atalana & Hermes) and summoning passively a weapon from the Throne into her being. The armor covering her entire body was composed of algae, and she wielded a spear in her right hand and a longsword in her left while two arms capable of making handseals rested on the lower half of the armor. With her weapons at the ready, she launched herself at high speeds toward the Uchiha, avoiding eye contact as she closed the distance.


(Zokyo: Eiyuu no Nendai) - Surge of Augmentation: Age of Heroes
Type: Offensive/Defensive/Supplementary
Rank: C-S (S)
Range: Short
Chakra Cost: 15-40 (40)
Damage Points: N/A
Description: This technique deals primarily in augmenting the user's physical body and attributes through the infusion of prana. Activating this technique is instant and will take no slot in the timeframe but it will still cost a move. Upon activating one of the below augmentations, the user's body will develop a glowing aura of prana energy to signify the change. Each Augmentation will have four tiers, level 1 being the lowest and level 4 being the highest. Only Servant ranked and above Surgebinders will be capable of using Level 3 Augmentations and Heroic Spirits and above can use up to Level 4. Each individual Augmentation can last up to four turns and can be used twice per battle, however this technique can only be used four times in all, and each Level 4 application can only be used once per battle. The user can combine several augmentations, as long as their collective Level doesn't exceed four (e.g. 1 + 3, 2 + 2, etc). In the turn following an S-Rank usage, the user's Prana is restricted to A-Rank and below, and the user cannot reactivate Age of Heroes.

Strength of Heracles - The Twelve Labours
Through this augmentation, the user will increase the physical strength of their whole body. They will become capable of resisting the effects of and breaking out of techniques which restrain, bind or prevent movement of one rank above through physical exertion alone. The user will also become capable of shattering physical and solid techniques equal to the damage of their Taijutsu attacks without incurring recoil damage. In terms of lifting strength, levels one and two will enable the user to lift Dropping Lid, level three would let the user carry the Great Stone Golem and level four would bestow the strength to lift boss summons such as Manda 2. Thus the user will be capable of grabbing and stopping solid techniques without incurring damage, and throwing them back towards the opponent. Level 1 will increase their Taijutsu damage by +15, Level 2 will increase it by +20, Level 3 will boost it by +25 and Level 4 will boost it by +30. To quantify this beyond digits, level one will give the user's freeform strikes bone-breaking force, level two will enable them to punch through steel, levels three and four will enable the destruction of whole buildings with a single strike. Striking the floor with level two will create craters that are short-range in radius, level three will create mid-range craters and level four will create long-range craters. The user will also be capable of leaping with explosive power. This will translate to an ability to cover large distances or reach great heights in a single leap (ten meters for level one and increases by intervals of ten for every additional level). Once this ends, the user's physical strength and taijutsu damage will fall by the same value it was boosted by for a duration equivalent to its use (excluding level one).

Speed of Atalanta - Huntress of the Wild
Through this augmentation, the user will increase the speed of their whole body. This boost will extend past the user's running speed and even encompass things like the speed of their strikes and how quickly they can perform handseals. Level one will double the user’s speed, Level two would multiply it by x2.5, Level three will triple it and Level four will multiply it by x3.5. When the infusion ends, the user’s speed will fall by the same degree, for the same duration it was used, except for the Level 1 usage. For example, using Level 3 speed will divide the user’s speed by three for the same number of turns that it was used.

Invincibility of Achilles - Immortal Vessel
Through this augmentation, the user will increase the durability of their body. This will extend far past a physical toughness that enables the body to sustain massive impact forces without sustaining damage. The user's very being will become stronger than most metals and minerals, their skin will become numb to pain and they will become immune to all kinds of burning, freezing, electrocution or corrosion. Level 1 will reduce physical damage the user takes by 20, Level 2 will reduce damage by 30, Level 3 will reduce the damage the user takes by 40, Level 4 will reduce the damage by 50. When this augmentation ends, the user's body will become extremely fragile in proportion to the level used (excluding level one). Level 2 will make it so the user sustains 30 more damage from freeform attacks and offensive techniques, Level 3 will make them take 40 more damage and Level 4 will do so for 50 damage. This state of vulnerability will persist for as long as Invincibility of Achilles Augmentation was used.

Agility of Perseus - Blessing of Hermes
Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).

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

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A sudden disappearance, only to reappear. She had the ability to bend time and space, not something easily faced. Arguably powerful, the regal women would aim to clad herself in armor - ready for the onslaught as she manifests once more. Focusing on the ground beneath her location, Alan would erupt a large pillar of flames up to 5 meters around her.

"Darkness consumes all."

( Doujutsu: Shounetsujigoku ) - Eye Technique: Burning Hell

Type: Offensive
Rank: Forbidden
Range: Short - Long
Chakra cost: 100
Damage points: 140 ( -40 to user per use)
Description: The user will focus his Mangekyo upon the ground under the opponent's location and cause black flames to erupt from beneath them, forming a giant pillar of flames. The flames initially create a ring of 5 meters around the target of flames before shortly after erupting into a gigantic pillar of flames, incinerating everything within the ring. Before they fully manifest, the flames manifest on the ground for a mere second, allowing enemies moving faster than 40 to avoid it as well as enemies that use S/T abilities. The flames have all the properties of Amaterasu and as such, can be sealed away or expelled from the body of the target before they can completely consume him.
Note: Can only be used by Uchiha with Blaze as their eye abilities.
Note: Requires the user to have his MS or EMS active
Note: Can only be used 2 times and reduces MS duration by 2 turns each use.
Note: Cannot be dodged unless the user has an ability that fits the ones described
 

Alyx

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Despite her successful management of avoiding the opponent’s techniques; Alyx was further placed under attack. Immediately as she finished triggering her respective techniques, rings of pitch black flames manifested on the ground near her. On instinct- she utilized a momentary increase in speed via Blessing of Hermes, which she removed herself from the encroaching explosion fast enough (54 Speed) to avoid it. “Time is ticking…” she thought to herself. The nature of her movement did not restrict her ability to conjure another technique however - as she followed suit, quickly at the same time conjured a sinister illusion. Upon casting the respective handseals using the extra arms she made via her armor, Alan’s senses would become hyperactive, overstimulated with the world surrounding it. His hearing? Oh as if nails scraped on the harshest of surfaces, violently scratching and eroding his ear canal. Taste? The putrid luster of his own spit drove him mad. The smell, oh yes the smell. Death, decay, his own shit.

Words can only be so shared, but alas - the mental attack was for a reason. Its sheer potent nature would momentarily prevent him from casting higher level techniques (S Rank and above). This left Alyx open to a possible attack - though she remained vigilant, preparing for the worse possible outcome, as she continued to move at high speeds in a flank, keeping a six meter distance as result. Here infusion of "Crown of the Ruler - Munificence of Jeanne" would now also come to an end as she suffers the backlash of it (all her techniques bar certain kinds are reduced by one range now).

Unlike speed, agility focuses on moving and changing direction quickly and effectively. It is a combination of nimbleness and explosive movements to accelerate to the user's maximum speed in the shortest time possible. The user will use prana to augment both their reaction time and movement speed, though unlike Atalanta, it will not be a continuous speed boost but rather a 'reactive' one that will only manifest in momentary bursts. Level 1 will increase the user's tracking by x2, Level 2 multiples it by 2.5, Level 3 triples it and Level 4 quadruples it. This will be signified by streaks of light in the colour of the user's prana appearing to emanate from the eyes as the pupils dart from left to right. Essentially, it will increase the user's tracking ability and bestow them with the ability to move as fast as they can track but only for a single instant at a time. For example, if an opponent moving at x4 speed launches a kick at their body, the user could sidestep the attack in a sudden burst of speed. In effect, the speed boost will only apply for the time it takes to perform one action, before fading again. Thus it cannot be used in prolonged ways such as running in order to blitz an opponent at a distance but rather in short bursts. When used to avoid techniques, the user will be capable of performing other jutsu in the same timeframe. When the infusion ends, the user’s tracking will fall by the same degree, for the same duration it was used (excluding level one).
(Genjutsu: Kanchi O-ba-ro-do) - Illusionary Arts: Perception Overload
Rank: S
Type: Supplementary/Defense/Attack
Range: Short-Mid
Chakra Cost: 40
Damage: 80
Description: The user performs two handseals (Horse -> Monkey) to use Kanchi O-ba-ro-do.
Kanchi O-ba-ro-do is a powerful and surprisingly simple technique which allows the user to alter the target's ability to sense external stimuli in quite a unique manner. Under normal circumstances a person is unable to detect a stimuli until it has reached a certain intensity referred to as the absolute threshold. It is the body's natural mechanism to allow a person to block out unnecessary stimuli that would otherwise be distracting and preventative to accomplishing a focused goal. As such the body constantly sends a multitude of sensory signals that aren't registered by the brain. That is, the absolute threshold is the lowest intensity at which a stimulus can be detected; stimuli with intensities lower than this threshold are not registered by the brain. This technique effectively removes the mind's ability to block out these sensations i.e. removes the absolute threshold. This means that target(s) under its effect has all of their senses magnified/sensitized to all stimuli in and around him to the point that it clouds/completely engulfs their mind's ability to focus on anything but what they are sensing. In short, the target's five senses becomes extremely sensitive (i.e. hypersensitive) under this technique. In most cases this will immediately cause a target to fall into a near unconscious-like state due to the mass of information that is being channeled from every single one of their nerves. However, these effects are only temporary as the target's mind will eventually reestablish the sensory limitations after 1 turn.
*Note: Can only be used twice.
*Note: No genjutsu in the same turn.
*Note: Must wait two turns to use again.
*Note: No technique above S-Rank in the same turn.
*Note: The affected target is unable to perform complex jutsus (i.e. S-rank and above) and have their reaction times severely limited due to the excessive pain and mental strain, unless countered/dispelled appropriately.
*Can only be taught by McKnockout
 

Detective L

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Her speed suddenly increased, allowing her to avoid the lingering flames as they explode in a ring of fire. At the same time, an overload of senses, as Alan is quickly thrown into disarray. His own chakra network affected (easily perceived by the EMS and further confirmed with his Yin specialty). An illusion, of all things. Taking control of the situation, a self inflicted illusion and a swift strike by his chains to his mid section causing sufficient damage to release the Genjutsu due to the faux pain (50 damage). At the same time, the Susano'o matures. A swing of its saber quickly ravages the Earth before them as it rushes towards the regal woman at destructive speeds.

Complete Body:
Two turns after it initially manifests, the user stabilizes their chakra and hence induces their Susano'o to advance to its final form. In its final form, Susano'o acquires new traits including a tengu-esque nose, wings for flight, and robes with ornate armor. But more importantly, it gains power akin to a Bijuu. Once stabilized, the Complete Body form can protect its user from all but the strongest of attacks (100 damage). And with regards to its offense, its weapons can inflict F-rank damage up to long-range no matter the weapon being used, with the sword having been shown able to cleave mountains.


Taking control of the lingering flames, Alan would create a massive arc of Amaterasu flames from behind her - creating a two-pronged attack of astronomical proportions.

"And drowns out any sound."

Genjutsu: Hason Shita Me) - Illusionary Arts: Brutal Mental Reversal

Type: Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/a
Description: This technique is a counter illusion applied by a Shinobi who understands and makes use of the necessity of pain to be released from an illusion. After using a logical deduction to figure out they are in an illusion, the caster of this technique will place an illusion on themselves. Affecting their own chakra flow, the caster would fool his brains nerve receptors through the illusion to amplify the sense of self-imposed pain. This illusion would serve the purpose of aiding the Shinobi to escape an illusion by making their brain believe they are under more pain then they really are. Falsifying what they really experience, the pain imposed for example by a kunai simply nicking the the users skin would now feel more like the kunai was just stabbed into them. While the user is under this illusion, it could backfire if an opponent lands a technique, as the user would feel a false pain far beyond what the opponents technique actually delivered. The illusion would immediately end after its use in conjunction with a source of pain to escape an illusion, the illusion itself dispersing from the faux pain it enabled.
-Usable 4 times
- User could not use S rank Genjutsu the subsequent turn to this one
( Enton: Kaijutsu ) - Blaze Release: Flame Control Jumping Flames
Type: Offensive
Rank: Forbidden
Range: Short-Mid
Chakra: 50
Damage: 120
Description: Once Amaterasu is cast from the user’s left eye, he uses his right eye to coat a sword with black flames, manipulating the flames to surround his blade or to create one of pure flames. Despite being created from the flames of Amaterasu, this jutsu has corporeal form behind it, creating arcs of Blaze Release flames as he swings that are able to cut through opponents with ease.
Note: Can only be used by Uchiha with Blaze as their eye abilities.
Note: Requires the user to have his MS or EMS active
Note: Can only be used 4 times and reduces MS duration by 2 turns each use.
Note: Cannot be dodged unless the user has an ability that fits the ones described
 
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