Uzumaki vs ??

Shady Doctor

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Location: Forest of Death, in a mid range clearing and trees surrounding us.

Bio: Banri Uzumaki. Only update is dropped the water sword. Has spirit reaper on it.

Someone around my strength plz. 😭😭😭
 

Vayne

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Prefight stuff not on bio yet.
(Iryō-yō Gantoretto ) - Medical Gauntlet
Type: Tool
Rank: A
Range: Short-Long
Chakra: N/A
Damage: N/A
Description: The medical gauntlet is a gauntlet that is also a computer that was created by Korra for gathering data and storing it. The gauntlet is a standard gauntlet with a touch screen/holo display. The screen always faces up no matter what angle the user has their arm up. The gauntlet also has an opening to fit in 5 test tube the user can use to store poison vials or DNA vials. With the DNA/Poison being stored the user is able to scan and learn about the KG/AE in the DNA as well as antidotes for poisons. In the NW the gauntlet can connect to any NPC computer to send and take files for the user. If other users have a gauntlet they can communicate with each other landmarks away to share important info faster. This is done by incorporating a similar sealing technique like (Fuuinjutsu: Kami Komyunikēshon) Sealing Arts: Scroll Communication technique to allow for the communication. The gauntlet computer that also can alert the user to when their chakra system is disrupted and in a genjutsu. The Gauntlet can release a burst of chakra into the user and break them out of A rank and below genjutsu. It can also alert the user to any damage they have taken and to what extent.
Note: Must be placed in the user's bio or posted at the beginning of the fight
Note: Must be taught by Korra
Note: Only 1 Gauntlet per bio
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

Using Usurper in Sig

1.2k Wager thingy
 
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Seeing who I'd have to battle for this wager match, I'd scoff and whisper into my gauntlet.

You look gay. Smh

Without anything further to be said, I'd draw the Spirit Reaper from my back with my left hand before swiftly kneeling down and placing my right hand on the ground. This allows me to control the earth below you in a way that an 8x8 section of earth would immediately begin to rise upwards with you on it. The section of earth was changed though, being unique in It's own rights due to two techniques being utilized beside it to amplify its potential threat. One technique would make it to where the section of earth was coated with an aura of Moondust, changing it from a simple supplementary technique to one that damaged you as it was rising; Leaving you pinned to an element that is grinding your body on a minuscule level. Of course, the Moondust would also passively stick to and disable/destroy all of your technology. The other technique instantly sent Yang chakra into your body upon you touching the technique/ground, burning away -50 chakra directly from your reserves while causing an imbalance within your body. This imbalance would not only halve your speed but also stop you from using any technique S-rank or higher with a spiritual or Yin based aspect to them.

The section of earth is raised 10m and as it is raising, I throw a dozen small metal boomerangs into the air, allowing them to rain down on you like kunai/shuriken.

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40 + 10 + 50
Damage: N/A (80)
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: N/A [+10]
Damage: N/A [+20/Depends on Technique]
Description: This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.

(Yoton: Shizen no gyakutai) - Yang Release: Nature's Cruelty
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50 to applied techniques)
Damage: N/A
Description: This technique allows the user to combine their elemental techniques with Yang chakra in order to create a more versatile and dangerous Ninjutsu. When the user uses an elemental Ninjutsu of any kind, he'd also fill it with additional yang chakra in order to add on to how the technique would react to coming into contact with its target. On the exterior, nothing would seem different within the elemental technique, though a chakra sensor or doujutsu would be able to notice the build up of additional "heat" within the technique. Once the technique hits a target, the yang chakra would take on aspects of ( Yoton: Byako ) - Yang Release: White Tiger. Specifically it would take on the "burning" effects of Yang chakra; Burning away chakra inside of a person hit equal to the additional chakra added into the elemental technique (50). This causes an imbalance within the victims chakra system and the yang chakra would cause negative effects over a span of time that depends on the rank technique that they came into contact with. The imbalance in the chakra system causes the victims to lose the ability use Yin/spiritual based abilities S-rank or higher while diminishing their speed by half. These effects are something that don't have the same strength on Yang specialists due to them having a keen mastery over have Yang chakra in their systems. To reflect this, they'd still be able to use ant spiritual/Yin techniques bar forbidden rank, and their speed would only lessen by 1/4.
Note: Effects last 1 turn for D/C-rank techniques, 2 turns for B/A-rank techniques, and 3 turns for S-rank techniques.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all techniques during that period.
Note: Needs a 2 turn cool down before using again.

Chakra: 2600 - 100

2500
 
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Vayne

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D-did this fruity ass ninja just diss me through the gauntlet?

Fucking wack. Seeing Banri whip out his sword and move towards the ground with his other hand, I'd expect some kind of ground based attack. With that in mind, I'd draw a kanji in the air and swiftly perform three hand seals, bringing forth winged Eikthyrnir, the mythical stag, albeit in an 18 meters big, 40 meter wingspan, wind chakra based ink form. On it's ink level, Elkthyrnir was imbued with Re:Life and Touch of Colours, allowing it to gain enhanced defensive and offensive capabilities. Defensively, Elkthyrnir would have improved 'evasiveness' if the need arose, while offensively he was further imbued with fire and earth per Touch of Colours, increasing his overall power and side effects.

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with wings​

While Elkthyrninr was formidable on his own, his strength would not be wasted on whatever was coming from the ground. Instead, I would apply The Primal Connection, triggering Into The Light's activation upon his creation, allowing me to easily store whatever was coming from below inside his shadow, whilst also allowing me to manipulate his shadow as if it was my own, even if it was just for a limited time. To Banri, the earthen technique would seem to fail, as it the earth would not rise, nor will I. Instead, it would essentially be absorbed into Elkthyrnir's shadow in the form of a 10 meter long 8 meter wide dildo pillar. The boomerangs, if used, would simply be insignificant to Elkthyrnir as they would clash against him. Elkthyrnir himself would not be standing idle, he would, upon his creation, take a front left step as he spreads his wings. The front step would target Banri, coming from above, covering a 3 meter radius around him. While the step should harm Banri, Elkthyrnrir's main purpose was simply to take flight through pushing off with it's front leg. He'd circle in the air 13 meters above us, vigilant to both our movements.



(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40 + 10
Damage: 20 - 80 + 20
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).

(Inkpo: Re:Seikatsu) Ink Arts: Re:Life (Passive)
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.
Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.
(Kage Fūinjutsu: Omona tsunagari) - Shadow Sealing Arts: The Primal Connection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (+5 per object)
Damage: N/A
Description: The Primal Connection, is a technique that bridges the gap between Naras and Ink Release, somewhat considered as the inverse of Batman With Prep Time. Through this iteration, the user can apply a seal, Primal (プライマル), on Ink techniques of his choosing. The seal would serve as a means of allowing the user to manipulate the shadows of ink techniques as he would manipulate his own. The user can apply the seal in the same timeframe of using an ink technique, or activate the technique beforehand to have the next ink technique used have the seal applied to it. Techniques utilised through the ink techniques would be manipulated by the user, but would have the ranges based on the ink techniques position, allowing for a form of remote assaults. Usable 3x, with the seals lasting only a single turn and dispersing after a shadow technique is used from the Ink Technique's shadow. For ink techniques that produce multiple objects, each would have the seal applied to it, with each additional object costing 5 more chakra in both applying.
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Passively Activated)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

-130 Chakra techs -10 GOA
 
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D-did this fruity ass ninja just diss me through the gauntlet?

Fucking wack. Seeing Banri whip out his sword and move towards the ground with his other hand, I'd expect some kind of ground based attack. With that in mind, I'd draw a kanji in the air and swiftly perform three hand seals, bringing forth winged Eikthyrnir, the mythical stag, albeit in an 18 meters big, 40 meter wingspan, wind chakra based ink form. On it's ink level, Elkthyrnir was imbued with Re:Life and Touch of Colours, allowing it to gain enhanced defensive and offensive capabilities. Defensively, Elkthyrnir would have improved 'evasiveness' if the need arose, while offensively he was further imbued with fire and earth per Touch of Colours, increasing his overall power and side effects.

You must be registered for see images

with wings​

While Elkthyrninr was formidable on his own, his strength would not be wasted on whatever was coming from the ground. Instead, I would apply The Primal Connection, triggering Into The Light's activation upon his creation, allowing me to easily store whatever was coming from below inside his shadow, whilst also allowing me to manipulate his shadow as if it was my own, even if it was just for a limited time. To Banri, the earthen technique would seem to fail, as it the earth would not rise, nor will I. Instead, it would essentially be absorbed into Elkthyrnir's shadow in the form of a 10 meter long 8 meter wide dildo pillar. The boomerangs, if used, would simply be insignificant to Elkthyrnir as they would clash against him. Elkthyrnir himself would not be standing idle, he would, upon his creation, take a front left step as he spreads his wings. The front step would target Banri, coming from above, covering a 3 meter radius around him. While the step should harm Banri, Elkthyrnrir's main purpose was simply to take flight through pushing off with it's front leg. He'd circle in the air 13 meters above us, vigilant to both our movements.



(Inkupo: Musaigen no Phantom World) Ink Arts: Myriad Colors Phantom World
Type: Supplementary | Offensive | Defensive
Rank: D - S Rank
Range: Short -Long
Chakra: 10 - 40 + 10
Damage: 20 - 80 + 20
Description: Myriad Colors Phantom World is specialized branch of ninjutsu developed by the some of the best Ink Ninjutsu users within the world, being the sister counterpart to Ink Art: Solid Script. The process of it is done in three differing steps, all of which occurs instantly within each other, utilization of chakra absorbing ink similar to Ink Art: Fragile and Empty ,manipulation of ink into words and finally infusion of elemental chakra into the words while also molding ink and element together. What Myriad pans out to do is through the limitless imagination of the user, due to the essence of art - will create familiars through the use of words, i.e creating the word “dragon” while infusion earth based chakra into the word will cause the formation of an actual stone dragon capable of defending the user from attacks or even attacking the enemy. This technique is not limited to only defensive uses, as it can create a variety of things, be it animals, mythical creatures, extinct animals etc. The user draws the words in mid air, allowing for the words to form in either standard letters or in kanji form, then making a hand seal . The size, strength and range all differ based on the ranking of the technique used with D - C Rank being able to be used up to short range, B- A Rank Up to Mid Range while S - Rank up to long(Regardless of Rank used, all will first originate from within short range of the user. The creations of D - C range reaching up to five meters, B-A reaching up to 15 meters while S - rank being 15 meters and above. B-Rank and above uses require a handseal. A Ranks can be used up to three times per battle, while S ranks can be used up to twice. In the case of the S rank usage, no Ink Technique above B Rank can be used in the next turn. Creations made from this technique are able to act on their own and outside the need of user’s concentration but can only last up to three turns - while they also carry the elemental properties of the infused element. The user can also use this without the need of an ink brush similarly by controlling the ink similar to Ninja Arts: Ink Flush though for B/A Rank usages, the user needs to make a single hand seal in conjunction to the element it is associated with (such as the Tiger Seal being heavily involved with Katon) while B-rank and above requires two hand seals (though if the user is has a primary affinity for the infused element, only one seal is required).

(Inkpo: Re:Seikatsu) Ink Arts: Re:Life (Passive)
Type: Supplementary
Rank: B - Rank
Range: N/A
Chakra Cost: N/A (+ 10 Infusion)
Damage: N/A
Description: Re:Life is a simplistic technique in terms of its end goal, but it’s versatility speaks volume in the eyes of the artist. Passively activated, the technique acts as a mere infusion of chakra, but this applies the effects of “reshaping” towards the work of art. To narrow it down, the user is capable of allowing the work of art the ability to reshape itself into any other form, such as a rabbit shifting its form into that of a dog, an ink kunai taking the form of a sword etc. This allows for a degree of on demand changes, allowing them to perfectly manipulate it into any situation they can think of but of course, there is some restriction to this. The work of art in question cannot grow bigger than it originally was. However, it can become smaller, but cannot be less than half the original size. This ability is possible as it takes the concept from “Ninjutsu: Ink Flow” as it’s basis – allowing for the user to actively change its form. A unique property of this technique also allows certain ink techniques which demonstrate sentience (i.e ink animals that Sai has drawn) to passively change form without the user's input, capable of using it as a form of evasive tactic such as growing smaller to avoid a technique. In the case of the latter, it will be treated as an active technique and thus counts as a move. This technique may only be used once per turn for its active portion, while the passive ability can only be used once per work of art and overall 4 times per battle.
Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.
(Kage Fūinjutsu: Omona tsunagari) - Shadow Sealing Arts: The Primal Connection
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (+5 per object)
Damage: N/A
Description: The Primal Connection, is a technique that bridges the gap between Naras and Ink Release, somewhat considered as the inverse of Batman With Prep Time. Through this iteration, the user can apply a seal, Primal (プライマル), on Ink techniques of his choosing. The seal would serve as a means of allowing the user to manipulate the shadows of ink techniques as he would manipulate his own. The user can apply the seal in the same timeframe of using an ink technique, or activate the technique beforehand to have the next ink technique used have the seal applied to it. Techniques utilised through the ink techniques would be manipulated by the user, but would have the ranges based on the ink techniques position, allowing for a form of remote assaults. Usable 3x, with the seals lasting only a single turn and dispersing after a shadow technique is used from the Ink Technique's shadow. For ink techniques that produce multiple objects, each would have the seal applied to it, with each additional object costing 5 more chakra in both applying.
(Kage Fūinjutsu: Hikarinonakani) - Shadow Sealing Arts: Into the Light (Passively Activated)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 (-10)
Damage: N/A (Dependent)
Description: Into the Light is a sealing technique that builds on the concepts of Hiding in Shadow & Shadow Killer, a technique that allows the user to enter shadows, and a technique that allows the user to store equipment in their shadows, respectively. By adding a unique seal, Store (格納), to the user's shadow, these abilities are bolstered, allowing the user to store/rerelease techniques into/from the shadow in a similar fashion. Techniques that would be stored in the shadow must be of equivalent size or smaller than the shadow itself, and it must be a physical technique. Techniques 1-2X larger than the shadow get reduced by 20 points, and techs 2-3X larger get reduced by 10 points, due to the partial 'absorption' of force/momentum. The portion of the opposing technique's initial contact with the shadow is what determines it's size, and length is generally insignificant. For techniques that are wider in one portion that the other, they would follow the previously stated deduction aspect. Into the Light can be applied in the same t/f of another shadow technique, and each shadow this is applied to can only absorb up to two opposing techniques, without having them destroy eachother in the shadow. Techniques within the shadow can not be manipulated or sensed by opponents, and they would be in a form of stasis that preserves them as they were absorbed. If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction. In cases where the user is incapable of making such a decision for one reason or another, it would always be angled away from the user towards the nearest foreign chakra source. It should be noted that when techniques are released, that the opponents can control them if possible (Depends on the technique the used), although for most cases, such as projectiles and similar, they lose the ability to do so. The user can apply this to his shadow beforehand, allowing the next shadow technique to carry the aforementioned abilities. (Must be posted in first post or in bio) Into the Light can be used thrice per battle with a two turn cooldown in between usages, costing an additional ten chakra points to maintain per turn, otherwise the techniques stored would be released.

-130 Chakra techs -10 GOA
Wanna clarify a little 😭
 
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Shady Doctor

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As discussed, your legs are directly hit by 80 damage before you get your technique fully out.

"Legs - Damage/Effects

20% - An attack causing this amount of damage to the legs will cause the victim's leg based Taijutsu to cause 5 less damage and their base speed lowered by 2 levels.

40% - An attack causing this amount of damage to the legs will cause further trouble with movement. The victim will be unable to move more than 10 meters per turn under their own volition without causing 10 damage to themselves."

With natures cruelty halving your speed, then your leg damage lowering your speed by another 2, your speed is now a WHOPPING 2. I'm currently at 4x your speed, 8.🏃




With the moondust corroding Vayne's legs away at a quick pace, I watch as the giant ink creature attempts to stomp on me. Immediately I'd do numerous things at once. Firstly, I'd be entering Yang state while resheathing my blade; Becoming cladded in a white attire with black outlining and gaining a pair of truth seeking nunchuks. As I'm entering Yang State, I'd dash n roll forwards at such speeds that it would bend the space between us and seem as if I teleported behind you. As I appeared behind you, I'd have both your wrists clasped in my hands and my left foot in your back putting pressure. In that one swift motion of rolling behind you and grabbing you, I'd be tearing your arms off of your torso, leaving blood rushing from your body. With your arms in hand, and never stopping my forward motion, I continue to dash forward until I am mid range behind you with your arms in my hands.. You see, you having a speed of 2, would make your tracking a mere 6. Something that couldn't even track my base speeds. This means, in Yang state you couldn't perceive anything that happened and by the time you notice me even flinch, you'd have your arms removed.

"Stop fucking playing with me vayne... We're in different leagues now..."

(Yoton Modo) - Yang State
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: 200 (-50 per turn)
Damage: N/A
Description: Based on Hagoromo's Six Paths Sage Mode, those who have completed Yang can enter this mode to elevate their prowess but only in their spiritual or physical capabilities. The lack of the Juubi’s monstrous chakra and natural energy makes it impossible for proper balance of both Yin and Yang natures simultaneously at such a high level. When entering this mode, users first gather their five basic nature chakras and their Yin and Yang natures. They then manipulate the ratio of their Yin to Yang chakra such that one nature almost completely overshadows the other, done almost instantly and effortlessly. The result causes the user to enter one Yang State. Yang State is the state entered by users when they emphasize their Yang chakra over their Yin chakra. In this state the user is endowed with a white and black jumpsuit akin to the one Bruce Lee donned in the “Tower of Death.” Their hair and sclera become white as well and their hands gain pure white, fingerless gloves with black magatama on the back. Along with the 4 Truth-Seeking Orbs, the user will gain a pair of white nunchaku consisting of the same energy and ability of the orbs. The main attribute that users in this state gain is Tian. Tian refers to a physical power beyond the scope of the earthly mortal. While in this state, the user’s ability to track and react to movements and actions is near limitless. Gaining a tracking capability on par with the Eighth Gate, the user's speed increases by x6 as well. Almost all physical damage is all but negligible to a user in this state, tanking S rank damage from any clash. The only possible way to cause physical harm to a user in this state would be for them to use Yang Release or Forbidden ranked techniques, or techniques that exceed the damage of 7th Gate and beyond. The effects of these Jutsu, while not dealing physical damage, will still apply such as fatigue, paralysis, etc. The drawback to this technique is that, due to the massive imbalance of Yang chakra, Yin Release and other spiritual techniques are impossible to use whilst in this state.
Note: This technique only last 6 turns and can be used only once per battle.
Note: One must have completed Yang Release in order to use this technique. The user can only use either Yin or Yang State on any bio.
Note: Once the technique ends the user’s spiritual or physical chakra is drained to the barest minimum for their survival, thus making them incapable of using Yin, Yang, or Yin-Yang Release techniques for 10 turns and incapable of using taijutsu for 5 turns (this includes releasing leg weights and physically augmenting techniques).
Note: Likewise, users are unable to use techniques above A-rank for 4 turns.

( Itami Tsuijuu no Jutsu ) - Pain Compliance Technique
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60
Description: The user will dive into a forward roll towards the enemy, rolling behind them to grab both of their arms by the wrist and, at the same time, pressing a foot into their back. By applying pressure to the target’s back and yanking their arms upwards the user is able to break their arms.

( Toyokumono ) - Toyokumono
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short range, this allows the user go have a near 100% chance of landing attacks despite any physical counter presented. Should target be mid range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid range.
Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.

Chakra:

2500 - 200 - 70

2230
 
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With The Primal Connection timing out and the unexpected damage to my feet, my entrance into the Erebus state was inevitable. The fact that the Primal Connection's short time would release Into The Light's technique quickly, the course of action was already planned, but with the damage suffered it became more of a necessity. Anyways, as Banri charges forwards, he'd be met by his own technique being released towards him from point blank beneath him as he would be on Elkthyrnir's shadow, pinning him to the ground preventing his movement towards me as intended while weakening with his own techniques (?). This occurs in the same timeframe of Barnri's Yang State and attack, allowing it to catch him off guard, especially since the S/T wrapping wasn't particularly focused on the shadow itself. The released attack was angled towards Banri, giving me some breathing room. On my end, without the need of hand seals due to my specialties, I'd create two empowered shadow bpdyguard, with one erecting into physical form, while the other would remain in shadow form on the groudn. Their creation would trigger Erebus, allowing me to passively transform into an intangible shadow state.

Elkthyrnir flying in the air, having had his flight as a means of avoiding Banri's released technique, would attack Barnti with another swift strike with the same leg from the air. The MEC would have essentially raised Banri right into Elkthyrnir's attack, augmenting the overall effect. On my end, my transformation into a shadow would drop my leg weights, and I would follow that up by activating medical mode, quickly starting the restoration process for my legs while I move around in shadow form to my left, anticipating some form of follow up attack. Elhthyrnir himself would keep the pressure on Banri, following him in an attempt to strike him down wherever he moves to, if the opportunity arose.


(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn) 40
Damage: - (60) 80
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle, counts as a move and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked.

The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used three times per battle, with each usage lasting three turns. The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc).

In ability Alpha, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.

Notes: Usable 4 times per battle.
(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 40
Damage: Dependent on the technique that activated it 80
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -30 per turn )
Damage points: N/A ( Heals up to 50 damage per turn )
Description: After forming 4 hand seals, this mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is it's low speed and inability to heal lost limbs. The technique lasts for three turns before deactivation.
Note: Must have medical training.
Note: Can only be used twice per event.

Ref from Into The Light said:
If the shadow used for storage was destroyed (or the shadow technique expires/ends), the techniques would be released back, with the user having a mental control on the release's direction.
Releasing your entire first move.
Seeing who I'd have to battle for this wager match, I'd scoff and whisper into my gauntlet.

You look gay. Smh

Without anything further to be said, I'd draw the Spirit Reaper from my back with my left hand before swiftly kneeling down and placing my right hand on the ground. This allows me to control the earth below you in a way that an 8x8 section of earth would immediately begin to rise upwards with you on it. The section of earth was changed though, being unique in It's own rights due to two techniques being utilized beside it to amplify its potential threat. One technique would make it to where the section of earth was coated with an aura of Moondust, changing it from a simple supplementary technique to one that damaged you as it was rising; Leaving you pinned to an element that is grinding your body on a minuscule level. Of course, the Moondust would also passively stick to and disable/destroy all of your technology. The other technique instantly sent Yang chakra into your body upon you touching the technique/ground, burning away -50 chakra directly from your reserves while causing an imbalance within your body. This imbalance would not only halve your speed but also stop you from using any technique S-rank or higher with a spiritual or Yin based aspect to them.

The section of earth is raised 10m and as it is raising, I throw a dozen small metal boomerangs into the air, allowing them to rain down on you like kunai/shuriken.

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Type: Supplementary/Defensive
Rank: S
Range: Short-Long
Chakra: 40 + 10 + 50
Damage: N/A (80)
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

( Mūndasuton: Nīru āmusutorongu ) | Moondust: Neil Armstrong
Type: Supplementary
Rank: B - A
Range: Short - Long
Chakra: N/A [+10]
Damage: N/A [+20/Depends on Technique]
Description: This technique is a simple infusion type ability in which the infusion of Mūndasuton would supplement and strength future earthen techniques. By simply adding an additional hand seal to earth style techniques being used, the user will add an extra portion of chakra into them in order to apply a "shroud" of Moon dust to them. The Moon Dust would shroud the earthen technique in a way that it wouldn't actually touch it, floating along with it about a centimeter or so. This rough shroud would give the technique additional damage due to the aggressive nature of Mūndasuton, but also give off the effects of Mūndasuton; This includes shutting down technologies and sticking to things that comes into contact with it. When activated this way, it would last 3 turns, applying the additional chakra to earth techniques as needed, though can only be used 3x max. A second variant of this is used on non damaging or defensive style earth techniques. By adding the shroud of Mūndasuton to these type of techniques, the user is able to make the technique damaging. The damage given to said technique would be directory proportional to their rank; I.e. S-ranks will carry 80 damage. A-ranks 60 damage. Etc. This variant is A-rank and can only be used 4x, on 1 Technique per use and can't be used while the B-rank variant is active. Affected Earth techniques retain the S/W of regular Earth Release.

(Yoton: Shizen no gyakutai) - Yang Release: Nature's Cruelty
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50 to applied techniques)
Damage: N/A
Description: This technique allows the user to combine their elemental techniques with Yang chakra in order to create a more versatile and dangerous Ninjutsu. When the user uses an elemental Ninjutsu of any kind, he'd also fill it with additional yang chakra in order to add on to how the technique would react to coming into contact with its target. On the exterior, nothing would seem different within the elemental technique, though a chakra sensor or doujutsu would be able to notice the build up of additional "heat" within the technique. Once the technique hits a target, the yang chakra would take on aspects of ( Yoton: Byako ) - Yang Release: White Tiger. Specifically it would take on the "burning" effects of Yang chakra; Burning away chakra inside of a person hit equal to the additional chakra added into the elemental technique (50). This causes an imbalance within the victims chakra system and the yang chakra would cause negative effects over a span of time that depends on the rank technique that they came into contact with. The imbalance in the chakra system causes the victims to lose the ability use Yin/spiritual based abilities S-rank or higher while diminishing their speed by half. These effects are something that don't have the same strength on Yang specialists due to them having a keen mastery over have Yang chakra in their systems. To reflect this, they'd still be able to use ant spiritual/Yin techniques bar forbidden rank, and their speed would only lessen by 1/4.
Note: Effects last 1 turn for D/C-rank techniques, 2 turns for B/A-rank techniques, and 3 turns for S-rank techniques.
Note: Can only be used 2 times, lasting 4 turns per use, effecting all techniques during that period.
Note: Needs a 2 turn cool down before using again.

Chakra: 2600 - 100

2500
-130 Techs, -10 GOA
 

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With The Primal Connection timing out and the unexpected damage to my feet, my entrance into the Erebus state was inevitable. The fact that the Primal Connection's short time would release Into The Light's technique quickly, the course of action was already planned, but with the damage suffered it became more of a necessity. Anyways, as Banri charges forwards, he'd be met by his own technique being released towards him from point blank beneath him as he would be on Elkthyrnir's shadow, pinning him to the ground preventing his movement towards me as intended while weakening with his own techniques (?). This occurs in the same timeframe of Barnri's Yang State and attack, allowing it to catch him off guard, especially since the S/T wrapping wasn't particularly focused on the shadow itself. The released attack was angled towards Banri, giving me some breathing room. On my end, without the need of hand seals due to my specialties, I'd create two empowered shadow bpdyguard, with one erecting into physical form, while the other would remain in shadow form on the groudn. Their creation would trigger Erebus, allowing me to passively transform into an intangible shadow state.

Elkthyrnir flying in the air, having had his flight as a means of avoiding Banri's released technique, would attack Barnti with another swift strike with the same leg from the air. The MEC would have essentially raised Banri right into Elkthyrnir's attack, augmenting the overall effect. On my end, my transformation into a shadow would drop my leg weights, and I would follow that up by activating medical mode, quickly starting the restoration process for my legs while I move around in shadow form to my left, anticipating some form of follow up attack. Elhthyrnir himself would keep the pressure on Banri, following him in an attempt to strike him down wherever he moves to, if the opportunity arose.


(Kage: Na No Hoho) - Shadow Arts: Protection of the Na
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (10 per Turn) 40
Damage: - (60) 80
Description: One of the ultimate defense mechanisms developed by Vayne of the Nara. Based on how the shadow reacts to light, this technique was born in order to turn a weakness into a strength. There are three ways to use this technique. The first, denoted Alpha, allows the user to spread his shadow around him and up to short range distance in the form of a circular shadow field. Once a target/object, moves past that shadow field and interrupts the light, the shadow would immediately rise, gaining physical form and attacking the target/object with spikes, thus effectively stopping the attack on the user. This is usually used as a means to allow the user to combat far away opponents without the fear of being blind sided by others. This ability can only be used 3 times per battle, counts as a move and delivers 60 damage to the object/target. This means that invisible objects/opponents can't be detected through this technique and as such would not be attacked.

The second manner, denoted Beta, allows the user to achieve the same effect, but without the need to create a shadow field, instead the user would have the shadow separate into multiple copies of him. The shadows would still react to a target/object moving past them and stop them at the same time while attacking, but the difference with this ability is the manner of attack. In Alpha the method of attack is spikes, while in Beta the method of attack could by anything CQC related. The beauty of Beta is that the shadows could be erected, giving them physical form, thus allowing the user to be surrounded with shadow bodyguards. The shadows are all linked together, and are somewhat autonomous. They would attack anything that gets within their range, matching the objects speed and attacking it. This however results in the user being unable to have allies next to him as the shadows would attack them. The user can override the bodyguards autonomous defence, however that would require him constant focus, and would result in the user being incapable of fully focusing on other targets, while also resulting in the user having to control the shadows, thus resulting in much slower and less effective defence. This can be used three times per battle, with each usage lasting three turns. The user can only create up to 3 bodyguards, and the bodyguards can chose to attack while using basic shape manipulation(Turning their hands into swords, etc).

In ability Alpha, the shadow would be capable of detecting attacks that are short range away from them. So in Alpha, the shadow field can detect attacks that are short range above it. This inversely gives the user the ability to sense objects via the shadow defense, however it is only restricted to knowing that an object it there, and not actually knowing what the object may be. This detection works through the shadow sensing any other shadow that gets past it.

Notes: Usable 4 times per battle.
(Kage: Hādodāku) Shadow Arts: Hard Dark
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: +1 Rank To A ranks and below. +20 To S ranks and above.
Description: Shadow users have shown the ability to increase the strength of their shadows to steel like strength for some techniques. Hadodaku builds on that ability. It allows the user to increase the strength of his shadows to steel like quality. The user would perform an additional hand seal after using a shadow technique and give the shadow steel like qualities thus increasing its strength. The change happens in the same timeframe of using the original shadow technique.
-The steel like quality lasts the duration of the original shadow technique, with each turn after the initial use having a -15 chakra cost.
-Usable 4 times per battle.

(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 40
Damage: Dependent on the technique that activated it 80
Description: The technique entails the highest level of chakra usage, requiring one to be a master of ninjutsu, genjutsu, and nara clan techniques. The technique becomes active whenever a Nara Clan technique, or anything related is used. It remains active as long as the aforementioned technique is active, costing an additional five chakra points per turn. The techniques activation is passive and happens regardless of the user’s will. Essentially, it changes the user to intangible shadows, rendering them immune to physical damage. This has been compared to the Hozuki’s clan technique in one aspect and to Gaara’s 'subconscious’ ultimate defence in another. In some ways this is the opposite of the hiding in shadow technique, where instead of blending with a shadow, the user would become a shadow himself. While in this state the user is restricted to Nara Clan and Related techniques and non-elemental techniques. If the user wishes to use techniques outside of the restriction, then they must revert back to their normal state through sacrificing 10 chakra points. However, if a shadow technique is still in play, then the user would once again return to the shadow form. This means that if in turn one the user used a shadow technique that lasts multiple turns and he wishes to use water and wind techniques, he would be forced to use 10 more chakra point with each technique used. After the release of the technique the user would return to his shadow state. If the elemental technique can be maintained over multiple turns, it would not force the user back to his normal form.

While in shadow state, the user becomes capable of using shadow techniques from his body, basically controlling himself like he would control a shadow. Furthermore, at a cost of 5 chakra, the user can change partially or fully between the different states of shadows, allowing the user to have offensive capabilities as well if needed. While in intangible shadow form, the user can move like a shadow at speeds equal to that of theirselves in normal sates. The technique’s chakra cost would be equal to that of the technique that triggers it. The damage delivered would be dependant on the rank of the technique used. While in this state the user becomes weak to a shadows weaknesses, like a strong fire would revert the intangible user back to his normal state while also delivering damage to a user, if feasible. The technique can be used 4 times per battle. As mentioned in the description the form lasts as long as the trigger technique.

( Iryō Ninjutsu: Iryō Mōdo ) - Medical Technique: Medical Mode
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30 ( -30 per turn )
Damage points: N/A ( Heals up to 50 damage per turn )
Description: After forming 4 hand seals, this mode envelops the user in a flowing blue chakra and allows them to constantly heal themselves in the midst of battle while at the same time boosting their stamina and vitality as it replenishes their strength and health. The limitation of the technique in terms of healing is it's low speed and inability to heal lost limbs. The technique lasts for three turns before deactivation.
Note: Must have medical training.
Note: Can only be used twice per event.


Releasing your entire first move.-130 Techs, -10 GOA
Tagging you in Old Ame rn
 

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I was asked to check this and to be honest it's quite a simple check.

It comes down to speed.

Vaynes tracking is as followed:

8 (jounin) + 4 = 12 .... This is then reduced by half due to the yang down to 6.

Shady's speed:

8 (jounin) x6 (Yang state) = 48

As soon as shady is moving, he's moving at 4x what vayne can track. If he can't move quick enough he can't react and his move would fall apart in my opinion. Not only that but shady has the space warping abilities active at all times, the ability of yang state. This allows him to warp space for his attack, along with his increased speed. Yang state is immune to physical attacks and he can warp through physical attacks.

Vaynes arms would be torn and he'd take the full 60 damage in the process. With that he's taken 140 damage so far. He has 20 health left. His move wouldn't of worked to start with to counter shady, so it falls apart. This leaves it with being shady's move.
 
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Shady Doctor

Legendary
Joined
Mar 21, 2012
Messages
19,584
Kin
1,504💸
Kumi
20,401💴
Trait Points
40⚔️
Once I had torn Vayne's arms off, I'd stop in my tracks and do a back hand motion with my right hand, using Toyokumono to bend space once again; Forcing my hand to come into contact with vayne's face and deal the last bit of damage needed to 'defeat' him. As if he wasn't already. After finishing him off for good, I'd sit and meditate while still in my Yang State.

(Hirateuchi) Slap
Type: Offensive
Rank: D
Range: Short
Chakra: N/A
Damage: 20
Description: One of the simplest moves in Taijutsu, the user will simply hit the opponent with an open hand, slapping him. It can also be used for defensive purposes to slap incoming limbs or weapons.

( Toyokumono ) - Toyokumono
Type: Supplementary
Rank: S-Rank
Range: Short
Chakra cost: 70 (-50 per turn)
Damage points: N/A
Description: This technique is the strongest non Eighth Gate Taijutsu in existence. Toyokumono gives the user's Taijutsu powerful space warping abilities and puts them on par with Night Guy in terms of capabilities. The effects of this technique are strongest the closer one is to the user, allowing the user to bend space towards him to let Taijutsu attacks "phase" through counters. When taijutsu is used, the user is able to cause the space around and near the attacks to bend either towards or away from the attack. When in short range, this allows the user go have a near 100% chance of landing attacks despite any physical counter presented. Should target be mid range away, the user is able to warp the space in between his attack, causing it to bend towards it, effectively pulling the target towards the attack and reducing the space between the attack and opponent to short range. With this technique, the only way to avoid taijutsu would be to combat them with energy attacks or stay out of mid range.
Note: The S/T warping of this technique allows attacks to effectively warp through defenses of equal rank and lower regardless of chakra input or damage should they be physical/corporeal.
Note: This ability remains active for as long as the user is using Yang State.
 
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