ZK & I

Vayne

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Shirou.

As usual, the Nara walked through the world merged with Achlys and accompanied by Semiramis, with Dragon Fang in whip form around his waist. Shirou and Semiramis would seem to be in deep conversation as they wandered around looking for something to do.

CW & Merger

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.
(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Personal Summon & Pitvipers

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.

Standard stuff, terrain and range up to you. Only thing missing from my bio I think is a CFS, with the void artifacts being so-so as I have nothing to gather void infusions with yet.
 
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ZK

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Shirou.

As usual, the Nara walked through the world merged with Achlys and accompanied by Semiramis, with Dragon Fang in whip form around his waist. Shirou and Semiramis would seem to be in deep conversation as they wandered around looking for something to do.

CW & Merger

(Bugu no Achlys) - Garb of Achlys
Type: Weapon
Rank: N/A
Range: Dependent
Chakra: 10 per turn | Up to forty for specific abilities
Damage: Dependent
Description: Garb of Achlys, or GOA, is an ancient tool that takes the form of a battered piece of clothing that resembles a cloth, although due to the abilities it has it has been seen in different forms. Once a worthy owner encounters GOA it would form a bond with them and change into a form desirable and suitable for the user. Once this is accomplished the user would be granted several new abilities, all for a cost though. This is due to the parasitic nature of GOA. GOA is a conscious, sentient construct that although is aware of the world around it, does not interact with it in a significant manner, merely just being present. The weapon itself is said to have an unknown number of capabilities, however only a numbered amount of it’s abilities are currently known.

First and foremost, the garb’s connection with user and the user’s capabilities. Through it’s awareness of the world GOA grants Vayne sensory, however it is limited to shadows. Vayne becomes aware of any and all shadows present in the area, no matter how small or faded they may be. However, although he becomes aware of the shadow, distinguishing specific parts of the shadow would require concentration. Normally Vayne would have a basic understanding of what the shadow is, for example he would distinguish that fingers are being held up, but with concentration he would be capable of knowing how many fingers are being held up. This sensory grants Vayne a two times multiplier in regards to sensing. Of course this ability becomes completely useless for constructs that lack a shadow. This ability is always active as long as a piece of GOA is in contact with Vayne. It costs five chakra points per turn. The user is limited to focusing on 3 objects, during which his awareness of the outer world is cut to just being aware.(No sensory multiplier)

The second ability relates to the general function of the garb and it’s bias towards perfection. Due to this GOA can essentially change it’s shape into anything and separate into multiple shapes to match the need’s of it’s bearer. GOA has the ability to alter it’s size, this proves useful when it is owned by different users. The size altering occurs after the user passively sacrifices twenty chakra points, through those GOA could change it’s size, essentially expanding at a rapid rate, allowing it to assume more shapes. Individually, GOA can be treated as a cloth, not offering any defensive or offensive capabilities. However, when more and more of GOA build atop itself it can reach surmountable strength and durability. The power of GOA depends on the amount of additional chakra the user supplies, with the strength corresponding to the 1:2 chakra:damage output. This can be used five times per battle. When hitting thirty chakra points mark, the strength increase only lasts three turns, which upon ending prevent the utilisation of the power increase of equal or higher measure for two turns. Sacrificing forty results in an increase that only lasts two turns, after which a three turn interval must pass before the reutilisation of the power increase ability. In regards to sacrifices lower than thirty, they all last for four turns, after which a turn interval must pass before the utilisation of the technique. The aspect of decreasing the size of GOA would cost five chakra points and can be freely used as it offers no noteworthy advantage to the user. Any offensive/defensive actions done with the expanded cloth would cost a move, barring the turn it expands in.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.

In regards to the GOA's durability, it depends on the extent of the second abilities usage that was previously mentioned. When the ability is not in use the garb would be as durable as normal clothes, leaving it vulnerable to attacks. However, all parts of the garb must be destroyed in order to render it completely useless. If a portion of the garb was not destroyed then it could be used to return the garb to it's former glory, based on the capabilities/restrictions placed on the second ability.
-Can only be used by a nara.
-If not on the user's person, it can be summoned similar to any other weapon, additionally, GOA is not negatively affected by states or similar that the user assumes. Such as turning into fire won't burn or negatively affect the Garb itself, allowing it to be wielded without any hindrance.
(Tessaria No Zangō) - Trenches of Thessaly
Type: Supplementary/Defensive
Rank: N/A
Range: Dependent
Chakra: 30 or 50 Per Turn | Up to 40 for specific abilities
Damage: N/A
Description: As the user grows accustomed to the Garb of Achlys, the relationship between the two can be bolstered. Fully embracing the parasitic nature of the ancient tool, GOA would merge with the user's body, where GOA's sentience would now become more prevalent as it becomes capable of interacting with the user in their mind, akin to a Jinchuriki and their Biju's interaction. Naturally, the sentience is in the form of Achlys herself, 'Goddess of the Eternal Night'.

Trenches of Thessaly enables the user and Achlys to work in tandem, empowering their overall merger. The prime ability bolstered is the user's connection to their shadow and their capabilities with it, where the user's sensory capabilities in regards to shadows is bolstered rising to x3, with the user's external awareness on objects not focused on being at a x1.5 sensory multiplier. Labelled as the Tears of Fate.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

Trenches of Thessaly can last as long as the user has the chakra to maintain it, and naturally as they are merged, the user can use any of Garb of Achlys core abilities through their body. In regards to Achlys herself, her presence within the user's mind naturally bolsters the existing resistance, making the user's thoughts impenetrable to mind reading techniques and similar of A rank and below. Notably this ability costs twenty chakra per turn, with Field's of Flower, if activated, costing 20 per turn, and Trenches of Thessaly itself costing another ten chakra per turn that stacks with GOA's own chakra cost. The user's merger with GOA itself costs fourty chakra points, with the user having the option of entering a battle merged with the weapon, but only being capable of utilising two active techniques in the first turn.

Personal Summon & Pitvipers

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.

Standard stuff, terrain and range up to you. Only thing missing from my bio I think is a CFS, with the void artifacts being so-so as I have nothing to gather void infusions with yet.
I like the idea of special terrain, but I always forget about it tbh. Plain field? Mid range / LoK's R&R / the classics. You do you, but I'll say off-rip that I'm not stealing any DNA or whatever. We start with LW's off as agreed. I appreciate that.
>Hawke

Standing in front of his opponent Hawke takes off with a burst of speed (30), making a beeline for Shirou, doing several things at once. First, the purple Rinnegan activates and with it Asura Path, causing an extra par of arms to split from Hawke's shoulders while a few extra Rinnegan eyes appear around his head to grant him 360 vision. At the same time fire roars to life around Hawke's four fists as he crosses into short range in but a moment, allowing him to, just then, punch the air to send a wide blast of fire combined with the chakra charge of ZX Buster directly at Shirou.
The moment he enters short range Dark Sister passively absorbs 5hp from Shirou and Semiramis.


( Doujutsu: Rinnegan ) Eye Technique: Samsara Eye
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: N/A ( -5 per turn )
Damage: N/A
Description: One of the 3 great Doujutsu, the Rinnegan has, like the other, the ability to see chakra and the chakra flow of individuals. It also allows the user a great clarity of perception and tracking abilities, although its levels vary from user to user. It also grants a family of abilities collectively known as the Six Paths Technique. The user is also able to summon and control the Demonic Statue of the Outer Path. Certain Rinnegan abilities have only been demonstrated by single users: Madara can create corporeal shadows in the invisible world of Limbo; Momoshiki is able to absorb any ninjutsu with his right Rinnegan and release it with his Left Rinnegan; Urashiki is capable of moving through time and space when different eyes are activated. While Nagato was never able to deactivate his eyes, Madara and other wielders could switch at will between their other eyes and Rinnegan eyes, although Uchiha aren't able to go from 3 Tomoe to Rinnegan directly. Due to implanting Madara's Rinnegan into his eye, Obito loses the ability to deactivate this eye, much like Nagato.
Note: Can only be used by Rinnegan users excluding Sasuke.
Note: Requires activation ( spending move ) for other Rinnegan bios but remains active indefinetely afterwards if the user chooses to. After having for 1 month, user becomes able to switch between both doujutsu without spending a move. In the case of Madara, user needs to have activated EMS before and had it active for 1 full turn before activating.

( Shuradō ) - Asura Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Asura Path which grants him the ability to create mechanised armor, augmenting their body with extra limbs and various robotic weaponry. It allows, for example, the user to create up to 6 extra arms which can be used in a variety of ways, such as grabbing their opponent and using a hidden chakra cannon in on the arms to attack him or perform handseals as the user throws kunais or does a Taijutsu move. It can even be used to help perform certain techniques. He can also alter his own head to manifest additional faces with additional pairs of eyes, all linked together. The possibilities are multiple. He can use this activation to access all of the Asura path abilities.
Note: Can only be used by Rinnegan biographies with access to the Six Paths ability.
Note: When the user wants to change his body, he must activate this technique each time. This is necessary as well for 6 Paths of Pein bios.

(Soshi Taijutsu) Elemental Taijutsu
Type: Attack
Rank: A
Range: Short-Medium
Chakara Cost: 40
Damgae: +15 to all Taijutsu(-5 per turn active)
Description: By focusing on the different elemental chakara's the user is able to manipulate them to fight in hand to hand combat while using their power. This jutsu is considered to be taijutsu and not ninjutsu.
Fire: The user hands and feet become fiery and burn with intense heat, giving the user flaming strikes. And can fire blast of fire opponent.
Wind: The users hands and feet become covered in wind chakara and gain immense cutting power. And can fire wind blasts at the opponent.
Water: The user hands and feet become covered with water and now have cutting power and have the user's hands have the abilty to handle immense heat. And can fire blast of water at the opponent.
Lightning: The user's hands and feet become covered with lightning and can use this to cut stronger, shock the opponent, and can send blast of lightning.
Earth: The user's hands and feet become much harder and give a stronger impact when meeting contact and allow the user to fire needles or rocks of earth at the opponent.
~This jutsu does not have a time limit itself for its not just a jutsu but a method of fighting. It can be activated at any period of time and released at any period of time. As long as its active the user is damaged in small amounts. The user can switch between elements, but the user cannot use jutsus of that element they are controlling~

(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin

( Fenikkusu Boshi Genkotsu ) - Phoenix Eye Fist
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 (+30 +15)
Description: The Phoenix Eye Fist is from the Bak Mei Kung Fu fighting style. The user carefully controls their breathing to maximize the power of their attacks and then delivers a triple knuckle-shot to the throat, aiming to crush the target’s windpipe.
 

Vayne

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As the opponent stepped up, both Semiramis & Shirou would focus on him through their respective senses, with Semiramis using her senses and applying her passive ability Assassin of Red (lowering your base by 2), whereas Shirou would utilize his shadow sensory to increase his tracking capabilities of the man. As the man approached with hands and eyes spawning unnaturally, Shirou would respond in kind, having 3 sets of shadow arms spawn from himself. These hands, while being rated E for everyone, would be of a heavy steel like quality with a strength to light sources.

Once Hawke enters short range and releases his fire, the arms would be sent forward blocking the attack and continuing slightly weakened (80) towards Hawke in an attempt to swat him backwards away from short range, with the hands opening up to cover a wider lateral distance and a bit from above Hawke. While this was merely a set up for the future, it still had it's merits on afflicting Hawke for the moment. Semiramis & Shirou would communicate mentally with each other throughout, confirming that both of their health had suffered due to the man entering short range. As such, the two would be on guard for such future occurrences, curios as to how it happened, but not truly concerned yet.



(Kage no Sento: Akuma no fujiyu amuzu) | Shadow Combat: Crippled Arms of a Demon
Type: Supplementary/Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60 +20 +20
Description: This is one of the abilities that the practioners of Shadow Combat learn when they are introduced to the fighting style. A text book ability that it is, it involves using the user's shadow to shape manipulate it to form huge grey-black demonic hands that emerge from the user's body. The user channels his shadow chakra throught his body before releasing it from the sides of his body and back, to create huge arms that extends from the body. The arms are larger than normal human hands (twice their length) and are located two on the user's either sides and two on his back. They look more like a giant's arm. The arms being composed of shadow chakra, are made quite strong; in a sense that they have similar properties of strength like "Earth Spear Technique" enabling them an upper hand in close range combat. Using a technique to pierce or destroy the arms would be quite difficult. The hands are all webbed, allowing the user to swim in water at very high speeds. Normal human have a very slow swimming speed as their body is not specifically made for such activities. However with these additional webbed limbs, the user can easily compete the fastest mammals in water. Each hand can easily cover up the user's half body, protecting him against the opponent's techniques. Once the user grabs the opponent, he can form a handseal and cause multiple shadow spikes (up to 2 meters) to emerge from these hands that would pierce the opponent's skin, into his body and cause more harm (20 chakra, 40 damage, requires another move slot). These spikes are similar to "Shadow Sewing Technique", in the sense that they can bend and twist according to the user's wishes. These spikes can reach up to long range from the the shadow arm (20 meters) so as to catch the target.
Note:
Arms last for 3 turns.
The user needs to wait 3 turns before using it again.
Can only be used twice.
Can only be taught to Shadow Combat Students
(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/Doton/Ninpou: Asteria) - Shadow Arts/Earth Release/Ninja Arts: Asteria
Type: Supplementary
Rank: A
Range: Short- Mid
Chakra cost: 30 (-10per turn)
Damage: +20
Description: Asteria is a technique made in order to combat a Nara’s vulnerability towards light. When using a physical shadow technique, the user would simultaneously, in the same timeframe, imbue the attack with properties of the super added weight rock technique, increasing it’s weight as a result. The weight increase results in the shadow technique moving slower, however allowing it to deal more brute force damage. However the main function of the technique comes due to Einstein’s law of general relativity, which is 'basically' that light curves around heavier objects. As such, light sources would need to be more potent/powerful than normal to ward of the shadows. Specifically one more rank than normally required (cannot be applied to Forbidden ranks). This technique also employs elements of hiding with camouflage in order to further drive home it’s effectiveness, not relying solely on the weight increase of the technique. This technique can be used four times per battle, lasting the duration of the technique it is applied on. Once the technique is countered/stopped the user must wait a turn before reusing it. Alternatively, the user can chose to imbue the effects of the super light weight technique, resulting in a speed increase of 2X to the technique, but a reduction of 20 damage.

Ref

(Kuchiyose no Jutsu: Semiramis ) - Summoning Technique: Semiramis
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Semiramis is the leader of a secret Assassin Squadron founded by Shadow within the ranks of the snakes of Ryuchi Cave. Being part of the assassins, Semiramis excels in the art of deceit, camouflage, & assassination of course. Semiramis is a fairly small snake, being of 3 meters length, regal black colour, and of a enthusiastic but arrogant personality that often likes to indulge in luxury. Semiramis' speed is equivalent to a Jonin Rank Ninja, with her vitality being at eighty health points, and her skillset being that of all standard snake's, such as basic sensory and access to all standard snake ninjutsu, with Semiramis having access to A rank and below normal ninjutsu, and lasting four turns on the field. Semiramis' distinguishing qualities are the following;

Assassin of Red: Like all snakes, Semiramis can sense and pinpoint her target through snake senses, but her unique ability is that when locked on a prey, she naturally enters her assassination state, becoming hidden to her target in regards to her bodily functions, allowing her to have an edge against those that track her via such functions, while also exuding an intent that reduces opponent's base speed by two levels. In this state Semiramis is still perceivable through the basic senses, although as she is an assassin, her movement's do not produce sounds, but her 'intent' itself is felt by the opponent's, alerting them that they are being targeted, with Semiramis position being revealed if she enters within 6 meters of her opponent. This ability is passive, with Semiramis sensory only extending to a single LM and her only being capable of targeting up to three opponent's at a single go.

The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.

Servant of the Holy Grail War: Semiramis' final ability is her passive ability to transform into a Bow, allowing the user to fire off her venom in arrow forms, at A rank levels, with the user having the option of utilisng her as a normal bow to fire off different arrows. Twice per battle Semiramis can coat a fired arrow with her venom, naturally costing a move, but can occur in the same t/f of another arrow technique.
 

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Being now at 13 base speed and thus 26 while moving without LWs Hawke still continues his beeline for Shirou. Possessing an increased Speed Resistance... or whatever... Shirou and Semiramis' base speed is similarly reduced by 1. As the steely shadow hands come surging towards him Hawke does several things simultaneously. Dark Sister only does one; which is to drain another 5hp from both Hawke's two enemies and himself.
For one he bends two of his arms sharply at the elbow, letting the fire around his fists roar as he crisscrosses his arms and swings them like a sword. Timing this just before impact he fires a blast of fire and concentrated chakra, cutting them all in two and continuing his approach unhindered. He follows up with another blast of fire aimed directly at Shirou, whom he is rapidly approaching.
Small black threads spring from the fingertips of his original hands and zoom directly towards Semiramis in a spread out swarm of ten threads that stop no more than a meter from the snake and detonates, causing a significant explosion.
Meanwhile, Hawke's two free arms perform whatever mandatory amount of handseals minus Rinnegan specialty, causing patches of algae to grow all over his skin like a bodysuit. They even grow inside his mouth, entering his body. These blue patches begin glow slightly as they heal his wounds.

( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 (+30 +15)
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.

(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30 (+30)
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.
- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).

(Iryō Ninjutsu: Chīsana Rōsoku) – Medical Technique: Little Lights
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.
- Requires Algae Release

(Kiranai Ken) – Dark Sister
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin
 

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It wouldn't take long for the set up's condition to be met, as the shadow is destroyed, two ink techniques would be released automatically via a body seal, with them combating the released fire and continuing on towards Hawke, albeit weakened. The two attacks would be an ink fly and a large blockade of water, dousing the fire and acting to push back Hawke. The fly itself would also attempt to pierce Hawke's head with it's 'Power' ability in an attempt to draw blood and chakra from the man whilst inflicting damage. Should it be successful, Hawke's sustained techniques would be cancelled out.

Semiramis herself would launch a wide scaled version of her poison, covering 10X10 in an attempts to have another additional layer for Hawke to deal with, whilst moving backwards into mid range. On Shirou's end, he too would start moving backwards whilst tagging his shadow with a unique seal for future usage. For the moment the Nara would simply observe Hawke's action, curios to see how things will play out.

(Kage Fūinjutsu: Battoman To Junbi Jiksn) - Shadow Sealing Arts: Batman With Prep Time
Type: Supplementary/Offensive/Defensive
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A (Dependant)
Description: Similar to the concept of having ink tattoos, this collaboration technique essentially allows the user to apply tattoos to his very own shadow. Naturally, this must be done when the shadow is in a tangible state. The user can either use this technique to give his shadow the required tangible form, or simply employ the tattoos on a preexisting tangible shadow. The tattoos are quite similar to those of Body of Creation, as in the user needs to merely draw the shape or kanji(s) of the desired objects, then utilise them at a latter point. The tattoos, at the cost of 5 chakra points, can passively be repurposed into different shapes and constructs similar to Body of Creation. The user can have up to four tattoos placed on his shadow at one point. A single tattoo contains B rank strength, meaning that when repurposing 4 tattoos, the user can create up to and including S rank ink techniques. A single tattoo can expand up to 10 meters length, allowing the user to have a degree of leniency over the size of his creations. Releasing a single pre-set tattoo costs 20 chakra points, releasing two costs 30, while releasing three or all four costs 40. When using a repurposed tattoo into its technique the user must use 10 additional chakra points to the technique's chakra cost. Pre-set tattoos also have a reaction ability which is dependent on the shadows strength. When an opposing technique of sufficient strength meets an active shadow to completely neutralise or overcome it, the tattoos would be automatically released in the direction the technique came from, clashing with it and interacting based on s/w. (Would not work if the user wasn't using a shadow technique for instance). Depending on the number of tattoos present at the point in time, the chakra cost can vary from 20 to 30 to 40. However, for tattoos purposed for specific techniques, it would cost said techniques chakra cost + 10, similar to the release portion of the technique. The pre-set tattoos must be stated in the user's biography or the beginning of a battle. The technique can be used 4 times per battle, with preset tattoos not counting towards the 4 times limit if stated in bio, or at the beginning of the battle. The implementation of Fūin allows the ink to essentially blend and be sealed into the shadow and keep it indistinguishable from a normal shadow, allowing for it's release at a latter point. The chakra used to release a tattoo or repurpose it doesn't factor into how the Jutsu operates, i.e. if it operates based on chakra, this additional chakra wont bolster its effects. Counts towards the Fūin seal limit.
Pre-stored with the following
(Inku Ninpou/Fūinjutsu: Tsubasa Kouse) Ink Arts/Sealing Arts: Wings of Aggression
Type: Offensive/Defensie/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: 60
Description: Through manipulating an existing ink source, either through hand movements or simply drawing, the user would have the opportunity to create a 3 meter large mosquito/fly hybrid, similar to ink techniques that create animals from scrolls. The creature is capable of flight, administering consecutive bites/stabs/sucks, and laying eggs. The creature has two main abilities, each related to the creature’s abilities.

Power: Through utilising it’s proboscis('mouth'), the creature can administer a powerful strike to a target, causing great pain while also taking in some of the targets blood and chakra. Alternatively, the user can have the creature take some of his/targets blood and chakra, in a non lethal manner. When used in a lethal manner, the creature can suck up to 30 chakra points, while delivering A rank damage. When used in a non lethal manner, it can consume up to 60 chakra points. In both cases, any technique the target is sustaining would be prematurely ended. (This can be used two times, lethally, and two time non lethally. However, it’s only usable once on the user) When Power is used on a technique, it would absorb all the chakra in the technique, weakening it by a rank while also piercing it with power. The absorption quality stems from combining Fūinjutsu, specifically in the form of a seal that gives the creature the aforementioned abilities.

Life: Only usable after Power has taken place and both blood and chakra has been consumed. The creature(s) would be capable of laying an egg(s), through which a miniature version of it would emerge, adding to the overall power of the technique, specifically 10 points per 30 chakra points. This is unusable unless blood is present, and due to it being reliant on power, it can occur in the same t/f of Power, but costing a move. The maximum power that can be increased is 20 points, but it should be noted that each 'Life' usage requires it's own 'Power' usage in which blood is taken. The eggs created would double the amount of creatures on the field, so for a big mosquito/fly only one.

Usable twice per battle, lasting 3 turns, with a three-turn interval between usages

(Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer]Inkupo: Batafurai Eisha) Ink Art: Butterfly Swimmer
Type: Offensive, Supplementary
Rank: A - Rank
Range: Short - Mid
Chakra: 30
Damage: 60
Description: Having pre drawn on a scroll, the user will toss it into the air where the scroll will unwind and reveal the artwork. It is a lovely depicted river, drawn in colorful ink in order to mask the true nature of it secretly appearing as an water based technique. Through the methods of Ink Ninjutsu, the user will cause the 2D image to form into a 3D, flooding the area with ink. The amount of ink formed is enough to rival that of Water Release: Great Exploding Water Colliding Wave in terms of the amount of end resulting water made, being enough to flood the entire battle ground. Due to the nature of this technique, it's near impossible for the enemy to adjust their chakra into the ink as it is laced with the user's own chakra (similar to how Earth Release: Swamp of the Underworld is) and thus can’t stand on it causing them to sink down, potentially drowning while also restraining them, preventing them from moving properly. The amount of ink released only spans out enough leaving a two meter gap between the user in order to avoid self infliction, while being able to use this technique three times per battle with a two turn cool down. This technique carries the same s/w of regular Ink.
(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.
 

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Since Semiramis did not deal with Namikazeron - Buster what happens? Does it destroy the poison or damage the summon directly? I'll just go by your description of events, but it's something to think about.

Once again, the moment it is able to according to timeframe rules Dark Sister absorbs another 5hp from the two enemies, bringing the total amount of stored hp to 35. Meanwhile, as Hawke's attack is countered by Fly and Wave he simply claps two of his free hands together, causing a gigantic Ox to materialize into being right in front of him and instantly fill up the entire space. The Ox is extremely durable and it impacts the Wave and Fly like a train, crashing through them as it simultaneously crashes into/onto Shirou. If the wave of venom still impacts him Hawke simply braces himself, thereby activating Chilling Steel that adds to ability to negate the incoming damage and remain standing in place.

( Chikushōdō ) - Animal Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The user will activate the Animal path which grants him the ability to summon various creatures to help aide in battle. Each creature served a different purpose in battle. Each animal summon also has the Rinnegan and as such, the user is able to see through their eyes as well. Each animal had various body piercings as well, suggesting that they too were under his control. The user needs to clap his hands in order to do the summons, not needing the traditional blood sacrifice and can summon 2 animals at the same time.
Note: Can only be used by Rinnegan biographies for the activation of the path and will remain continuouslty activated.

( Kuchiyose no Jutsu: Kyojin Oushi ) - Summoning Technique: Giant Ox
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: With an appearance similar to a normal ox, this summon has a number of body piercings, along with Rinnegan. This summon, by its sheer size possessed a great deal of brute strength. Also, because it has Rinnegan eyes, it possessed a field of shared vision with Nagato. It has a high resistance to damage, being able to shrug off attacks of A rank and below and can ram and break through up to standard S rank physical techniques at the cost of a move per turn.
Note: Can only be summoned by Rinnegan bios with access to Animal Path
Note: Can only be summoned once.

(Fūinjutsu: Hagane Hie no Ikkō) – Sealing Technique: Chilling Steel of the Militant Buddhist
Type: Defensive
Rank: B-Rank
Range: Short
Chakra cost: 20
Damage points: N/A
Description: This technique is a general, sealing-assisted execution of the hard style martial arts exercise known as the ‘Iron Shirt.’ The execution of Hagane Hie no Ikkō requires the user to find his central equilibrium using Zhang Zhuang and then aligning his breath, movement and chakra circulation. This immediate stress plus the spike in heart rate, will activate a small seal that is passively applied to the users chest. This seal further assists the flow of chakra, spreading it and adding a dense sort of chakra to flow around users muscles and body, strengthening it. These actions and chakra flow, combined with the user’s general physique and resistance to damage, can lessen the damage taken by the physical elements of an attack by 20 damage points. The seal functions autonomously, requiring no input from the user.
-Must be included in the user’s bio or stated at the beginning of a fight.
-Can only be taught by ZK.
-Can only be used by a Tai specialist.

(Kiranai Ken) – Dark Sister (reference)
Type: Weapon
Rank: S
Range: Short
Chakra cost: N/A
Damage points: N/A
Description: Dark Sister is a beautiful, double-edged longsword forged from Hangurian Ore, with a golden, flame-like pommel and a crossguard of the same material and likeness with a round, cut ruby set in the center on both sides. The longsword is imbued with no offensive capabilities; it is in fact known as the sword that does not cut, even though its edge is sharp. Instead, the blade of Dark Sister is intrinsically connected to the Yang nature of chakra. The longsword serves as a conduit for life energy, naturally absorbing it from selected targets within short range in small amounts (-5 per turn) and storing it. The flat side of the blade functions as a lens and by looking through it the user is able to perceive every detail, both internal and external, of the anatomy of whoever they are looking at, even some more indirect details like their natural lifespan and health pool; chakra reserve, affinities, and signature; and future health problems. Through physical contact Medical Ninja are feely able to use the life energy to heal an amount equal to the life energy absorbed and direct this healing energy to where it is most needed. Dark Sister always quickly returns to its wielder if they mentally will it, though this ability cannot be used offensively.
- Can only be used by Zero Kelvin

(Iryō Ninjutsu: Chīsana Rōsoku) – Medical Technique: Little Lights (reference)
Type: Defensive/Supplementary
Rank: B
Range: Short
Chakra cost: 20 (2x the amount healed)
Damage points: N/A
Description: This technique allows the user to create patches of healing algal sludge of a slightly bioluminescent nature that can absorb chakra and are naturally drawn towards injured areas of either the user or targets of their choosing. By infusing a pre-existing source of algae with medical chakra, or creating the patches from their own body, Little Lights takes the form of a mass of algal sludge that can be directed by the user’s will, or alternatively be allowed to seek out injuries on their own. The algae will cover injured areas, or even enter the body and bloodstream through open wounds or orifices, and then begin to first absorb chakra from the target and use this to heal the injury. The algae react to the absorbed chakra by becoming slightly bioluminescent and they seem to heave slightly as they perform their function. Being simple eukaryotes the algae cannot heal complex injuries, such as restoring organs or mending bone fractures, but they will close and restore even deep wounds, heal bruised bones, or even revert scar tissue back to smooth skin. The extent of their healing powers also allows them to combat fatigue, stamina drain and similar issues of physical energy in the Narutoverse medical sense. As the algae sustain themselves on the absorbed chakra they remain active so long as they perform their function, or until the user will them otherwise, then enter a hibernation state and die after a turn of inactivity if new damage does not occur.
- This technique can only heal a maximum of 20 health points per turn, but this can be split between multiple targets.
- Requires Algae Release

Hawke HP: 200 - 60 (-30 Yang Resistance / +20 Little Light Healing / -20 Chilling Steel Decrease) = 195

EDIT: If I run into damage shaving problems - which I do - I'm just taking the extra 10 leaving me at 185
 
Last edited:

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My bad on that, should have mentioned dodging them using the free dodge mechanic, with them likely not coming into fruition due to the multiple attacks distracting you and whatnot. And yeah, damage shaving does not stack unfortunately.
--
The Ox's appearance would be instantaneous, prompting Shirou to act swiftly. While the Ox could indeed combat the ink quite easily due to their sizes, it would still have some movement to perform to reach Shirou who was a significantly smaller target at at a different range, opening up an opportunity for a quick punish. Through manipulating his shadow, Shirou would exploit the summon's large size and it's subsequent large shadow to immediately take control of it's movements. Shirou would control the Ox's legs and head, redirecting it's movements back onto Hawke himself with a swift turn, aiming to ram into him with equal intensity as it had intended to attack Shirou with. However, in addition to that the Ox would have it's own muscles be used against it (within same tf), bypassing it natural durability and causing damage to itself through it's very own muscles constricting on itself, a feat achieved through an advanced manipulation of shadows. Additionally, the attack would be passively increaed in rank through Garb of Achlys. As this is being done, Shirou would stop his backwards movement, stopping at around 12 meters ditance from Hawke's last position, with Semiramis at his side.

On the other end of things, Semiramis herself would set up a technique for the future, creating tunnels underground and having snakes of the Pitviper variation lay eggs in order to emerge later on.

The third and perhaps the most battle useful ability of GOA is it’s relation to the Nara clan arts and related techniques. The garb implements it’s awareness into the user and clear their mind from any unnecessary thoughts(killing intent and similar/emotion altering techniques) , this allows the user to be more proficient with their usage of nara clan related techniques, allowing them to be able to create and use more complex and concentration requiring techniques. Normal techniques would be performed with more ease, translating to a -5 to chakra requirement for initial usage of the technique. Furthermore, GOA has one more function that greatly aids the user in conflicts. It becomes passively active when a nara or related technique is used(Shadow CFS for example), GOA would release some of the user’s previously taken chakra into the technique, empowering it as a result. This translates to a rank increase for A ranks and below, while for higher it increases the power by ten. This ability can only come into effect as long as the GOA has taken some chakra beforehand. GOA absorbs five chakra points per turn for this ability and would require twenty chakra points in order to have the ability come into play, however, the user can actively sacrifice chakra, four times per battle, in order to have a higher storage of chakra. The user can sacrifice up to forty chakra points, this can be performed in the same timeframe of a technique, allowing the user to have the boost added to the attack in the same instance it is released. Boosts are restricted to once every two turns.
(Tsukareta Ken No Hantei: Shikaeshi No Ko) - Jaded Fist of Judgment: Reprisal of Sin
Type: Supplementary
Rank: B Increased to A
Range: Short - Mid
Chakra: 20
Damage: Dependant Your 80
Description: Reprisal of Sin is meant for the sole purpose of countering technique utilised by the opponents, specifically those related to close quarter combat. By either establishing contact with the target's shadow through this technique, the user would be capable of diverting an incoming attack away from himself and into another target, be it the opponent themselves, or any other available target. The technique works by having the use taking control of the opponents attacking limb(s) (up to 3 out of 6; legs, arms, head, spine/stomach/chest) and moving them in the most suitable manner to counteract the attack. Naturally this not restricted to taijutsu or kenjutsu, but rather extends to techniques that require bodily movements in order to execute. So for instance it can be used to counter a rasengan as it would be aimed through hand movements. This technique is commonly used in cases where the user is capable of tracking the incoming attack, but lacks the proper physical speed or capabilities to deal with them in time. As such, through the utilisation of one's own shadow they would be capable of having a temporary means of defence that acts at 1.5x the users running speed. The technique can only be used three times per conflict with a two turn interval between uses.
(Tsukareta Ken No Hantei: Tenpan No Janguru) - Jaded Fist of Judgment: Law of the Jungle
Type: Supplementary
Rank: B
Range: Dependant
Chakra: 20
Damage: Dependant 60
Description: Explicit to those who are capable of using Shadow Arts: Phantasos, Law of the Jungle enables the implementation of the damaging aspect of Phantasos into compatible techniques of Jaded Fist of Judgment. Law of the Jungle essentially works on the rank of the technique it is utilised with, allowing the user to attack the targets through their shadows in accordance to Phantasos. Naturally, only the 'limbs' under the influence of the user would be damaged during the process, with the amount of damage correlating to the rank of the technique Law of the Jungle is utilised with. The damage would be divided between the number of limbs under the user's control, however, the user can chose to affect a lower number of limbs to achieve a higher damage margin. The technique occurs in the same t/f, and in regards to the ability to affect limbs instead of all, the user can only remove one 'limb' from receiving damage for techniques that affect 4 or less limbs, while for techniques that affect more, he can remove two limbs. The technique is usable three times per battle with a two turn cooldown in between usages, and costs an additional 5 chakra points per target if the initial technique affected multiple targets.


Phantasos for Reference

(Kage: Phantasos) - Shadow Arts: Phantasos
Type: Offensive/Supplementary
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: A technique based on the very core of the nara clan. It is essentially an advancement and refinement of the basic paralysation technique. A nara commonly takes control of the shadow of the target and inversely prevents their movement or move them around. This shows a direct correlation between the targets shadow and their muscles/body. Phantasos makes use of this correlation in order to grant the nara unprecedented advantage when combating durable target with great physical prowess. Phantasos allows the user to utilise his shadow in order to attack the targets muscle via their own shadow. Essentially the technique works in a modified way of the basic technique. Instead of controlling the target’s muscles to move the target, the user would forcibly move the targets muscle in order to cause damage. For instance, instead of moving the leg muscles in order to move the target, the user would have the muscles constrict on themselves, causing damage to the target’s legs, potentially preventing proper movement for future turns, similar to what the effects of a strong kick to the back of the leg could result in. The technique’s range can be increased similar to other shadow techniques, of course under the condition that the users shadow has enough area to increase it’s range. The technique can be used thrice per battle and four times per event.
(Hebiātsu: Hebi no Norowareta Niwa ) - Snake Arts: Cursed Garden of Snakes
Rank: S rank
Type: Offensive/Defensive/Supplementary
Range: Short-long
Chakra Cost: 40
Damage Points: 80
Description: The user will stomp their foot onto the ground and uses their chakra to create multiple tunnels through out the ground underneath the user and the opponent throughout the entire terrain. The user will then do the snake sign and have a snake come out of their sleeve and goes underground and travels throughout the tunnels laying up to 100 snake eggs throughout the tunnels. The snake eggs will quickly hatch and release many different sized snakes to come out of under the ground and attack the opponent and covering the entire terrain. The snake sizes are as big large size anacondas. The snakes all poses a basic venom that when they bite the opponent they cause numbness right away and after two turns if the snakes are still biting the opponent will cause paralysis.
Note: Must be able to summon snakes
Note: This jutsu takes two turns. One to completely set up and the next to actually be used.
Note: Usable twice with a 3 turn cool down between uses.
Note: All the snakes last for 2 turns.
Note: Must be taught by Blake Belladonna

Pitviper Reference

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


Note: Must be posted within the bio or in the beginning of a fight.

Note: The Crotalinae Species can be summoned as generic snakes like the ones summoned in techniques such as: Summoning Technique: Giant Snakes, Summoning Technique: Three Headed Snakes, or Just the normal generic summoning technique, though instead of being normal snakes, they'd be of the Crotalinae subfamily. They won't take the place of those techniques, instead the user uses the generic summoning technique to summon Crotalinae, having to post this technique along with it but not costing an extra move.

Note: The sensing of minute vibrations and infrared mapping spans as far as an 100m radius, with larger snakes being able to sense the furthest due to their larger pit organs. Snakes under 40m in length can only sense up to 50m whole anything bigger can sense up to the maximum reach.

Note: The evolved scales allow the Crotalinae Species to take up to 20 more damage than average snake summonings of their rank. This is due to the thickness and tougher nature of the scaling covering the Crotalinae.
 

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Visualizing this is fun. I like your use of Reprisal because it really circumvents all those pesky resistances and stuff.

Seeing his own Rhyno turned against him Hawke, mindful of not wanting to kill his friend, makes use of his still superior speed to simply dash at a jagged angle backward out of the path of the spinning summon that does what it can to avoid its master and quickly regains its composure. At the same time, able to see Shirou through both his own and the Rhyno's eyes, Hawke uses his two extra hands to pull the Nara directly towards him. This would put him in the path of the Rhyno, which charges its enemies as soon as it is able and aims to gut the fast approaching Shirou. Hawke, for his part, would follow closely behind the Rhyno and thus the three would quickly enter short range again where Dark Sister drains 5hp from Shirou, bringing the total storage up to 40.
While all this is going on Little Lights glows a soft blue as it heals Hawke.

Kyōkiken | Madness Fist
Rank: B
Type: Offensive/Supplementary/Defensive
Range: N/A
Chakra cost: N/A
Damage points: N/A
Description: Kyōkiken is a Taijutsu style, based loosely on the principles of Drunken Fist. To enter the Kyōkiken-state, the user must either be insane, or have many experiences with insane beings to draw upon for guidance. Where Drunken Fist revolves around relaxed and fluid movements, the Kyōkiken is the exact opposite. While in the Kyōkiken-state, the user will constantly tense up and seemingly spasm uncontrollably, but like the Drunken Fist, every movement in the Kyōkiken has a purpose. The seemingly heaving and rattling breaths of the user will make it easier for him/her to find a rhythm and flow in their attack and defense. The constant tensions and incoherent rambling of the user will serve to distract the target. Seemingly harmless and slow movements will change their trajectory and speed up considerably. Generally, the user will seem slow and menacing to the target, but the slow and rigid movements can turn into deadly and decapitating strikes with a single, convulsive motion.

( Tendō ) - Deva Path
Type: Supplementary
Rank: A
Range: Short
Chakra cost: 30
Damage points: N/A
Description: The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people. These gravity manipulating techniques, however, cannot be performed in rapid succession; the amount of time required to recharge after use varies depending on the scale of the technique used, five seconds being the basic minimum. The Deva Path also grants another ability: Chibaku Tensei which allows the user to create a huge makeshift terrestrial body from all the surrounding matter that is attracted to a black sphere released by this technique.
Note: Can only be used by Rinnegan biographies with access to the Six Paths Ability.

( Bensho Ten’in ) - Universal Pull
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to use Deva Path's gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Unlike Shinra Tensei, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him. The technique follows the same nature of Shinra Tensei but used on a focused manner and instead of pushing, pulling the enemy.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Rinnegan Bios with the (Tendō) - Deva Path active

HP is now 200 again. I didn't post LL or DS for reference, but I think you get the point.
 

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Indeed indeed, that was the goal.
--
As he gets yeeted towards the Ox and Hawke, Shirou would act swiftly, although it would appear that he barely performed any actions as the entire process did not require hand seals. Shirou would have manipulated his Yumeton to convert his entire body to that of the element, when struck. This would only come moments after as the Ox's attack lands, but not to the desired results, as it would experience pain that when factored in with the previous damage, should lead to the Ox's dispersal. However, there was more to the Nara's state. It's strength on one hand was enhanced through Dragon Fang and September, both passive abilities, while the overall lethality of the Yumeton itself was increased via Lost in The Fire, as the element was 'baked' causing fumes to spread short range all around Shioru, placing Hawke in the danger zone. The effects of said fumes would be similar to that of the element itself (True Colours Ref). Lastly, Shirou would have activated a sealing technique in the same instant of using this sequence of attacks, making it so that absorbing the attack could backfire on Hawke, although for the moment it would serve no immediate process.

On the other hand of things, the snakes from Semiramis' prior attack would emerge in huge numbers, enclosing on Hawke from multiple directions in an attempt to bite and restrict him. Shirou himself would remain within close range, establishing that his HP loss was not related to something purely physical, as his Yumeton state did not react in any form.

Dragon Fang
Dragon Fang is a Dragon Blade that can take any other held weapon form and can boost an element it is applied to by +25 and can seal any Jutsu up to S rank without chakra cost by the user as long as the technique uses less than 60 chakra. Does not count as a Custom Weapon.
Yumeton: Pātī monsutā | Dream Sand: Party Monster
Type: Attack / Supplementary / Defensive
Rank: A-rank
Range: Short
Chakra: 30 [-5 per turn]
Damage: 60 +25 +20 = 105
Description: Similar to many techniques that allow the user to turn into their element, the user manipulates his Yumeton chakra in order to gain a full body manipulation and conversion of the element. With the use of a full body surge of pure Yumeton chakra, one is capable of converting their body partially or fully into the element, giving them full control of said part of the body in the same fashion that one would control average sand. They'd still visually look no different, until physically struck by something or if they so choose to manipulate their body to become the sand like composition. When hit by something, according to strength and weaknesses of Yumeton, they'd be capable of avoiding damage all together; Completely reforming their body at will whenever it is compromised by enough force. For example, an earth golem punching the right side of their body off; It'll be like punching through Yumeton, and that side of the body would reform. While in this form the user can extend Yumeton from the body in the form of spikes, streams and waves up to short range, or manipulate their limbs to create makeshift weapons and such by converting the limbs into compressed Yumeton. Of course, while being in the form of complete Yumeton, the user's body would also gain the affects of the element upon coming into contact with people. Specifically, if someone was to ingest the element in ways explained in the submission, they'd Succumb to the psychoactive side-effects that comes with it. These affects include Intense visual hallucinations, Altered concept of time, Overwhelming fear, Lung irritation, Increased body temperatures, Distortion of senses (color, sound and vision), and even unconsciousness. The severity of the effects depends on the amount of the element ingested orally, through smell, or even prolonged contact.
Note: Only usable 2x and lasts 4 turns per usage
Note: The user's elemental usage is limited to the elements that make up Yumeton while in this state.
Note: Using attacks/defenses from the converted body would be A-rank and cost a move slot.
Note: The user's body can still be overpowered and/or harmed if an attack is of stronger than the strength of this technique.
(Yumeton - Hi ni mayotta) Dream Sand - Lost In The Fire
Type: Supplementary
Rank: B
Range:Short-Long
Chakra:20 (+10 to techniques)
Damage: N/A
Description: The simplest infusion that affects all instances in which Dream Sand is created. By simply adjusting the ratio of his chakra and adding more fire, the user will create Yumeton that blazing hot to the touch. This heat is enough to “bake” it and causes a vaporization effect that releases fumes from the Dream Sand in the air up to short range away from the Yumeton's location. These visible fumes originate from the point of the Dream Sand's creation that may not originate from less than 6 meters from the opponent unless the user is already within short range and spread from this point as would any normal gas/smoke based technique and only spread as long as the Dream Sand technqiue is active. As stated in the CE submission, these fumes are capable of taking the opponent under Yumeton's psychoactive effects.
Takes a moveslot, may be used at the same time as any Dream Sand technique up to A-rank, user must pay +10 extra chakra to all Yumeton techniques under effect of Lost in the Fire, and can only be used four times per battle.
(Fuuinjutsu: Kokan Ni Seizon) - Sealing Arts: Exchange For Survival
Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.
Reference

( Kyuu-tsuki ) - September
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

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

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery 160 Sen

Yumeton: Trū Cúlar | Dream Sand: True Colors
Type: N/A
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description:
Yumeton is a crystalline element that not only has physical properties but also comes along with a variety of psychoactive and hallucinogenic affects, which don't lessen nor fade (mentioned in submission) no matter the form it takes (solid or sand-like). The following effects are references to the psychoactive/hollucinogenic effects that would take place if one were to absorb the substance; Whether it be orally, through the skin, directly into the bloodstream, or even by smelling the fumes that it gives off when burned.


D-C Rank: Absorbing dream sand through means mentioned before of these ranks causes effects such as intense visual hollucinations, altered conception of time and overwhelming fear. This would simply cause their tracking speeds to decrease by 1/4 due to the mind being warped by the psychoactive side-effects.

B-A Rank: In addition to previous effects, the target would feel extreme lung irritation, along with distortion of their vision, color and sound. The lung irritation causes them to be unable to spew out techniques from their mouths that are S ranks or above due to the pain overwhelming them whenever they attempt to inhale or exhale too deeply. This would include Sound techniques or any other techniques of the nature that requires the user to exhale via yelling and such. The distortion of vision, sound and color simply makes it very difficult for the target to actually perceive things along the lines of the effected senses. Meaning they wouldn't be able to make out or hear extremely small sounds, wouldn't be able to see further than mid range or make out colors (basically color blind).

S Rank and above: In addition to previous mentioned effects, the targets, if exposed to the dream sand for 2 turns would fall into paralysis. After 2 more turns of exposure, they'd fall unconscious. 2 turns after that, they'd experience a painful death, usually a heart attack or organ failure being the case.

Note: The Effects of Dream Sand only go into effect after a full turn of being exposed to the element.
Note: After being effected, the targets can't lessen nor rid the effects (in submission) unless they somehow cleanse the element from their system, though removing themselves from exposure would have the effects not further worsen.
 

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With Shirou within short range Dark Sister once again takes its due, now storing 45.
Hawke sheds a sinlge tear as his Rhyno-Ox summon poofs away. Seeing Shirou in his new sand-form the grizzled veteran claps his two extra hands together, releasing a boatload of water chakra into the area mid-range around him. This would cool the sand and reduce it to mud, as well as capture the fumes and odorant molecules. At the same time, Hawke again bends his arms at the elbow and sets off directly towards Shirou to cross the gap between them while cutting any snake in the way to pieces.
It's just as he comes within striking distance of the Nara that the blazing fire around Hawke's fists turns to cackling electricity that impact the youngster right in the face and is followed by several strikes to the midsection. These discharge wave after wave of lightning and chakra into the muddy sand to truly make it loose its structural integrity, and would be conducted along the entire form due to Water Molecules.

Suiton Bunshi: Water Molecules
Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source

( Kamakiri Kata: Yaiba Kiwa ) - Mantis Style: Sword Edge
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 (+30)
Description: By positioning their arms to mimic those of a praying mantis, their arms bent and their hands pointed downwards, the user is able to deliver spear hand strikes with considerable cutting ability by extending their arms fully so that they mimic a sword's edge. By using the springing action of the extension and their body weight to their advantage the user is able to inflict lethal damage.

( Ikazuchi Raikou Hirameki Dageki ) - Thunder Lightning Flash Strike
Type: Offensive
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage points: 80 (+30 +15)
Description: A technique inspired by a form of southern style Chinese martial arts. The user charges their body with chakra and discharges it through their feet to give them a speed boost towards the enemy. Then the user charges their fists with lightning chakra, hitting the enemy eight times around the shoulders, chest, and stomach while discharging the electrical chakra to numb the points of contact. This causes temporary paralysis and makes the enemy's movements slow from the electrical currents retracting the muscles. This effect lasts for one turn.
 

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Seeing his Yumeton get somehow counteracted, as well as the release of yet another barrage of flames, Shirou would tag himself and swiftly perform a hand seal, erecting a powerful barrier short range around him, with the barrier being empowered by an elevated usage of Fields of Flower (via emergency provisions). All in all, this would create a barrier filled with interlocking shadow constructs that would both obscure view and set up Shirou's attacks. More pressingly however is the barrier's ability to absorb light producing elements, allowing it to absorb the previous fire and subsequent lightning if used. In regards to Fields of Flower, it would have given the shadowy barrier an Absolute state that renders it essentially immune to techniques that target chakra interactions.

As for Shirou, his Erebus state would passively kick in, changing him into a shadowy state as well, allowing him to blend in with the various shadowy constructs within the barrier. Beyond that, Shirou would make use of the passive hidden transportation trait of the barrier, now accessible to him due to his shadow state, to appear in the shadows above Hawke and attempt to strike him for 80 damage in the head with a left solid shadow kick. The attack itself would be hidden through the various other shadow provided by the barrier itself, making distinguishing it harder.

On the other end of things, the remaining snakes (A rank lets say, with 80 DMG required to beat them) would move in to the barrier, being assisted by Semiramis guiding them. Semiramis herself knew where the barrier was due to her mental link with Shirou. Semeriamis herself would used this link to launch an attack of her own, specifically a 10x10 A ranked venom spray aimed at the barrier and around it, similar to before. While the snakes would potentially fall victim to the spray, they would still live on to attack Hawke due to their durability. Notably, once within the barrier, the snakes and the venom would also be hidden, although this would be mainly due to the excessive amount of shadows obscuring normal view.

(Kage Fūinjutsu: Teiden) - Shadow Sealing Arts: Blackout
Type: Supplementary/Defensive
Rank: A - S
Range: Short - Mid
Chakra: 30 (5) -70 (10)
Damage: N/A
Description: After marking an object or themselves with the kanji of blackout (停電), the user would perform a hand seal and erect a translucent barrier all around the marked spot, with the barrier reaching 10 meters in each direction. The barrier serves to create a zone that favors the user, while keeping the events occurring inside hidden from those outside of the barrier as no physical (sound, smell, vision etc) or chakra cues leak outside of the barrier. Inside this zone a 'dampening' effect is triggered upon it's erection, as the barrier's internal walls will be used to cast shadows across the area in a non-damaging fashion. These shadows can appear in various shapes and forms, typically changing the scenery into a darker foreboding one, but regardless of the iteration of shapes used, a layer of shadow is always produced on the entirety of the ground/terrain itself. This dampening field serves to augment and protect shadow manipulation performed by the user. Protection wise, techniques from energy light producing elements (fire, lightning, light etc) of A rank and lower would be immediately sealed away, preventing their use for both the user and opposition, while higher ranked would be weakened by a rank. Should the user have marked themselves with the blackout seal, their techniques would not be affected, but at the cost of Blackout lasting less. Augmentation wise, the shadows produced in the zone would enable physical shadow techniques used by the user to carry the ability of non-physical shadow techniques, specifically in regards to being hidden when moving across other shadows. This would allow the physical shadow technique to essentially merge with the zone's shadows and move to emerge from a different point to attack the targets. This would be usable once per turn passively, with emerging following spawning rules unless the user is within short range of their target. Blackout when applied to an object lasts for 4 turns, while it lasts for 3 turns if applied on the user. Usable thrice and must be separated by a two turn interval. The S rank variation requires Adv.Fuinjutsu training, and is capable of stopping all hostile light producing techniques which those who have a chakra cost of 70 and below. S ranked variant is only able to be used once. The S ranked Variant only encompasses the user's short range.

Fields of Flower, accessible only to those with Fūin, considered as Kage/Fūin, enables the user to expand on the weapon's supplementing capabilities, allowing the user to gain a greater degree of control over shadow based techniques. Thrice per battle at a cost of fourty (fifty) chakra, with a turn interval, the user can supplement a shadow with a dark silver scripts/insignias for Primordial Darkness, having said seal appear on the shadow and on the user/Achlys merger. The seal grants the shadow based technique an 'Absolute' state, where it becomes unaffected by any foreign techniques that target chakra in clashes/interactions. While the sealing effects are of S rank level, the key to defeating the seals is a light source (fire/lightning) that matches the 'applied to' technique's strength. Due to the insignia's being split between the user and the technique, combating one or the other becomes easier, as the light source can be a rank lower. Flashbombs/blinding lights, if used within short range, can erase the insignias, but, as a soft counter to FF, if the insignia on the user's body persists/unaffected, the seal on the technique is reformed, maintaining the techniques 'Absolute' state. Can last up to three turns, at a cost of twenty chakra per turn, with it applicable in same t/f, or simply after.

(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
(Kage: Erebus) - Shadow Arts: Erebus (Passive)
Type: Supplementary
Rank: A
Range: Short
Chakra: Equal to the technique that activated it, then five per turn 70
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.
The Queen's Feast: Semiramis' venom is quite distinct, as she is capable of administering it through a bite, or launching it at a range with the additional implementation of basic shape manipulation or simply a wide scaled spray. This is an A ranked ability, with the wide scaled spray reaching mid range distance, with a spread of 10 meters both vertically and horizontally, while the shape manipulated application can reach up to long range distance, with this application never being bigger than her own size. Those that fall prey to her venom would experience a forced rapid secretion of their serotonin, norepinephrine and dopamine levels, rendering those afflicted experience feelings of pleasure, and emotional warmth. This pleasure and emotional warmth allures them to a sense of self love that prevents the use of forbidden ranked techniques and actions that cause self harm. Notably, Semiramis' venom itself is of S rank level but causes no standard physical damage by itself, but rather causes damage based on it's method of administration, where a bite is treated as an S rank attack, while her ranged release is treated as an A rank as previously mentioned.
 

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Wouldn't the snakes be gone, btw? Lasting two turns. And excuse the simplicity against this great combo of yours, but I couldn't resist.

Able to follow very quick movements and stuff Hawke would take a beat to identity the general area of his enemy's location and then use one free hand to simply pick up a small fan and swing it in a wide arc while forming two handseals with two other hands. Shirou, already within close range and moving closer within the shadows/appearing above Hawke's position, would be treated to a blinding light as a literal Armageddon of ravenous flames erupts towards him like a volcano. Bypassing all the seals with its immense chakra cost and power the fire would quite simply obliterate all the shadows as it scorches everything within like a 180 degree field of where Hawke aimed it at Shirou.
At the same time, Hawke's hands have become a watery blur as they snap at any snake coming at him and also fire a few well-aimed blasts of water at the incoming poison spray to keep it away from his person, that is if the fire did not already destroy it while also having continued towards Semiramis.
Also, with Shirou within short range Dark Sister drains another 5hp from him and Hawke, bringing the total up to 55.

(Rikudō Sennin no Hōgu) - Treasured Tools of the Sage of the Six Paths
Type: Weapon
Rank: S
Range: N/A
Chakra: 100 (-40 per turn to wield)
Damage: N/A (120 +30 +25)
Description: Treasured Tools of the Sage of the Six Paths are a set of powerful tools said to have once been wielded by the Sage of Six Paths himself. They are considered the most powerful ninja tools, and it is said those who demonstrate their power surpass even the Five Kage. However, their usage consumes an enormous amount of chakra, so much so that a normal human could die if they used them. These Treasured Tools consist of five weapons that can all be unsealed from within the users on to the battlefield simultaneously or brought into battle with the user. These tools are (Bashōsen ) - Banana Palm Fan, ( Kōkinjō ) - Golden Canopy Rope, ( Shichiseiken ) - Seven Star Sword, ( Benihisago ) - Crimson Gourd, and ( Kohaku no Jōhei ) - Amber Purifying Pot. Each of these legendary weapons carry their own powerful effects and when used in combination with each other are capable of devastating feats.
(Bashōsen ) - Banana Palm Fan
The Bashōsen is a large fan that is able to generate all five of the basic elemental chakra natures. To do so, the user need only say a mental command, which produces substantial amounts of the desired element when the fan is swung. The fan simply shoots out an S-Rank blast of any of the 5 basic chakra natures and can do so in a quick succession. The blasts from this fan can vary in size and reach but at its maximum can reach into Long Range and deals 120 damage.

( Kōkinjō ) - Golden Canopy Rope
The Kōkinjō is a thick length of rope. The tool, when in direct physical contact with someone, will activate a sealing process. It draws out a portion of the target's soul from their mouth, which is then used to set up the second part of the sealing ritual for the seven star sword. This tool, however, doesn't affect the wielder's soul and can be coiled around their arm. Much like the Banana Palm Fan, The Golden Canopy Rope can also reach into Long Range and on contact draws the opponent's soul of their body. While this does no physical damage to the opponent, having their soul drawn out results in a loss of -300 chakra. This can only be used once every two turns.
( Shichiseiken ) - Seven Star Sword
The Shichiseiken is a light blue broad and flat with a brown talisman hanging from the bottom. This sword is capable of severing the soul of the opponent's body after being drawn out of Golden Canopy Rope. As a result, once the opponent's soul as been severed they suffer 120 damage worth of mental/spiritual damage and are only capable to using 2 techniques per turn for the following three turns. Due to the main ability of this sword needing the Golden Canopy Rope, Shichiseiken can be utilized to sever the soul of the opponent in the same time frame as the Golden Canopy Rope usage. Due to this being a sword, it is capable of being used for Kenjutsu and other related techniques, naturally.
( Benihisago ) - Crimson Gourd
Crimson Gourd is a giant brown colored gourd with a red cloth around it. It is capable of sealing a target's soul only after they have first been struck by the Golden Canopy Rope to extract their soul and then used the Seven Star Sword to cut their soul. The sealing of the opponent's soul results in death. However, this sealing process does take time, needing two turns to be completed. To escape the sealing process, the opponent must either kill the user before the sealing is complete, or obtain the gourd from the user and seal it away. Space-Time techinques such as Kamui can also stop the sealing ritual.
( Kohaku no Jōhei ) - Amber Purifying Pot
A large pot that has the ability to seal anyone within it, the pot has a stylised kanji for "lightning" (雷, kaminari) on it and a thick rope tied around its rim. It is filled with a dark liquid. The Amber Purifying Pot is used similarly to the Benihisago, but in a more advanced way as leds preparation is required. When within short range of the opponent, the user is able to form a hand seal, causing the liquid within the pot to rise out and swamp the opponent, covering them as they become pulled into the pot. A person that is sealed into the pot merges with the liquid, becoming part of it essentially. This function is similar to the Benihisago, but more advanced as less preparation is required. Though powerful, there are limitations to its use; the Amber Purifying Pot can only be used against Bijuu, Edo Tenseis and other Summonings, but not against other Ninja. This is the trade off between it and the Benihisago, which can only seal normal ninja. This tool can only be used once every two turns with a total of three usages in all.
Note: Can only be used by Kinkaku, Ginkaku, Tenten and Hagoromo Otsutsuki. Only Hagoromo Otsutsuki can use the Amber Purifying Pot.

(Katon: Kasai Kakujuu) - Fire Style: Fire Expansion
Type: Attack/Defence
Rank: A
Range: Short - long
Chakra Cost:30
Damage Points: +25
Description: After releasing a fire jutsu the user will perform 2 handseals as they release there chakra into the fire jutsu. In doing so, the user will increase the power and size of the fire jutsu boosting any fire jutsu by 25 damage points. By the increase in chakra the fire gains more power as it absorbs more oxygen increasing its power.

Note: Can only use used on fire the user or the users summon has created
Note: Can only be used once one each fire jutsu creates
Note: can only be used 3 times

( Za Danshingu Shiro Tora ) - The Dancing White Tiger
Type: Offensive
Rank: S
Range: Short
Chakra cost: N/A
Damage points: 80 (+30 +15)
Description: The user assumes a low stance and positions their hands to mimic claws. By pouncing on a target the user is able to deliver tiger claw strikes that can dig into and then tear out a target’s flesh. Though the attacks are extremely deadly against lightly armored targets they cannot pierce through heavy armor.
 

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Two turns from when they hatch, also **** youuuuu
--
A single thought crossed Shirou's mind as the fire somehow existed within the barrier. '****' The same thought would be relayed to Semiramis through their shared mental connection, prompting the snake to reverse summon Shirou right to her side, safe from the fire for the moment. Shirou himself would have started working on a counter as he channeled massive amounts of chakra and focused his spongebob imagination powers to create a lightning/fire dragon that would be supplemented through September and the nearby Semiramis through a chakra transfer, resulting in quite a buff creation. Should the fire continue towards Shirou's new spot, it would be met by the dragon blocking it from the two combatants before said dragon continues on towards Hawke in an attempts to clash with him head on. Notably, should the fire clash indeed occur, Hawke's overall strength would be sapped for the remainder of the fight unless dealt with.

Shirou would see that the close quarter battle would be a disadvantage for the moment, so he would start formulating a plan with Semiramis while preparing to heal soon enough.


(Gyaku Kuchiyose no Jutsu) – Reverse Summoning Technique
Rank: A
Type: Supplementary
Range: N/A
Chakra cost: 30
Damage points: N/A
Description: This technique is the counterpart of the summoning technique, in which it allows an animal to summon the human that they have a contract with back to their side, regardless of where they are. The animal must be at least B-Rank in strength to have enough chakra to use the technique though all animals that can use Ninjutsu in any form can use this technique on their summoners.
(Chakra Tensõ no Jutsu) Chakra Transfer Technique
Type: Supplementary
Rank: N/A
Range: Short
Chakra: N/A (same as the amount transferred)
Damage: N/A
Description:
This is an advanced ability that ninjas with great chakra control can learn to use and that Bijuu possess innately. The user will release his or hers unmolded chakra onto another ninja, effectively transferring it. The technique has many uses, from restoring an allies chakra to releasing him from a Genjutsu or simply to give him more chakra to mold, allowing him to drastically boost the power of a technique. Tsunade could even use this technique, together with her Creation Rebirth technique to, in conjunction with her summon Katsuyu, heal multiple people at the same time during Pain's attack on Konohagakure. If used to power the use of a technique, the recipient of the chakra can boost one technique by adding +20 chakra to it which increases its damage by +40. To do this, the recipient must mold the technique while the user of Chakra Tenso no Jutsu is transferring chakra into him, meaning that both the transfer and the technique must be done at the same time. The transfer can only be done with direct contact between user and target and restores the targets chakra by up to 100 points per turn. The technique can even be used by ninjas with natural energy passively coursing through their chakra flows, as a medical ninja's near perfect chakra control enables them to filter the unwanted and sometimes harmful energy from entering the recipients chakra system.
Note: Only usable by bios with great chakra control (NB Medical Ninjas, Hyuuga bios, Canon Medical Ninjas). Bios seen using it in the manga can also use it.
Note: Cannot be used to power the users own techniques.
Note: Usable 3 times per battle.
( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.

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

Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery
(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) 120 + 20 + 40 = 180
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release masters can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.
 

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As Shirou reappears beside his summon, Hawke simply extends his arm and once again draws the Nara towards him using Bensho Ten'in. This would physically separate him from Semiramis and render it unable to use Chakra Transfer. As Shirou had correctly deduced the fire blast is large enough to still be continuing towards him and Semiramis as per earlier move description, and while he is still able to perform the Yin Dragon it would now be too weak to overcome the fire blast.
Hawke, at the same time, would once again dart towards his enemy's position. The moment he enters short range Dark Sister would once again drain 5hp from Shirou and Hawke, increasing its pool to 65. In that same moment Hawke's hands once again blaze with fire as he simply claps his hands together, causing a huge shockwave of fire to explode outwards mid-range from his position, which would represent a second wave of fire roaring towards both Shirou and Semiramis.
If Hawke is under the effect of Hungry Ghost due to Shirou continuing to perform his Dragon tech he would still perform Hand Clap Focal Point as described. And just to reiterate; LL is still actively healing the damage is inflicted upon Hawke.

( Bensho Ten’in ) - Universal Pull
Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user is able to use Deva Path's gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Unlike Shinra Tensei, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him. The technique follows the same nature of Shinra Tensei but used on a focused manner and instead of pushing, pulling the enemy.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Rinnegan Bios with the (Tendō) - Deva Path active

(Taijutsu: Hakushu Shōten) Body Art: Hand Clap Focal Point
Type: Offensive
Rank: A - S
Range: Short - Mid
Chakra: N/A
Damage: 60 - 80 (80 +30 +15)
Description: Inspired by his Gathering Clouds sword technique’s ability to create shockwaves of air pressure, Hakushu Shōten is a taijutsu attack created by Kōtetsu Inuzuka that allows the user to slam his hands together with tremendous strength to produce a radial shockwave of air pressure that reaches up to mid-range away from the user’s position and gradually spreads outward to a maximum of 10 meters wide as it travels. In addition to dealing concussive damage to an enemy and being capable of shattering or dispersing techniques of equal strength, this technique is able to push whatever it comes into contact with into mid-range. Due to this technique not being reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to taijutsu will apply to the technique.

Notes:
- The A-ranked version of this technique can be used four times per battle.
- The S ranked can only be used twice and requires a single turn cooldown between uses.
 
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As he was getting pulled, Shirou contemplated turning into a shadow, but that would leave him vulnerable to the fire, or he could have one of his snake summons off-field reverse summon him away, but that was a coward's way out. Instead, he decided to go out like a man. Opening up the Eight Gate of Death, Shirou would unleash a singular punch with the tremendous force behind it. Due to how the punch is released, air would be released in a manner similar to Konoha Ryujin, resulting in attack that would overcome the fire and the follow up attack utilised by Hawke, with it barely losing any strength (190).

The Nara's appearance would naturally shift as blood emanate's a flaming aura around, but remaining true to his heritage, a secondary layer of shadows would envelop his hands as he flexes them in preparation for the final sequence of events to ensue. While the shadows would be mostly aesthetics due to Hawke's rinnegan it was of little bother to Shirou. Meanwhile, the Yin dragon as it existed on it's own would move to flank Hawke after the attack, aiming to ram into him from his side.

Semiramis would simply observe from afar, knowing that her companion would soon fall, either to a draw or a loss.


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( Hachimon ) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns.

( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -5 damage per turn.
( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -10 damage.
( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. This gate also adds +10 chakra and damage to Ninjutsu. User suffers -15 damage.
( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -15 damage.
( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. This gate also adds +15 chakra and damage to Ninjutsu. User suffers -25 damage.
( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. This gate also adds +20 chakra and damage to Ninjutsu. User suffers -40 damage.
( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.
(Hachimon: Kyokushin kaikan) - Eight Gates: Full Contact ♦ Ultimate Basic
Rank: S
Type: Offensive
Range: Short - Mid
Chakra cost: 40
Damage points: 80 +120 = 200
Description: The user opens atleast the 4rd Gate, the Gate of Pain, located in the spinal cord, which increases strength and speed. Opening of this gate releases such enormous amounts of chakra that the user is great empowered. In this state the user throws back his arms and circulates the air around their hand (either hand works) in a much similiar effect of "Konoha Ryujin" by shaping the air currents however under the influence of the Hachimon, the effect and power is greatly empowered. As they don't shape the air at all, but rather gather it. The energy and the wind then will be released by a simple punch, while simply to the regular eye, in reality the user has thrown a singular fist charged with the weight of the gates open and the air amassed through the preparation. The attack is so powerful that one victim said he felt like being "hit with a mountain" such is not the case however, not literally. It also leave behind a deep crater, with the area of effect being a "dome" of crushing air up to Mid range infront of the user.

~ Cannot use any other Taijutsu in the same turn after using this technique and no S rank or above in the next one.
~ Can only be used once per battle and twice per event, only by EIGMs.
~ User cannot use the hand they used it with to perform any seals in the same and next turn.
~ Any attacks blocked through the hands will deal recoil damage, taking 1/4th of the technique's damage despite the defense used through the hands..

(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.
 
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ZK

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I have no clue what happens when you pop the Gate of Death while being Bensho Ten'in'd... and I just wanted to use this for a change, so here we go.

With Shirou coming into close range Dark Sister once again takes its toll of 5 hp, bringing its storage to 70. Hawke, still able to perceive Shirou's movements, sheds a manly tear as he sees the 8th gate used for the first time in a long time. He stretches out his arms and activates Chikuseki, covering his entire body in Asura Path machinery in anticipation of the blow. He tanks the impact of 190 damage across his entire body, which is reduced to 160 by his Yang specialty. Hawke is thrown bodily backwards by the impact, but the technique not only prepares for the impact but immediately begins to repair or replace the damaged bone and tissue with the machinery of Asura Path. Spitting out blood, Hawke would find himself more machine than man for a few moments as Chikuseki heals the damage, leaving him battle-ready for Shirou's next move.

(Chikuseki) – Accumulation
Type: Defensive/Supplementary
Rank: S
Range: Self
Chakra cost: 60 (70)
Damage points: N/A
Description: Chikuseki is not so much a technique as it is an expression of multiple abilities and concepts applied in harmonious conjunction, all either intrinsically related to healing and damage reduction or bound to them through their central mode of application. This method combines the innate healing properties of Yang and the transformative abilities of Asura Path, resulting in a very efficient expression of damage reduction. Practically, this method can be applied when damage has been, or is being inflicted upon the user, and it is expressed as a very efficient regenerative process, which targets first the most vital damaged points before spreading outwards. Anything that cannot be immediately mended is temporarily reinforced or replaced, in whole or in part, by the machinery of Asura Path and then restored progressively, although the user naturally has full control over this process and its extent, and is further able to manipulate their anatomy in preparation for an impact. However, not all parts of the body can be replaced by the machinery of Asura Path, particularly sensitive organs such as the heart and brain. Chikuseki is especially suited for battle due to this fact, as wounds that impair the user’s capabilities in battle will be quickly mended so as to no longer do so and then fully healed over time. Any type of injury or adverse effect that can be affected by Yang energy can, by extension, be affected by this expression, but the method does have some concrete limitations. For one, if the extent of the total damage includes completely reconstructing complex organs or bone the technique requires 70 chakra and the user is still left vulnerable during the healing process, depending logically on the injury sustained. The method is not self-sustaining either, so it cannot protect the user from immediate death. However, Chikuseki targets a given amount of damage points in their entirety and the process is in this sense continuous, as it fully heals the targeted injuries, but if more damage is inflicted during this time another usage of the method is necessary. All the elements of this method operate in the context of the natural damage resistance afforded by Yang Mastery, which results in the damage being inflicted on them often manifesting itself as the user being thrown bodily away or partially pierced by sharp attacks, though damage is still applied normally.
- Can only be used thrice per battle, with a four-turn cooldown between usages, and Asura Path must be activated.
-For large scale injuries, it will take a full turn before this fully heals the user, leaving said body part unusable in that time. For smaller injuries, it will take a full move slot while also leaving said body part unusable in that time.
 

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It would not surprise Shirou that Hawke had managed to survive the attack, after all, he had managed to push him to such lengths. Not losing spirit however, Shirou would launch one attack that was not fully reliant on strength, as it seemed that Hawke had an answer for that. Going in for a kick on Hawke's abdomen, the shadow layer that coated Shirou's body would surge outwards covering short range around the two. Images of tiny combatants would be littered throughout for cosmetic purposes. Functionally, the shadows serve to hide the previously employed Tartarus seal's effects coming into play, as the shadows would be utilized to place the sealing tag on the back of Hawke's neck.

In tandem with this, Shirou would attempt to deliver a rising right kick to Hawke's abdomen to send him flying into the air, after which Shirou would jump himself to mid range distance and deliver a multitude of punches from a distance, sending flaming shots to bombard and distract Hawke while the sealing tag took effect. Shirou could feel his life force dwindling, signifying that he only had a few more attacks left in him.

( Hachimon: Asa Kujaku ) - Eight Gates: Morning Peacock
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: 60 + 120 = 180
Description: The Morning Peacock is a taijutsu designed to strike the enemy down with countless punches. The technique is usually started by kicking the enemy into the air, which for most would be an instant kill. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The punches are so fast, they are set ablaze by sheer speed and friction which in turn creates a peacock-like bombardment of flames around the opponent . Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura. The technique is also strong enough to briefly stun a tailed beast as strong as Saiken.
Note: Requires the user to have opened at least six of the Eight Gates.
( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.

References
(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.
 

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It would not surprise Shirou that Hawke had managed to survive the attack, after all, he had managed to push him to such lengths. Not losing spirit however, Shirou would launch one attack that was not fully reliant on strength, as it seemed that Hawke had an answer for that. Going in for a kick on Hawke's abdomen, the shadow layer that coated Shirou's body would surge outwards covering short range around the two. Images of tiny combatants would be littered throughout for cosmetic purposes. Functionally, the shadows serve to hide the previously employed Tartarus seal's effects coming into play, as the shadows would be utilized to place the sealing tag on the back of Hawke's neck.

In tandem with this, Shirou would attempt to deliver a rising right kick to Hawke's abdomen to send him flying into the air, after which Shirou would jump himself to mid range distance and deliver a multitude of punches from a distance, sending flaming shots to bombard and distract Hawke while the sealing tag took effect. Shirou could feel his life force dwindling, signifying that he only had a few more attacks left in him.

( Hachimon: Asa Kujaku ) - Eight Gates: Morning Peacock
Type: Offensive
Rank: A
Range: Short - Long
Chakra: N/A
Damage: 60 + 120 = 180
Description: The Morning Peacock is a taijutsu designed to strike the enemy down with countless punches. The technique is usually started by kicking the enemy into the air, which for most would be an instant kill. The user then jumps into the air in a distinctive stance and begins punching the enemy repeatedly. The punches are so fast, they are set ablaze by sheer speed and friction which in turn creates a peacock-like bombardment of flames around the opponent . Once the attack is finished, the enemy will be sent crashing back to the ground, covered with the attack's aura. The technique is also strong enough to briefly stun a tailed beast as strong as Saiken.
Note: Requires the user to have opened at least six of the Eight Gates.
( Fūin Fuda ) – Sealing Tag
Rank: B-Rank
Type: Supplementary
Range: Short
Chakra cost: 20
Damage points: N/A
Description: A basic sealing technique where the user places one or more tags either directly on a target or on a technique which is restraining it. As its placed, a sealing formula spreads around the technique or the target, sealing it. This technique has been seen used with Sand ninjutsu, Earth, Water, Wood, Cloth Ninjutsu, etc but basically any technique in which you can apply the tags can be used. In the case of expert ninjas, the tags might even be incorporated into the restraining technique, with no need to actually manually place the tag or tags. Additionally, less experienced ninjas can find that throwing one or more kunais with the sealing tags attached at the technique which will trigger the same effect when the kunais stick on the technique. This prevents the target from moving, molding chakra or even being summoned.
Note: The seal takes a while to form, so most opponents can either counter the restraining technique (thus preventing the sealing formula of taking effect) or rip off the tags from themselves negating its effects entirely. If the target, however, fails to counter the restraining technique or is counter to it fails or if he doesn't remove the tags in his next move, then the seal will fully be placed and the target unable to release himself.
Note: This technique is specially designed to be used on summons and Edo Tensei Summons but will work on any opponent except Jinchurikiis.

References
(Kage Fūinjutsu: Tarutarosu) - Shadow Sealing Arts: Tartarus
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20 (+10)
Damage: N/A
Description: Created by those who heavily use their shadow in combat, Tatarus is a technique that serves the process of supplementing one's usage of scroll, object, and tag based techniques through the utilization of one's shadow. By tagging the user's shadow with the kanji of Tartarus (タルタロス), it becomes possible to utilize the user's shadow as the medium/vessel of techniques that employ their usage, enabling a more unique approach to their usage that eliminates the need of scroll/tags/objects. Two approaches exist for Tartarus depending on the nature of the original technique. For techniques that are inherently offensive/defensive in nature and deal with the release/unsealing of objects from them, such as the Manipulated Tools/Ink Release set of techniques, they become usable through the user's shadow with an additional cost of ten chakra, subverting the need to carry multiple scrolls or tags. This usage would be passive after the placement of the seal, only costing five additional chakra to the utilize the desired technique, with the user being restricted to two pre-mentioned techniques per usage of Tartarus and said techniques themselves naturally taking a move slot when used. While applicable to techniques such as Fire Release: Exploding Dragon Strike, usage on techniques that are naturally harmful to shadows through light would logically result in the removal of the seal, canceling further use of the technique. As for techniques that don't release and rather uses objects to seal or restrict, such as the case with elemental sealing method or sealing tag, these would constitute an active usage of Tatarus wherein the user would manipulate his shadow to form a replica of the scroll/tag and utilize it through his shadow, costing ten additional chakra to the technique, with the user being restricted to two techniques replicated per usage. While Tartarus serves as an independent technique after it's kanji is placed, the user can also utilize it's effects in the same timeframe of performing other shadow manipulation techniques, costing ten chakra to the cost of the shadow technique, in addition to ten to the technique being replicated. Usable thrice and must be separated by two turn intervals. Scroll/Kanji techniques that deal with releasing objects/techniques must be mentioned in bio, first post, or upon using the technique the first time in battle(if the user has the original scroll/tags/objects). This can only be used with techniques that require sealing tags, scrolls, and physical objects(kunais, swords etc), with the user's shadow becoming the replacement. If the users shadows are completely destroyed or momentarily extinguished (high level lights), the pre-stored techniques would be destroyed as well. Notably, for Fūinjutsu techniques, they can only be chained with B rank or lower Nara clan techniques, or alternatively only B rank or lower Fūinjutsu can be applied for higher ranked Nara technique usages.
(Taijutsu/Kage: Keiji No Dolos) - Body/Shadow Arts: Dolos of Revelations
Type: Supplementary/Offensive/Defensive
Rank: C
Range: Short
Chakra: 15 (5)
Damage: N/A
Description: Dolos of Revelations is a technique that implements the user's shadow manipulation into CQC, wherein the user would coat their body with a layer of intangible shadows that are highly receptive and responsive to the user's movements. These shadows, referred to as Primordial Essence, serve to augment the user's fighting capabilities by providing a deceptive layer of shadows. The shadow's react to the movement's of the user's muscles and limbs, surging outwards in all directions to short range, creating a blockade of shadows that would hide the user's strikes and attacks from targets. Naturally, the user's vision is also blocked. The shadow's can be passively manipulated to have images or assume shapes as they expand, enabling user's to deceive opponents of their true intentions, such as forming a shadow fist to strike from one direction while the user actually strikes from somewhere else. This proves to be useful when the user is surrounded and moves in to strike, where opponents wouldn't be aware of who the true target of the user's attacks is. Dolos of Revelations can be used once and maintained for four turns, with it's surges being able to occur in the same timeframe of CQC attacks, and 'surges' potentially lasting for one turns if the user wishes.
Sorry, I kept thinking about cool shit to do, but I think I'll just stick with the annoying move.

As soon as possible Hawke would use the defensive version of Shinra Tensei, sustaining a repulsive field around him. Dark Sister would drain 5hp from Shirou, bringing its total to 75, and instantly transfer its entire health pool to Hawke. No matter how/if he is hit or not Hawke would perform the move as described.

( Shinra Tensei ) - Divine Punishment

Type: Supplementary/Defensive/Offensive
Rank: S
Range: Short
Chakra: 40 ( +20 per extra range )
Damage: N/A
Description: Using the Deva Paths abilities to manipulate gravitational forces, the user will repulse and push away anything around him up to a given range, in all directions, producing an omni-repulsion effect. The force and repulsive effect is absolute, affecting both energy and matter alike. The technique itself can be used with different ranges/sizes, depending on how much chakra the user spends for the technique and can even, in its smaller form, be sustained, forming a static defensive field instead of a wave-like effect.

Shōkibo - Small Scale: the user will push away anything around him up to short range. The offensive power in this size is not that high as it hits opponents but can still do severe damage. It isn't, however, fatal, boasting a physical 40 damage. If the user focuses this ability with the help of his hands he can sustain a defensive absolute repulsive field around him. He can't, however, do any technique while he is sustaining it and he can only sustain it for 2 turns. Once used, takes one turn cool down to use gravitational related techniques again, becoming when the technique ends.

Chūkibo - Medium Scale: the user will push away anything around him up to mid range. The offensive power in this size is severe, sending opponents flying backwards with enough force to, if not defended properly, leave near fatal physical damage. Although not directly fatal, the technique boasts a physical damage of 80. If the user focuses this ability through one or both hands, he can push away a specific target or technique alone, instead of producing the normal omni-repulsive wave. Once used, takes 2 turns cool down to use gravitational related techniques again.

Ōkibo - Large Scale: the user will push away anything around him up to long range. The offensive power of the technique is devastating and anything in its path that doesn't manage to defend properly is left obliterated. Its fatal if unguarded, boasting a physical damage of 160. Using this techniques poses a great deal of danger to the user as he damages his chakra pathway itself to be able to mold sufficient chakra to perform it. Once used, the user loses the use of any gravitational related techniques for the remainder of the fight and is unable to mold chakra for Rinnegan techniques and S ranks and above for 5 turns.
Note: The technique is immune to normal Elemental Weaknesses and Strengths and as such can't be physically blocked, absorbed or dodged by becoming intangible or similar means. However, the enemies can still use techniques that reduce physical damage to their bodies to survive its effects or escape its range through a fast enough technique. This means that in the large scale, while the technique can't be stopped, avoided or directly countered, enemies can still manage to survive if they are able to reduce the damage done enough.
Note: can only be used by Rinnegan bios with the ( Tendō ) - Deva Path active
 
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