[Closed] Avenger vs Mand'alor

Drackos

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Avenger has +15 passive to Earth due to the leaderboards.

(Akatsuki Enjin: Shu) - Akatsuki Ring: Scarlet
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Katon)
Description: One of the ten Akatsuki Rings worn on the right ring finger. This Ring is made out of an Indestructible red stone that increases the fire manipulation abilities of the user. All fire technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a fire technique, giving it Ash, or Gas properties, adding +20 damage instead of +1 rank, but being unable to produce fire techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
Asmodeus' Ire
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

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

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
A magnificent wasteland before Avenger brought a smile to his face. The radiating heat from the small lava flow flows which scattered the field brought a...comfort. It was the perfect picture for what he intended to bring to this world. An image of the ultimate fate of the celestial planets as they would return to the stars. Yet, the image was marred by the presence of another, a human no less. Avenger stood silently, watching. His grin slowly evaporated the longer he watched as a slight disappointment surged; would it be another lamb to the flames? Or would his thirst for combat be quenched by the stranger before an inferno would sweep across the wasteland.

He would say nothing in anticipation. Activating the Heaven's Directive while also clasping his hands together to form the Tiger hand seal Avenger would create a rift in the sky mid-range above his opponent. From it the portal would unleash countless pellets of Explosive infused earthen material showering down upon him. Each pellet would detonate upon contact with matter making it an incredible nuisance. Following this Avenger would immediately slam his hands against the ground churning up huge quantities of earth hurling it in a dramatic cascade toward Mand'alor. The earthen cascade would be infused with his Explosive chakra and would detonate when making contact with Mand'alor or his techniques.

(Bakuton: Ten no Shirei) – Explosion Release: Heaven’s Directive
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to applied techniques)
Damage: N/A
Description: This technique is considered the daughter technique of the Mandate of Heaven. This technique allows the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics, etc). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Heaven’s Directive essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Alternatively, the user cause a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. This technique is instantly activated and can be deactivated at the user’s discretion. Heaven’s Directive will last for three turns when activated and can be used three times per battle.
(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: S
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 80
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.
(Doton: Dochūbaku) - Earth Release: Landslide Technique
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 30 + 10 = 40
Damage points: 80
Description: The user will manipulate their chakra to create the earth infront of them to turn to a lose like quality by slamming his hands on the ground to create a landslide that is directed towards the enemy target in the form of a wave of earth.
Heaven's Directive: 1/3
 
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Penguin

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Avenger has +15 passive to Earth due to the leaderboards.

(Akatsuki Enjin: Shu) - Akatsuki Ring: Scarlet
Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Katon)
Description: One of the ten Akatsuki Rings worn on the right ring finger. This Ring is made out of an Indestructible red stone that increases the fire manipulation abilities of the user. All fire technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a fire technique, giving it Ash, or Gas properties, adding +20 damage instead of +1 rank, but being unable to produce fire techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki
Asmodeus' Ire
Asmodeus' Ire - Created as the result of his rage hurting one he loved, Asmodeus created this Sovereign Flame. The user must also know and understand their own anger to access this brutally crimson red fire, which is deeply rooted in all things connected with rage. Asmodeus' Ire grants one's Fire Style with the ability to barbarically consume oxygen, creating a Fire that is extremely volatile, and explodes on contact with any form of solid matter. This phenomena is also refered to as a "thermobaric explosion", and has the added benefit of severely reducing oxygen levels in the immediate area of effect of any Fire Jutsu imbued with this Sovereign Flame, lessening the power of any and all Fire Style within the area after this Sovereign Flame has been used by 1 Rank.
(Tsuinaku) – The Twin Evils
Type: Weapon
Rank: S
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Twin Evils are a pair of reverse grip weapons fashioned from ancient crimson and black metals in the shape of a mix between a beast’s fang and claws. The Twin Evils, as they are more commonly known, are appropriately named Tawich, the Left Fang Grinder, and Zarich, the Right Fang Grinder. Tawich and Zarich’s origins remain in obscurity. Likely the pair was forged during a long forgotten era of brutality and savagery – where war and slaughter were the norm and peace was a rarity. Traditionally the pair is used as sword-breakers acting to stop and catch an opponent’s blade in close quarters combat and to swiftly rend flesh in response. Alternatively the Twin Evils can be used as simple throwing weapons akin to daggers whipped at opponents at high speeds to pierce and rend flesh from a distance. Beyond their basic ability to act as freeform weapons both of the twins possess a certain innate ability – camouflage. Both Zarich and Tawrich act to protect themselves from unwanted attention. Because of their crimson and black metal nature the combination of the two acts to blend perfectly with Avenger’s typical clothing and body tattoos. As such, passively, when sheathed against Avenger’s body both will become concealed from sight and appear as a simple continuation of the tattoos and glyphs which litter Avenger. Users with advanced eyesight, such as Doujutsu, are able to easily perceive the minute differences of the blades against the user’s body. Additionally, both blades possess and offer their own unique skills; one to empower the user’s Explosions with hatred and one to preserve them. Given the nature of the Twin Evils, only Avenger, Angra Mainyu, may wield this unique weapon.

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

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
A magnificent wasteland before Avenger brought a smile to his face. The radiating heat from the small lava flow flows which scattered the field brought a...comfort. It was the perfect picture for what he intended to bring to this world. An image of the ultimate fate of the celestial planets as they would return to the stars. Yet, the image was marred by the presence of another, a human no less. Avenger stood silently, watching. His grin slowly evaporated the longer he watched as a slight disappointment surged; would it be another lamb to the flames? Or would his thirst for combat be quenched by the stranger before an inferno would sweep across the wasteland.

He would say nothing in anticipation. Activating the Heaven's Directive while also clasping his hands together to form the Tiger hand seal Avenger would create a rift in the sky mid-range above his opponent. From it the portal would unleash countless pellets of Explosive infused earthen material showering down upon him. Each pellet would detonate upon contact with matter making it an incredible nuisance. Following this Avenger would immediately slam his hands against the ground churning up huge quantities of earth hurling it in a dramatic cascade toward Mand'alor. The earthen cascade would be infused with his Explosive chakra and would detonate when making contact with Mand'alor or his techniques.

(Bakuton: Ten no Shirei) – Explosion Release: Heaven’s Directive
Type: Supplementary
Rank: A
Range: N/A
Chakra: (+10 chakra to applied techniques)
Damage: N/A
Description: This technique is considered the daughter technique of the Mandate of Heaven. This technique allows the user to infuse Explosive chakra into objects composed of solid matter (Earth/Earth CE, weapons not including Custom Weapons, and not including organics, etc). When the object in question either strikes an opposing object or force it will explode at the initial point of contact. Heaven’s Directive essentially allows the user to convert any physical object he pleases into a latent bomb. Should the user apply this technique to ninja tools or objects void of chakra the explosion produced would be roughly equivalent to that of an average explosive tag. Should the user infuse their Explosive chakra into a supplementary technique then the damage inflicted will be equivalent to the rank of the technique. For example, should the user infuse their Explosive chakra into Earth Shelter Technique then the shelter will explode dealing damage equivalent to B-Rank. An inherent weakness of the Mandate of Heaven is that this technique cannot be applied at long ranges. It can only be applied to techniques, tools, and such that are in close-range of the user or the objects in their direct possession. It cannot however be used upon anything on the opponent's person. Alternatively, the user cause a premature explosion in the object in question, voiding the need for immediate physical contact or allowing the explosion to remain latent despite physical contact. This requires the user be aware of the clash, however. The explosions produced by Mandate of Heaven are naturally angled away from the user preventing damage from the explosion as well as negating recoil. This technique is instantly activated and can be deactivated at the user’s discretion. Heaven’s Directive will last for three turns when activated and can be used three times per battle.
(Bakuton: Ryūsei Aki) – Explosion Release: Starfall
Type: Offensive
Rank: S
Range: Mid – Long (Short – Long)
Chakra: 30
Damage: 80
Description: The user will perform a single Tiger hand seal opening a portal in the sky much like Earth Release: Sticky Earth Drop. From the portal thousands of rocks ranging from the size of a bullet to a fist will fall from the sky creating a torrential downpour. Each pellet is infused with the user’s Explosive chakra and will explode upon contact with matter or an opposing force. Because the user’s Explosive chakra is laced into the projectiles each produce a small localized explosion when detonated that individually does not produce significant harm. However, collectively the pellets pose immense threat; additionally each pellet will burst into shrapnel upon detonation making this technique very difficult to naturally avoid or dodge. The portal can be created anywhere within the battlefield up to a maximum of the entire field. In the case where the portal encompasses the entire battlefield the user must also be able to defend against the technique themselves. Starfall can be used three times per battle. The portal cannot be created within short-range of an opponent.
(Doton: Dochūbaku) - Earth Release: Landslide Technique
Rank: S
Type: Offensive
Range: Short-Long
Chakra cost: 30 + 10 = 40
Damage points: 80
Description: The user will manipulate their chakra to create the earth infront of them to turn to a lose like quality by slamming his hands on the ground to create a landslide that is directed towards the enemy target in the form of a wave of earth.
Heaven's Directive: 1/3
The Mand'alor would be outfitted with his Mandalorian Armor, . He also has Azure on his right index finger.


Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with advanced technologies the rest of the world have yet to posses, making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using any technique in the clan's jutsu revolving around the purple energy, the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin




Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities




Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu




Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Suiton)
Description: One of the ten Akatsuki Rings worn on the right index finger. This Ring is made out of an Indestructible blueish green stone that increases the water manipulation abilities of the user. All water technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a water technique, giving it Syrup, Boiling or Freezing abilities, adding +20 damage instead of +1 rank, but being unable to produce water techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki




Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.



The Mand'alor arrived into what seemed to be a hell of sorts. Lava ran on the ground some distance away, far past the jagged rocks that shot upwards leading to a throne of sorts. It reminded the Mand'alor a little of Berserk's hideout in Kurogakure. He quickly caught a glimpse of another figure mid range away, and just like the terrain, another memory of Kurogakure manifested. It was Avenger, Berserker's right hand man. No words would need to be said for the action to commence. Indomitable quickly flooded his armor with thirty chakra, using his pride and armor as a conduit to increase his own capabilities. He would need it against this man.

Watching Avenger perform a hand seal, the Mand'alor saw a shadow beneath him opening wide. Looking into the air, a portal had formed and began unleashing a plethora of earthen debris. Immediately the Mand'alor expelled a pulse of raiton chakra from his body that continued up to mid range of his current position. The large earthen skewers leading up to the throne of this place would be imbued with electricity and with some hand movements, all but one formed a defensive barricade above himself. They would withstand the brunt of the explosions, even if crumbling afterwards. The last one would be racing towards Avenger, ready to skewer him where he stood.


Rank: C-S (S)
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time

 

Drackos

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The Mand'alor would be outfitted with his Mandalorian Armor, . He also has Azure on his right index finger.


Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per energy tech)
Damage: N/A
Description: Mjolnir: Mark III is a variant of the basic Mandalorian Armor, working in the exact same regard as the old armor, upgraded and outfitted with several new abilities for the higher ranks of the Mandalorian Clan. These upgraded were developed by Mand'alor the Indomitable at Concord Dawn, the home place for the Mandalorian clan after spending years making the blue prints for his ideas. The Mjolni: Mark III upgrades were made with advanced technologies the rest of the world have yet to posses, making this variant far more formiddable than the original Mandalorian Armor that the grunts weild.

Homing Rocket Attachments: The Mjolnir: Mark III variant of armor offers several free-form homing rockets that can track onto an opponent's heat signature up to mid range. The rockets can be made to either: explode with a damage output slightly stronger than an average explosive tag, explode and emit a flash similar to that of a flash bang, or explode and release copious amounts of smoke to hide in. The rockets are considered free-form in every regard, and to launch one of these rockets requires nothing but a mental thought. The speed of the homing rockets would be comparable to that of a thrown senbon. The Homing Rocket Attachment chamber is located in the Mjolnir: Mark III's forearm compartments. Only 4 of these can be used at any time, even when copied.

Speed Increase: The Mjolnir: Mark III was made with different materials compared to the old armor, making it lighter and more aerodynamic while still retaining the same level of durability. Due to this, the user's speed would be increased slightly, one and a half times that of his original speed. The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

Repulsor Intake System: Mjolnir: Mark III's final upgrade was the addition of a Repulsor Intake System, helping output extra damage into the Mand'alors repulsor energy attacks. This is possible because when using any technique in the clan's jutsu revolving around the purple energy, the user would channel chakra throughout their armor first. As this is done, the Repulsor Intake System would passively make the armor leech an additional ten chakra from the user's chakra system and add that into the released technique, bumping up the jutsu's rank by one. In the case that the technique in question would be S or forbidden ranked, the Repulsor Intake System would not be able to handle passively injecting chakra into it. This means no forbidden ranked repulsor techniques would benifit from this passive boost.

Note: Must post Mjolnir: Mark III and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
Note: All the upgrades are passive in nature due to it being tied to a CW
Note: Can only be taught by Penguin




Rank: S
Type: Supplementary/Weapon
Range: Short
Chakra Cost: N/A
Damage Points: N/A
Description: All Mandalorians have a basic armor, the armor they are given when they are first inducted into the clan. A members armor is special: It's designed for them by the leader of the clan. The Mandalorian armor is beyond the technology the rest of the world possesses. Even though all armors look different the abilities they posses are the same. As the member grows stronger he gains access to more of the technological advances, having his armor "upgraded". The armor has 2 sets of abilities: passive and active (that take up a move slot and do damage). The armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor. This was the technological breakthrough the enabled the armor to function as a second skin for the ninja. Not only does it allow complete control over the armor through chakra pulses and chakra control but it also allows the user to release techniques that would otherwise be released from his skin or his mouth, etc from the armor, something that negates any limitation to the users ninjutsu usage, specially elemental.

Passive Abilities:
General
-Basic Protection: The Mandalorian armor is made of strong materials and infused with chakra, granting it resistance against weaker attacks. Free form Ninja tools and explosive tags, bladed weapons and attacks that do no damage (N/A) as well as simple taijutsu attacks (C rank) have no effect on the armor. The protection allows the user to remain undamaged for the most part when facing said attacks but cannot negate momentum or kinetic forces.
Helmet
-Gas Mask: The Mandalorian's helmet protects them from harmful gases, toxins or airborne pathogens. The helmet contains a breathing apparatus that filters harmful external agents in the air, allowing a degree of protection against said agents by purifying the air. In the case of enemy techniques, this protection works up to C-Rank techniques.
-Communication: The helmet contains a communication device linked to all other Mandalorians which uses chakra to transmit messages through great distances. It can even project images that the users sees.
Body Armor
-Heat/Cold and Electrical Protection: The Mandalorian armor, being infused with chakra and made from strong resistant materials protects the user from taking damage from high and low temperatures and electrical damage up to D-Rank. The armor cannot be short circuited but will face normal damage from anything above that rank, with temperature based attacks behaving normally (melting the armor if hot enough or freezing it if cold enough), same as it would with the users body, and lightning based attacks cutting through it.

Active Abilities:
Helmet
-Enhanced Vision: The Mandalorian armor has a special visor that is powered by chakra, that enables the user to gain an advanced vision that can mimic the motion tracking speed of a 1 Tomoe Sharingan. Beyond the motion tracking abilities, the user gains the ability to see the world through a sort of thermal vision, based on the infrared spectrum. This also allows a limited form of night vision (its use drains 5 chakra points per turn and its activation counts as a move).
-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
Body Armor
-Chakra Jet Pack: The Mandalorian armor has a small group of chakra vents throughout the armor. The jet pack uses chakra from the armor's wielder to create controllable jets which can be used to dodge techniques, boosts ones taijutsu or simply achieve flight. The flight is controllable and highly maneuverable though only slightly faster than the users own base speed (drains 20 chakra points per turn, activation counts as a B-Rank move, requires conscious control through mental commands). The addition of taijutsu damage is possible by selectively activating the users peripheral jets in specific points of his movement and according to various situations, capable of adding +10 damage to a taijutsu move and a sudden drastic increase in speed by spending 20 chakra points. To dodge a technique, the user can release a quick directional burst of chakra that can propel him a short distance (Up to 5 meters) in a single direction, achieving a simple linear dash (30 chakra cost, counts as an A-Rank move).
-Vibration Sword: a retractable, short ninjato blade, strapped to the armors back, the sword uses the wielders chakra to create high levels of vibration and use that to increase physical damage. As such, when uses, physical Kenjutsu techniques gain +10 damage. The sword drains 10 chakra points per turn when active.
-Armor Strengthening: As the whole armor contains various chakra motors and enhances, the user can charge the whole armor with chakra to temporarily boost his physical abilities, namely his speed and his physical strength. Being mechanical in nature, the armor can only focus on either speed or strength. This can be done in 2 levels: Level 1 increases speed in 50% or adds +10 damage to all taijutsu. Level 2 doubles the users speed or adds +20 to the users taijutsu. The limitation is the duration and chakra cost. Level 1 drains 10 chakra points per turn, lasting a maximum time of 3 turns, usable thrice. Level 2 is usable only twice, drains 20 chakra per turn, lasting 2 turns.

Note: In the abilities where its not stated, there is no move cost per activation
Note: The armor is in everything like a CW, having to be posted in the users bio and in the beginning of the fight.
Note: Each clan member has an armor which different looks but all have the above abilities




Type: Supplementary
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: After creating several versatile and powerful techniques from the shark contract, the Mand'alor began exploring the world with new friends and allies. Around Kirigakure, specifically the Shivering Sea, lived a secluded and unknown type of shark that dwelled deep within the ocean. They were so deep in the ocean that the light from the sun and moon would never reach them, keeping them within eternal darkness and away from humanity. Their habitat was fierce, as were the predators and prey that lived in the unexplored waters. As chance had it, on his way to Nagi Island, the Mand'alor found one of these sharks and from it's uniqueness and individuality, took it into one of his labs at Concord Dawn for further investigation. The Mand'alor dubbed these sharks "Deep Blues" due to their dark blue bodies. One could even mistake that color for black, even with their white undersides for comparison. The reason these sharks were so special was their adaptation to the ocean's water pressure and the predators deep within the sea, giving them enhanced durability opposed to other shark summons within the Mand'alor's arsenal. The added durability would equate to shark ninjutsu in conjunction with this technique being able to play on the terms of elemental ninjutsu. The Deep Blue's teeth were sharper and stronger than any shark's recorded best yet, their speed in the frigidly cold water was double that of regular sharks from adapting to the water's cold and pressure, and their sense of smell was far beyond the limits of normal sharks. However, the species was not perfect. Due to years and years of breeding and evolution, these selective species of sharks were robbed of their eyesight from all their years without the sun or moon lighting up the world or them. They were truly brutal creatures and savages for blood - the perfect companions for the Mand'alor.

▽ Must be posted at the beginning of a fight and in the user's biography
▽ Can only be taught by Penguin
▽ Can be applied to shark ninjutsu the user knows, but not shark summons themselves
▽ Must specialize in Shark Summonings/Ninjutsu to learn/use
▽ An additional ten chakra would be used to summon this variant of shark in conjunction with shark ninjutsu




Type: Supplementary
Rank: S
Range: Short
Chakra Cost: N/A
Damage points: N/A (+1 Rank Suiton)
Description: One of the ten Akatsuki Rings worn on the right index finger. This Ring is made out of an Indestructible blueish green stone that increases the water manipulation abilities of the user. All water technique's strength are increased by one rank, with the exception of S ranked techniques and above, and Handseals are decreased by 1/2. This ring produces a hidden frequency received by other rings providing a hidden form of communication among ring bearers.
Five times per battle, it can change the properties of a water technique, giving it Syrup, Boiling or Freezing abilities, adding +20 damage instead of +1 rank, but being unable to produce water techniques in the following turn.
Note:
-Can only be worn by a Member of Akatsuki




Type: Supplementary
Rank: A
Range: Self
Chakra: 30
Damage: N/A (+20 to Mandalorian Ninjutsu) (+15 to Taijutsu)
Description: Mandaroa Shi is the will to keep on fighting even in the worst of situations or simply the will and pride a Mandalorian has to conquer their foes no matter the power difference between them. The Mandalorian taps into their spiritual and physical energies, combining them into chakra and forces it out from deep within themselves, overflowing their armor with chakra as a means to fight on par with overwhelming opposition by gaining small boosts in the two primary Mandalorian fighting styles; Mandalorian Ninjutsu and Close-Quarters Combat. Only the strongest of clan members are capable of harnessing this innate strength via channeling excess chakra into their armor. Upon manifesting the absurd amount of chakra into their armor, the Mandalorian gains a plus twenty increase in strength to all Mandalorian ninjutsu they are capable of utilizing based on their current rank due to the armor overflowing with chakra, letting the extra spiritual energies seep out into the user's techniques, and a plus fifteen increase to all taijutsu moves due to the armor drastically improving the user's overall physical performance from the excess physical energies flowing throughout it. After the technique wears off, the consequences for using such a technique become quite notable. The Mandalorian's stamina decreases depending on which point of the battle they first activated the technique: If having been activated at the start of battle, all Mandalorian ninjutsu they use henceforth is decreased by ten damage points along with a decrease in taijutsu attacks they use by ten damage points for the following two turns. If having been activated when the Mandalorian has already been slightly exhausted (After at least four turns have passed in a battle before initially activating the technique), their stamina will decrease in the same manner, however, these repercussions will remain as such for the following four turns. If the user wishes to use this at the start of the battle, they can post this jutsu along with their armor activation by spending the thirty extra chakra to flood the armor. This would count as a move, but would not affect the timeframe.
Restrictions:
Note: Only lasts five turns.
Note: Only usable once per battle.



The Mand'alor arrived into what seemed to be a hell of sorts. Lava ran on the ground some distance away, far past the jagged rocks that shot upwards leading to a throne of sorts. It reminded the Mand'alor a little of Berserk's hideout in Kurogakure. He quickly caught a glimpse of another figure mid range away, and just like the terrain, another memory of Kurogakure manifested. It was Avenger, Berserker's right hand man. No words would need to be said for the action to commence. Indomitable quickly flooded his armor with thirty chakra, using his pride and armor as a conduit to increase his own capabilities. He would need it against this man.

Watching Avenger perform a hand seal, the Mand'alor saw a shadow beneath him opening wide. Looking into the air, a portal had formed and began unleashing a plethora of earthen debris. Immediately the Mand'alor expelled a pulse of raiton chakra from his body that continued up to mid range of his current position. The large earthen skewers leading up to the throne of this place would be imbued with electricity and with some hand movements, all but one formed a defensive barricade above himself. They would withstand the brunt of the explosions, even if crumbling afterwards. The last one would be racing towards Avenger, ready to skewer him where he stood.


Rank: C-S (S)
Type: Offensive/Supplementary
Range: Short - Mid
Chakra cost: 15-40
Damage points: 30-80
Description: This is the brother technique to Lightning Release: Zeus' Control. The user will focus their lightning chakra throughout their body before releasing it in the form an outwards pulse which reaches the edge of mid-range in a radial direction in the blink of an eye. The pulse can just barely be perceived with the naked eye but it cannot be reacted to (as in blocked by a technique). The pulse is innately non-damaging and causes no harm to anything or anyone nearby. Its use lies in the fact that it imbues any inanimate non-chakra infused substances (or anything imbued with the user's own chakra) caught in its reach with the user's raiton chakra. The user will be able to now control said objects or constructs with relative ease through the use of hand gestures (in a similar manner to Lightning Release: Lightning Blades Levitation), either sending them towards a target as a projectile or maintaining focus to guide the direction of the objects. The objects will have a specific aura and color of yellow, with electricity running along the body giving the constructs a certain shock value when it comes to offensive property. With this jutsu, the user is able to take control of a large mass of rock and send it at the opponent or even something as small as a kunai to lift and guide its direction, in attempt to perform stealthy attacks. Any constructs taken over can travel up to long range and the chakra used for this technique will be split between all of the objects/constructs the user decides to take control of. Despite the fact that this jutsu imbues inanimate objects within mid-range with chakra near instantly, the opponent will likely realize a technique has been used due to the yellowish glow the affected objects develop, the hand gestures being made by the user to control the objects and the slight sounds of crackling lightning constructs/objects produce when they're manipulated. Logically, a C-Ranked pulse will only be capable of manipulating small tools such as kunais while an S-Ranked pulse will allow the user to manipulate colossal objects and constructs. The difference between this technique and Zeus' control is, the latter can only be used to take control of the opponent's techniques while this jutsu is used to control one's own techniques and non-chakra infused matter. There has been showcases of lightning moving along earth like substances without breaking them apart using this same concept (e.g. Earth/Lightning Release: Electric Rock Pillar). If the user leaves the area mid-range around where the pulse was first released before taking control of a construct, he/she will become incapable of putting this jutsu into effect.

Note: Can only be used twice per battle
Note: Can only be Taught by Noni
Note: Must have Mastery of lightning
Note: The construct is kept active for three turns
Note: Requires one turn cool down before use again
Note: Usable only on solid and logical objects/constructs
Note: Upon activating construct(s) with the usage of this jutsu, the user can not decide to suddenly take control of another contract unless with the usage of this jutsu a second time

Despite his thirst for blood and the destruction of humanity, when fighting, Avenger's mind was astoundingly clear. It seemed that Berserker's former ally possessed impressive abilities of his own, even those capable of shaping the physical world itself. Yet such meager Lightning techniques paled to his own; he could shape the very earth itself. The world trembles beneath his torment, buckling under Avenger's very rage. In the heat of the moment he shouted, unleashing a bloodthirsty war cry which would echo outward over the barren wasteland as Mand'alor erected the spires to defend him. "AHHHHHHHHHHHHHHHHHHHHHH!" Unleashing his earthen chakra within his vicinity while clasping a single hand seal an immense stone dragon would rupture the earth around him unleashing a torrential downpour of earthen material outward upon the battlefield. The very ground would shake as the dragon erected itself in defense of its master against the spire soaring toward him. The dragon would be empowered by Avenger's own Explosive chakra as well as his mastery over Earth Release itself. In dramatic fashion it would confront the spire and, due to its sheer strength, shatter it against the dragon's body. The clash would remain inert at Avenger's will preventing the Directive from triggering a devastating explosion. The dragon would push forward, empowered and enraged, toward Mand'alor.

(Doton: Dosenkiryū) – Earth Release: Earth and Stone Dragon Technique
Rank: S
Type: Offensive
Range: Short – Long (Made short range of the user with a long range reach)
Chakra cost: 40 + 10 = 50
Damage points: 80 + 15 = 95
Description: The user after performing the required hand seals Horse → Dog → Bird → Ox → Snake will create a large dragon of earth erupt from the ground and direct it towards the enemy with devastating force. This technique much resembles the Water Release: Water Dragon technique.
As the dragon would launch itself forward Avenger would diffuse Explosive chakra throughout his entire body transforming himself into his very own bloodline. It was the form endowed upon him by the stars themselves. The celestial bodies which governed the heavens, space, and even time itself. The form that would wrought about the annihilation of humanity. Within an instant his body flickered pure crimson chakra. The technique and its initiation brought a peace of mind to Avenger; a clarity which surpassed even his own battle trance. It silenced the echoes within his own mind which created doubt and brought a smile to his wicked face. Within the same timeframe Avenger infused his form with a volatile gaseous fire empowering it further and increasing the potency of the explosions it could produce.

(Bakuton: Kami Teikoku no Saifuku) – Explosion Release: Vestments of Divine Imperials
Type: Offensive, Defensive, Supplementary
Rank: S
Range: Short
Chakra: 40 (-10 per turn) + 20 = 60
Damage: 80 + 10 + 20 = 110
Description: The user focuses and channels copious amounts of Bakuton chakra throughout their entire body causing the user’s very form to manifest the properties of pure Bakuton chakra. The result is the user’s body, not simply their skin, will turn into raw explosive energy. The explosive energy manifests itself as a dark bloody crimson expanding throughout the user. This technique, in essence, causes the user to transform into a living bomb. Vestments of Divine Imperials provides inherent natural defenses through this transformation. However, despite what this technique suggests, this does not cause the user to become a suicide bomb. The basic defenses provided by Vestments of Divine Imperials is essentially a reactive armor taking on the properties of an explosion while also allowing the user, because of the very nature of their body, to become immune to their own explosions. The reactive defense provided by Vestments causes opposing techniques, within elemental weaknesses and strengths, to strike the user’s body and produce a reactive natural explosion. The explosions produced act as a natural defense enabling the user to neutralize invading forces. These explosions, due to their neutralizing nature, will reflect the size, speed, and power of the invading force. Because of the user’s incredible control enabled by Vestments of Divine Imperials they will be able to decide entirely at their volition whether objects which strike them will be met by an explosion or not. This only applies to objects which the user has awareness of. Objects and forces which strike the user unknowingly will be naturally met by an explosion of the above set proportions whether according to the user’s will or not. Because the user effectively transforms and converts his body into raw explosive energy he sheds certain traits of his biological body. No longer can the user suffer from pain, rendering them unable to use pain to release from illusionary techniques. Additionally, the user can no longer suffer from the biological effects of poisons, yet certain corrosive agents can still harm the user’s explosive form in some ways if not able to be overpowered by the explosion. However, the user is also vulnerable to Lightning Release techniques due to their unique interactions with Explosion Release. In essence Lightning Release is able to diffuse explosions effectively resulting in the paralysis of the user should he or she be struck. This technique enables the user to defend against S-Ranks and below of neutral elements (A-Ranks and below for weaknesses, F-Ranks and below for strengths). If the user is struck by an attack weaker than their transformation, their explosive form will not weaken or decrease in power at all. If the user is struck with an attack that will neutralize their transformation, the two cancel one another out and the user reverts to their original form unharmed. If the user is struck with an attack that overpowers their transformation, the user's body reverts to it's original form and sustains the remaining damage (after the collision of techniques). Aside from this the user’s ability to weave hand seals, mold chakra, and otherwise all abilities prior to their conversion remain normal. However, while Vestments of Divine Imperials is active the user is only able to use Bakuton and the elements which compose it, their primary elemental affinity and any CEs based on these elements as well as non-elemental abilities. Vestments of Divine Imperials lasts for four turns and can be used twice per battle. On the turn this technique expires the user is unable to produce Lightning, Earth, or Explosive techniques above S-Rank in the same turn. Additionally, upon expiration the user’s body is returned back to its normal biological state. Due to the conversion the user’s base speed will be reduced by 2 levels one turn thereafter. Explosions which occur from the user’s body, voluntarily or not, happen passively but cost one of the user’s three moves per turn.
(Katon: Kokuō Rei) – Fire Release: Royal Decree
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: Royal Decree is a type of infusion designed to manipulate Explosion Release natured techniques throughout the battlefield. Through an infusion of Fire chakra into an Explosion Release or Bakuton natured technique the user is able to create a catalyst. The fire chakra infused into the explosion is gaseous in its form remaining inert until a violent explosion is triggered. The catalyst will act to detonate instantly in sync with the first causing a secondary explosion simulating the magnitude of the first; however will extend with one additional range level, at the user’s volition. The range increase can only be applied to Explosions which span short-range initially, allowing them to increase their range effectively to mid-range. Because of the effects of the catalyst the infused Explosion gains the added force, heat, and energy of the initial allowing it to gain an effective increase of one rank in strength; for S-Rank and above Explosions the technique will effectively increase the effective strength by +20. This technique can be applied to Explosions which extend to mid-range initially, however it will not benefit from the increased range allowing them to gain the catalyst effect but not span to long-range. Royal Decree can be used five times per battle and can be performed within the same timeframe as the technique which it is applied to. It cannot be used in consecutive turns.
Heaven's Directive: 2/3
Vestments of Divine Imperials: 1/4
 
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Penguin

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The earthen dragon arose from the ground at the command of Avenger's hand seal. The way he screamed startled the Mandalorian. In his many bouts, he had only heard screams like this from a very select few.

Forming a set of hand seals in response to the manifestation of the earthen dragon, the Mand'alor released his chakra to form a gigantic penguin made of electricity. The size of the penguin would be comparable to the earthen dragon itself. The penguin would stand it's ground while the Mand'alor retreated backwards into long range, using the penguin as cover why he prepared himself. Once the penguin made contact with the dragon, an explosion would occur. The penguin and the dragon were lost, but it had served it's purpose. Once the smoke settled, the Mandalorian could be seen with an armor of water churning around his body, and sensory activated.

Now was time for the real bout.


Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei




Type: Offensive/Supplementary/Defensive
Rank: A-Forbidden (S)
Range: Short-Long
Chakra: 30 (+20)
Damage: 60-90 (+40)
Description: Same/Suiton: Takara ▽ Shark/Water Release: Treasure is a water release technique, developed by Mand'alor the Indomitable, using properties from the shark contract to form a water armor that absorbs nearby moisture in the air to grow to in power to an exponential degree. The user would channel their water chakra throughout their entire body, surging the chakra outwards to form an armor of water, covering their body from head to toe (still allowing the user to breathe). The water produced by this technique has an absorption quality to it much similar to (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. The water has the innate ability to leech moisture and water from nearby sources or the air's moisture itself, using that water to grow in size.

First Form: Adroit ▽ On the first turn of producing this water armor, it would be considered A-ranked and have little to no abilities barring the minute water absorption capabilities (from chakraless sources of water/moisture in the air). The main function of the water armor at this time is to bide it's time and absorb. It does however hold the potential to defend against A-ranked elemental techniques neutral to water (sixty damage points for reference). After one turn of wearing this armor, it would have absorbed enough moisture from the surrounding sources and moisture to evolve into it's second form.

Second Form: Animistic ▽ After one turn of use, the water armor evolves and grows. Due to the gathering of moisture from nearby sources of water, it would now become big enough to make the user appear ten meters tall, replicating a knight's features, capable of defending up to S-rank elemental techniques neutral to water before dissipating (eighty damage points for reference). Still maturing but gaining power, the armor has an upgrading sapping ability opposed to it's former form. If a water technique the opponent produces comes within short range of the armor, it would begin leeching moisture from the incoming technique, reducing it's damage by one rank (if A-rank or above), or absorbing it completely (if B-rank or below). This ability can only be used once during the two turn phase of this armor. Another ability this armor has during the second phase is the manipulation of it much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, extending the tools up to ten meters from the body using advanced water manipulation. This is an offensive technique, having S-ranked strength, and can only be used once for this phase. After the second turn of the Animistic phase of the armor, it would develop and mature into it's final form, Baleful.

Third Form: Baleful ▽ On the fourth and final turn of sustaining this armor, it would enter it's final form and be considered a forbidden leveled technique in defense. During this short period of time, the user would have the option to passively and instantly channel twenty more chakra into the technique, amplifying it's absorption capabilities to a much higher level opposed to just absorbing moisture. The armor, growing exponentially to half the size of a boss summon, would now be able to absorb a single attack neutral to S-rank water (A-rank elements strong to water and F-rank elements weak to water), and transfer those jutsu's properties onto the armor itself (without putting the user at risk of damage). This absorption would add forty points of damage to an attack if using the armor as a means to attack the opponent, due to the water's exponential size and traits. Treasure is unable to be used as a water source if it has absorbed an attack, so the user must use the armor in and of itself to achieve the enhanced attack (swinging a sword, spear, etc.) For a means of offense, the armor can be manipulated much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, having up to a long range reach purely from the size and amount of water being manipulated as well as forbidden ranked damage (ninety for reference). Due to the sheer concentration it takes to perform this technique, the user can only use two moves in the moveslot during the Baleful stage of the armor as an added restriction. After the fourth turn is over, the armor would disperse, leaving the user exhausted. The user wouldn't be able to form over A-ranked techniques for two turns, as well as be restricted to purely shark release and water ninjutsu for the remainder of the fight. In addition, for the rest of the fight (if Baleful's form was achieved), the user would feel lightheaded and groggy, having their speed reduced by half for two turns.

▽ Can only be taught by Penguin
▽ Must specialize in Water Release to use
▽ Must have learned Shark Ninjutsu
▽ Lasts four turns in total
▽ Adroit sustains five chakra, Animistic sustains ten chakra per turn, Baleful sustains twenty chakra
▽ Can only use suiton ninjutsu and non elemental abilities whilst sustaining the armor
▽ Can be used twice per conflict, and must wait one battle before re-use



-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
 

Drackos

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The earthen dragon arose from the ground at the command of Avenger's hand seal. The way he screamed startled the Mandalorian. In his many bouts, he had only heard screams like this from a very select few.

Forming a set of hand seals in response to the manifestation of the earthen dragon, the Mand'alor released his chakra to form a gigantic penguin made of electricity. The size of the penguin would be comparable to the earthen dragon itself. The penguin would stand it's ground while the Mand'alor retreated backwards into long range, using the penguin as cover why he prepared himself. Once the penguin made contact with the dragon, an explosion would occur. The penguin and the dragon were lost, but it had served it's purpose. Once the smoke settled, the Mandalorian could be seen with an armor of water churning around his body, and sensory activated.

Now was time for the real bout.


Type: Supplementary/Offensive/Defense
Rank: S
Range: Short - Long
Chakra Cost: 40 ( 5 additional Cp for every turn sustained)
Damage Points: (5-80)
Description: The user will gather a large amount of Lightning Chakra and perform 3 hand seals. The user will then release the chakra, manipulating it to create a creature or creatures composed of extremely focused lightning. These "servants" take on the appearance of small, yellow, white or blue, cylindrical, creatures with either one or two eyes. The lightning composing their bodies is extremely focused, that it makes little to no sound. These servants require constant chakra to stay on the field. The technique revolves around affecting the servants in 3 specific ways. Their first way is through their ability of complete mastery of shape manipulation, allowing the user to freely manipulate their focused body, or parts of it, into any form they desire. For example, the user can manipulate a servants arm to become a spear of lightning (extends to that of mid-range), form both arms into a shield of sorts for both offensive and defensive purposes, or manipulation for supplementary uses such as manipulating their arms into wings to fly and etc. The second ability comes in two forms. The first form involves reverting the focused electrical bodies of the servant(s) into an unfocused electrical current, similar to a Chidori Nagashi, they can revert back to focused form through a handseal. The other form is simply causing their body to explode into an electrical explosion. However, servants that are self-destructed via the electrical explosion method are completely lost afterwards. The final ability allows the user to have the servant(s) passively split and combine following basic Rank Splitting principals (e.g. 1 S-Rank Servant can divide into 4 B-Rank Servant & 4 B-Rank Servant can combine into 1 S-Rank Servant.) A user is capable of forming 1 S-Rank Servant or several lower-rank Servant from the beginning. In the event that a Servant is destroyed, the Rank of the existing Servant do not change (e.g. 4 B-Rank Servant are out on the field, one is destroyed and 3 remain, the 3 remaining B-Rank Servant stay B-Rank). Also due to how focused/concentrated the lightning is, it does not get conducted by liquids such as water (This of course does not apply to when a servants reverts to unfocused electricity).

Note: User can only use lightning based techniques or techniques utilizing basic chakra while sustaining the servants.
Note: The rank of each attack or defense of a servant correlates to the specific rank of the servant
Note: The size of each servant is dependent on the rank
Note: Servants destructing into an electrical explosion are completely lost afterwards
Note: Shape Manipulation is limited to the Servants bodies. As such, they cannot release projectile attacks
Note: The Servants last a maximum of 4 turns
Note: Can be used 2 times per battle
Note: No S-rank lightning in the next turn.
Note: Can only be taught by Yusei




Type: Offensive/Supplementary/Defensive
Rank: A-Forbidden (S)
Range: Short-Long
Chakra: 30 (+20)
Damage: 60-90 (+40)
Description: Same/Suiton: Takara ▽ Shark/Water Release: Treasure is a water release technique, developed by Mand'alor the Indomitable, using properties from the shark contract to form a water armor that absorbs nearby moisture in the air to grow to in power to an exponential degree. The user would channel their water chakra throughout their entire body, surging the chakra outwards to form an armor of water, covering their body from head to toe (still allowing the user to breathe). The water produced by this technique has an absorption quality to it much similar to (Suiton: Daikōdan no Jutsu) – Water Release: Great Shark Missile Technique. The water has the innate ability to leech moisture and water from nearby sources or the air's moisture itself, using that water to grow in size.

First Form: Adroit ▽ On the first turn of producing this water armor, it would be considered A-ranked and have little to no abilities barring the minute water absorption capabilities (from chakraless sources of water/moisture in the air). The main function of the water armor at this time is to bide it's time and absorb. It does however hold the potential to defend against A-ranked elemental techniques neutral to water (sixty damage points for reference). After one turn of wearing this armor, it would have absorbed enough moisture from the surrounding sources and moisture to evolve into it's second form.

Second Form: Animistic ▽ After one turn of use, the water armor evolves and grows. Due to the gathering of moisture from nearby sources of water, it would now become big enough to make the user appear ten meters tall, replicating a knight's features, capable of defending up to S-rank elemental techniques neutral to water before dissipating (eighty damage points for reference). Still maturing but gaining power, the armor has an upgrading sapping ability opposed to it's former form. If a water technique the opponent produces comes within short range of the armor, it would begin leeching moisture from the incoming technique, reducing it's damage by one rank (if A-rank or above), or absorbing it completely (if B-rank or below). This ability can only be used once during the two turn phase of this armor. Another ability this armor has during the second phase is the manipulation of it much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, extending the tools up to ten meters from the body using advanced water manipulation. This is an offensive technique, having S-ranked strength, and can only be used once for this phase. After the second turn of the Animistic phase of the armor, it would develop and mature into it's final form, Baleful.

Third Form: Baleful ▽ On the fourth and final turn of sustaining this armor, it would enter it's final form and be considered a forbidden leveled technique in defense. During this short period of time, the user would have the option to passively and instantly channel twenty more chakra into the technique, amplifying it's absorption capabilities to a much higher level opposed to just absorbing moisture. The armor, growing exponentially to half the size of a boss summon, would now be able to absorb a single attack neutral to S-rank water (A-rank elements strong to water and F-rank elements weak to water), and transfer those jutsu's properties onto the armor itself (without putting the user at risk of damage). This absorption would add forty points of damage to an attack if using the armor as a means to attack the opponent, due to the water's exponential size and traits. Treasure is unable to be used as a water source if it has absorbed an attack, so the user must use the armor in and of itself to achieve the enhanced attack (swinging a sword, spear, etc.) For a means of offense, the armor can be manipulated much akin to the (Doton: Koka no Jutsu) - Earth Release: Hardening Technique, having up to a long range reach purely from the size and amount of water being manipulated as well as forbidden ranked damage (ninety for reference). Due to the sheer concentration it takes to perform this technique, the user can only use two moves in the moveslot during the Baleful stage of the armor as an added restriction. After the fourth turn is over, the armor would disperse, leaving the user exhausted. The user wouldn't be able to form over A-ranked techniques for two turns, as well as be restricted to purely shark release and water ninjutsu for the remainder of the fight. In addition, for the rest of the fight (if Baleful's form was achieved), the user would feel lightheaded and groggy, having their speed reduced by half for two turns.

▽ Can only be taught by Penguin
▽ Must specialize in Water Release to use
▽ Must have learned Shark Ninjutsu
▽ Lasts four turns in total
▽ Adroit sustains five chakra, Animistic sustains ten chakra per turn, Baleful sustains twenty chakra
▽ Can only use suiton ninjutsu and non elemental abilities whilst sustaining the armor
▽ Can be used twice per conflict, and must wait one battle before re-use



-Chakra Sensing: The Mandalorian armor's helmet contains special chakra receptors that allow the user to gain spacial awareness of nearby chakra. This acts as a sort of rudimentary chakra sensing. The user cannot differentiate between different individuals chakra or elements and even assessing chakra levels is very difficult (chakra sensing drains 5 residual chakra points from the user per turn and its activation counts as a move). However, this basic chakra sensing is secondary to the main ability given by the chakra receptors in the helmet which is to monitor the users own chakra flow. The armor can alert the user about any alteration to the chakra flow through visual, auditory or tactile stimulus throughout his body. If the user so wishes, the user can release himself from the genjutsu with a sort of kai but without a hand seal, disrupting the chakra flow by having the armor "jolt" his own chakra flow (30 chakra cost, works on illusions up to A-Rank, usable once every 3 turns, counts as a move).
With the Twin Evils at his side Avenger calls upon the abilities of Zarich infusing his form with a catalyst of Explosive chakra which triggers a chain reaction of explosions within causing his form to extend in duration; the eternal burning heavenly body. A form few saw. Even Berserker had yet to see his state. Momentarily his mind calmed; he knew not to underestimate Mand'alor. Berserker's chosen few were not a group to be trifled with. Within an instant a crest forms upon Avenger's chest almost as if burned into his very being. In that moment it formed into the Civic Crown, the Coat of Arms of the Emperor, the High King of the Heavens. It signified the activation of Celestial Retribution: a marking of the Emperor's sacred property. All which fell in the Emperor's domain could not be taken from him. Those who attempted would be met with Divine Punishment and excruciating pain. Within that same timeframe the Crest would be absorbed into his crimson body binding its duration to his own. The powers of the crest itself would become his; the eternal marking of his domain.

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

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

Zarich, the Right Fang Grinder; Zarich’s ability revolves around the principle of chain reactions and explosions. Zarich enables the user to manipulate existing and ongoing explosions by infusing their Bakuton chakra within them. The infused chakra acts to initiate much smaller explosions within the body of the initial triggering a sequence of reactions and producing a positive feedback mechanism within the initial explosion, allowing for multiple small explosions to occur. The smaller explosions produced aim to replace the expended energy of the main initial explosion. This in essence allows techniques which it is applied to require being overpowered entirely to be destroyed allowing for a sort of pseudo explosive regenerative process. Because the smaller explosions simply replace the expended energy Zarich’s ability does not enhance the power, size, or shape of the explosion at all. It simply acts to maintain the explosion in its produced state of power requiring that it be overpowered entirely to be destroyed, allowing it to last until the infusion is voided. Zarich’s ability passively siphons the user’s chakra at the rate of 15 chakra per turn in order to sustain the chain reaction. Zarich’s abilities can only be applied to a single explosion, requiring one of the user's three moves, on the battlefield at a time and requires the user reuse this ability to apply it to a different explosion. It can be used a maximum of three times per battle and cannot be used in consecutive turns.
(Bakuton/Fūinjutsu: Tentai Hōfuku) – Explosion Release/Sealing Technique: Celestial Retribution
Type: Supplementary
Rank: A
Range: N/A
Chakra: 30 (-5 per turn) (+20 chakra cost per applied technique)
Damage: N/A
Description: Celestial Retribution is an advanced technique employing the creation of the Coat of Arms of the Emperor. The technique is initiated through a surge of chakra throughout the user’s body to produce a familiar composed of entirely Explosive chakra on their chest. The familiar takes the form of the Civic Crown of the Emperor, his coat of arms. The familiar is imbued, through a passive consumption of the user’s chakra, a limited form of sentience. While the Civic Crown is unable to move from the user’s body it is able to act independently of the user and free his concentration on the technique. The Civic Crown acts to mark the sacred property of the Emperor and carry out the punishment upon those who attempt to steal it. To carry out this sacred task the Civic Crown employs an advanced form of Fūinjutsu. In order for the Emperor to mark his property the technique adds an additional dimension of shape manipulation through an infusion of chakra; this is done by passively consuming the user’s chakra and infusing it independently of the user into techniques at his volition. The added manipulation will in effect ‘inscribe’ the Kanji for ‘Exalted’ in the user’s Explosion Release techniques while also causing the color of the Explosion to shift becoming a dark crimson; although this coloration is largely cosmetic and can be shifted through the use of other techniques which influence light or coloration. When used on raw Explosion Release techniques, such as Explosive energy, malefic infernos, or simple explosions, this technique will create the Kanji in the body of the Explosion itself, always in the direct view of the opponent. Alternatively, this infusion can be used alongside Mandate of Heaven, Hell, and their variants. When used in conjunction with Mandate of Hell the Kanji will be initially inscribed in the solid body of the matter it is applied upon and then remain inscribed as it converts itself into Explosive energy. When used with Mandate of Heaven the solid matter which is infused will gain the inscription upon it. In its simplest form the infusion produces a highly malleable, intangible, and transparent barrier within the Explosion. Because of its malleability and intangibility the barrier can easily shape itself to fit the Explosion and its contents and will proactively shape itself as the explosion expands into its apex or changes shape. The barrier itself offers little in normal elemental interactions and does not inherently increase the strength of the Explosion Release technique it is applied to. However, the barrier, much like the barrier found in Sealing Technique: Abhorrence, acts to protect the Emperor’s techniques against specialized sealing/absorptive natured abilities. Against these techniques which employ an ethereal state of chakra draining, absorptive, or sealing qualities advanced Fūinjutsu or otherwise, the barrier will make its abilities known in order to protect the Emperor’s sacred Explosions. These abilities include Dark Release Absorption, advanced Fūinjutsu, and abilities which consume chakra such as specialized Water Release. The first ability mimics that found in Sealing Technique: Abhorrence. It will directly prevent the sealing or absorption of the user’s and is able to repel S-Rank and below techniques which attempt to seal or absorb the user’s techniques. The second ability is the barrier’s ability to issue a punishment to those who attempt to steal the Emperor’s property. While preventing the user’s techniques from being sealed this technique will instead release a portion of the user’s chakra to initiate the punishment. Those techniques which perform their absorption will instead be met by an infusion of the user’s chakra which causes the opponent’s chakra system to gain explosive like tendencies. The result is the opponent’s very chakra system will begin to ‘explode’ causing the destruction of 50 chakra per turn while also causing severe pain. The pain which the opponent experiences is equivalent to the pain required to shatter an A-Ranked illusion; stabbing one’s self in a minor muscle, cutting one’s self, breaking small bones, etc. Thus, it is a nuisance to experience in heated combat. The rank of the infection is equivalent to the rank of the Explosion Release technique used and requires a full body surge in equivalent rank to shatter.

Celestial Retribution can be used once per battle and when used the Civic Crown will remain on the field for a maximum of four turns. Due to its nature this technique is activated instantly and infusions occur within the same timeframe as the technique they are applied to. Alone, the familiar cannot move independently of the user and will remain static on his chest.
(Bakuton: Jitsuryoku Sengen) – Explosion Release: Potentate Proclamation
Type: Supplementary
Rank: B
Range: Short - Long
Chakra: 20
Damage: N/A
Description: Potentate Proclamation is designed to be used while the Vestments of Divine Imperials is active. This technique allows for the user to manipulate on going explosions on the battlefield by infusing their Bakuton chakra into the explosion. The explosion, while still active, will be absorbed into the user’s Vestment state allowing for it to be seamlessly integrated into their explosive body. In essence, this technique acts to extend the duration on Vestments of Divine Imperials by integrating additional energy into the form. Thus, for each B or A Rank explosion consumed by Potentate Proclamation, Vestments of Divine Imperials will be extended by two turns. Should the user consume an S or Forbidden Rank explosion they will be capable of extending Vestments by an additional three turns. Of course, while this technique is used the user will have effectively ended the explosion in question neutralizing it entirely themselves by integrating it into their body. Because this technique simply acts to infuse an explosion it will take little to no time at all allowing for smooth transitioning between techniques. Alternatively, Potentate Proclamation can be applied to absorb semi-sentient Explosive familiars. This application allows the user to integrate the familiar’s abilities into the user’s body; this effectively voids the sustained chakra cost of the familiar. Upon expiration of this technique this will cause the separation of user and familiar. By consuming sentient creations Potentate Proclamation effectively binds their duration to Vestments of Divine Imperials. Thus, if a familiar is absorbed and will remain on the field for two more turns while Vestments will remain active for three turns then the familiar will remain absorbed and active until Vestments expires. Potentate Proclamation can be used three times per battle and will remain active until Vestments of Divine Imperials expires.
 

Penguin

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The armor get bigger and bigger around the Mand'alor. Treasure's first form was completed, and it had evolved onto the next. It would bide out it's time, growing ever more powerful with each passing minute. The air was abundant with moisture after all.

Surging ludicrous amounts of chakra throughout his being, the Mand'alor would activate another of his forbidden techniques while his opponent was preparing for the bout. A crest appeared on Avenger's body, then transformed into a crown to signify his rule. Or at least, that is what the Mand'alor had gathered. In an instant, three shark heads would protrude from his back to look from behind and the sides. Three hundred and sixty degrees of vision between the four allies. Nothing would escape their omniscience now.

Avenger, now is your time. You were named the first to Berserker's Kingsguard, a symbol of power within the realm of Kurogakure. I will show you real power here and now, in the pits of hell we are fighting in.

With a hand seal, the Mand'alor roused his chakra and exhaled a huge quantity of water to flood the area, turning it into a sea. With his ring passively amplifying his suiton prowess, the amount of water and it's power were not to be taken lightly. It was time for a change of scenery, and the Mand'alor needed every advantage he could get.



Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood, but only within short range of it's location. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability varies in power from C to A rank, and the creations of these toothen structures are quite limited. The shark can only manipulate the teeth to form walls, waves, and weapons only. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a two turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used three times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool and count as a move in the user's moveslot
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability




Rank: A
Type: Offensive,Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

 

Drackos

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The armor get bigger and bigger around the Mand'alor. Treasure's first form was completed, and it had evolved onto the next. It would bide out it's time, growing ever more powerful with each passing minute. The air was abundant with moisture after all.

Surging ludicrous amounts of chakra throughout his being, the Mand'alor would activate another of his forbidden techniques while his opponent was preparing for the bout. A crest appeared on Avenger's body, then transformed into a crown to signify his rule. Or at least, that is what the Mand'alor had gathered. In an instant, three shark heads would protrude from his back to look from behind and the sides. Three hundred and sixty degrees of vision between the four allies. Nothing would escape their omniscience now.

Avenger, now is your time. You were named the first to Berserker's Kingsguard, a symbol of power within the realm of Kurogakure. I will show you real power here and now, in the pits of hell we are fighting in.

With a hand seal, the Mand'alor roused his chakra and exhaled a huge quantity of water to flood the area, turning it into a sea. With his ring passively amplifying his suiton prowess, the amount of water and it's power were not to be taken lightly. It was time for a change of scenery, and the Mand'alor needed every advantage he could get.



Type: Offensive/Supplementary/Defensive
Rank: Forbidden
Range: N/A
Chakra: 50 (-20 per turn)
Damage: N/A
Description: After becoming a notable user of the shark summoning contract, Mand'alor the Indomitable had set out in making the final ninjutsu to complete his already monstrous arsenal. In one fight with an old ninja named Kakuzu, Mand'alor the Indomitable noted the usages of the threaded man's hearts, each proving to be formidable and useful in their own way. Using Kakuzu's masks as a concept, Mand'alor the Indomitable underwent this overwhelming task on creating the ultimate shark ninjutsu. After surging copious amounts of chakra throughout his being, the Mand'alor would produce three shark heads that protruded out of his back and armor with each had different and unique abilities to aid him during combat, with all three being able to mentally communicate with their summoner and each other whilst having access to the Mand'alor's chakra pool. Due to the shark's heads and neck's being made of purely cartilage as well as being sentient, they would have a full range of motion to cover many different areas around the battlefield at once.

First Fate; Freyr ▽ Freyr, The First Fate, is a team player, not having any offensive abilities yet still being possibly the most useful of the three fates. The First Fate has the ability to smell chakra opposed to blood, but only within short range of it's location. While not being terribly useful on it's own, the First Fate couples this sensory mimicking ability with the ability to use the Mand'alor's chakra pool to help him from falling under illusions. If Freyr would sense the Mand'alor fall into an illusion, The First Fate could surge enough chakra for the Mand'alor to be freed from any illusion up to and including S-rank. This however, does not extend to MS level illusions. This ability can only be used twice and mimics Genjutsu Kai.

Second Fate; Fabulinus ▽ Fabulinus, The Second Fate, is rash and offensive in nature. The Second Fate's main ability is that of being able to regurgitate sharp teeth from his stomach in excess, then manipulate them in battle. In other words, The Second Fate's ability is that to grow excess teeth and by the usage of chakra, cause these teeth to attack an opponent or defend from an attack. This ability varies in power from C to A rank, and the creations of these toothen structures are quite limited. The shark can only manipulate the teeth to form walls, waves, and weapons only. The size of these structures, however, cannot exceed that of ten meters in length or width, and can only be used twice per battle. This technique also has a two turn cool down before re-use.

Third Fate; Faustulus ▽ Faustulus, The Third Fate, is explosive in personality, much akin to your average loudmouth. However, The Third Fate has quite a unique ability, that ability being to transfer part of the user's primary elemental specialty in shark ninjutsu (relating to teeth the user or his allies produce). While channeling this chakra into shark ninjutsu, the teeth would then take on properties of whatever primary elemental specialty the user has at that time. When these teeth make contact with opponent, they would not only have cutting damage, but the affects of the elemental chakra would be very similar to the Dragon Beast Kaito Tai techniques as well as being capable of defending against twenty more damage points than usual. This in no way adds damage to the teeth, however, just extra affects when the teeth make contact with other beings. This ability is B-ranked and can only be used three times per battle. While being instant in activation, this technique does take up a move slot and the user's chakra.

▽ Can only be taught by Penguin
▽ No shark ninjutsu for two turns after this technique is completed
▽ Lasts four turns
▽ Can only be used once
▽ All chakra costs are appropriate to the ranks of the abilities and get deducted from the user's chakra pool and count as a move in the user's moveslot
▽ Must have been taught Kaito's Taijutsu for the last Fate's ability




Rank: A
Type: Offensive,Supplementary
Range: Short - Long
Chakra cost: 30
Damage points: 60
Description: This technique is a stronger version of exploding water colliding wave technique. The user will first perform the ram hand seal and then spits out a large amount of water that covers an entire area, with massive waves that can crush the opponent. The user then forms the water into a giant orb, instead of releasing like weaker version of the technique.

His opponents suggestion brought a smile to his face. The resounding determination. He had heard these foolish voices before, most who come before him seeking a fight. And Avenger will, in his purest urges, indulge their desires and greet them with malefic infernos burning away their illusions. But the Mand'alor was unlike many of those other fools, he too was chosen by Berserker. His mastery over the Water element was clearly formidable as the titanic wave was unleashed and cascaded downward upon the hellish earth. With alacrity he molded chakra within his vicinity giving birth to a majestic and beautiful phoenix composed entirely of highly malleable barriers; the phoenix possessed sharp talons and a beak easily capable of piercing flesh and shattering bone. Within the same timeframe Avenger infuses additional chakra into the phoenix causing its translucent beauty to shift to magenta. While a remarkably stunning transition in beauty and color the transition also signified that the phoenix's abilities had shifted along with it. No longer would the phoenix be a simple barrier, it would possesses a specialized form of the Elemental Sealing Method becoming highly effective against tangible elemental techniques. In a glorious charge the phoenix rushed forward from its place of birth toward the wave as it would begin to cascade downward. As it clashed with the water it would appear to slice through it almost as if slicing through butter with a heated blade; in its wake a trail of mist would be left behind due to the extreme pressure which the barrier exerted upon the water as it would be sealed within it. Because the barrier was actively sealing the water the familiar itself would not be weakened and continue its charge at its full strength. As the phoenix would charge forward Avenger would launch himself into the sky with explosions created by his crimson form. He would sustain the flight passively in the air watching the spectacle below as the familiar charged toward the Mand'alor.

(Fūinjutsu: Mukei Hogosha) – Sealing Technique: Ethereal Guardian
Type: Offensive, Defensive, Supplementary
Rank: A
Range: Short – Long
Chakra: 30 (-10 per turn) + 20 = 50
Damage: 60 + 20 = 80
Description: Ethereal Guardian is an advanced Fūinjutsu utilizing common principles found in Barrier Techniques. Typically barriers are thought of as static, geometric and defensive constructs. However this preconceived notion has been proven false through barrier techniques such as the Four and Six Red Yang Formations. Both barriers were made to be highly malleable to shape themselves in order to relieve pressure from offensive techniques and redirect them. They were also able to be shaped in accordance with the user’s needs; this is further supported through other Fūinjutsu techniques, such as Sealing Technique: Abhorrence. Thus, by extension, it is reasonable to produce familiars with natural shapes such as a dog, bird, snake, or even humanoid. With this notion of malleability and versatility in mind Ethereal Guardian also applies the common principle of familiars – semi-sentient creations which feed off of the user’s chakra reserves. Through the combination of the two this technique allows the user to create familiars composed of barriers which undergo advanced shape manipulation. These familiars, as previously mentioned, are granted the same form of sentience granted to normal elemental familiars. This is done through the passive siphoning of chakra from the user to allow for their sustainment. Through this sentience the familiar is capable of operating independently from the user’s concentration freeing the user to perform tasks independent from the familiar. Ethereal Guardian’s primary strength is its incredible versatility in shape transformation and applications – essentially limiting the user to only what his imagination is able to produce and conceive. For instance, the user is able to create a bird composed of a barrier shaped into its form; due to its shape the bird would be capable of flight and able to move independently of the user. A second example is the creation of an average humanoid shaped familiar. This familiar would be capable of running and granted normal full range of movement. However, while logically a bird is able to fly and a humanoid is able to run, this technique allows for the user to break those logical limitations. Because of the nature of the technique all creations are able to attain a form of flight or levitation to some degree, all moving as fast as the user’s current speed. Thus, a humanoid with no wings is capable of levitation and flight. The greatest limitation to this is the amount of chakra put into the technique. The user is only able to create familiars at a maximum of twice their current size, exceeding no more than that. Additionally, the user is capable of creating multiple familiars. In this case, the familiars will follow the normal splitting rules. Two familiars created will be equivalent to B-Rank and granted equivalent capabilities while four familiars created will be equivalent to C-Rank and granted the same. These familiars are created within short-range of the user. By default, the barrier which composes them only possesses static characteristics. Meaning it will deal damage based upon the shape it is in, always equivalent to A-Rank. Thus, a bird with a talon can cut and pierce, equivalent to A-Rank damage. While a human with a fist can punch, equivalent to A-Rank damage. By default the creation(s) will possess a translucent white color. Creations can be sustained for four turns. This technique can be used twice per battle and cannot be used in consecutive turns. Cannot create new creations from a second usage unless the creations previously created were destroyed.
(Fūinjutsu: Seishin Iyashi) – Sealing Technique: Spiritual Acquiescence
Type: Supplementary
Rank: A
Range: N/A
Chakra: N/A (+20 chakra cost to applied technique)
Damage: N/A
Description: This supplementary infusion technique can only be used in conjunction with Sealing Technique: Ethereal Guardian. Barriers have been shown to possess numerous characteristics; these range from reactive damage on physical contact to barriers which are intangible in nature able to drain chakra or produce high levels of physical pressure to restrict movement and resourcefulness in combat. Working in conjunction with Ethereal Guardian this technique simply acts to endow the familiar with specialized barriers. By default, Ethereal Guardian employs a barrier which is only able to inflict blunt or sharp damage on contact. Through an infusion of chakra within the same timeframe the user is able to endow the created Ethereal Guardian with a specialized barrier allowing for different types of damage or effects. Regardless of the barrier characteristics infused this technique will empower the Ethereal Guardian by an additional rank, or an effective +20 damage. This technique, like Ethereal Guardian, can be used twice. Only one barrier can be infused into one application of Ethereal Guardian. When multiple familiars are created through Ethereal Guardian then their rank will be split as normal as will the potency of the barriers; all Guardians will possess the same barrier type. The barriers are as listed:

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

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

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

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


Crimson; perhaps the most violent barrier infusion the Crimson barrier provides certain explosive qualities. When infused the Guardian’s default color will become a blood red crimson. The Crimson barrier is a twist on the Sealing Trap Explosion technique. When the familiar detonates it will effectively end its life producing an explosion spanning a mid-range radius from its location. The explosive nature of this barrier can be used in multiple ways. The first is by default when an opponent comes within short-range of the barrier, like the Sealing Trap Explosion, it will cause the familiar to explode. Alternatively the user can prevent this by willing the familiar to remain inert and detonate at a time of their choosing. This requires the user to be aware of the familiar’s location and interactions, however. The familiar will retain its default tangible abilities.
(Bakuton: Tei’i) – Explosion Release: Imperial Majesty
Type: Offensive, Defensive, Supplementary
Rank: A (S)
Range: Short
Chakra: 30 (-5 per turn)
Damage: N/A (80)
Description: Imperial Majesty is a highly versatile Explosion Release technique to be used while Vestments of Divine Imperials is active. Applying the user’s explosive energy state he or she will produce explosions at any point on their body enabling them to be propelled against the air in the direction of their choosing. The explosions are highly versatile in nature allowing for the user to shape and manipulate them upon creation effectively negating recoil and preventing damage by angling the explosions outwards while also determining their width. The explosions, as previously mentioned, will propel the user against the air allowing for the user to take evasive measures in order to avoid techniques within logical reason and speed. Alternatively, this technique can be used to propel the user and then be sustained enabling for a limited form of flight/levitation by setting off a small chain reaction of explosions at the chosen location on the user’s body. The chain of explosions used to sustain this technique is maintained by passively draining the user’s chakra over time. When Imperial Majesty is used offensively or defensively the user can instead apply the propulsion against a living body or opposing technique, respecting elemental weaknesses and strengths. The explosion will act to propel the user in the opposite direction of the targeted body inflicting A-Rank damage. Imperial Majesty can be used four times per battle.
 
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Penguin

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Watching this ethereal bird change colors and surge forwards, cutting through the water and sealing it as if it were nothing, the Mand'alor extended his hand forwards. His armor began to glow a neon purple color, condensing in front of his extended arm and releasing into a widespread wave of energy. It was simple, but brute strength was all the Mandalorians needed at times.

Treasure also began to grow, leeching off the atmosphere's moisture. One more turn.


Rank: D-S (A -> S)
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (30 + 10) (-5 per turn to sustain )
Damage Points: 20-80 (60 + one rank + 20)
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range

 
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