Mandalore Techniques
(Noroi) - The Curse
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (listed in technique)
Damage: N/A
Description: The Curse works much like "The Gift" in that it is a chip inserted into the base of the Mandalore Armor Helmet that disrupts the chakra balance within the user and suit in order to rewrite and download new abilities. However, this particular chip contains many firmware upgrades for "Hunter/Killer" that utilize the advances in technology garnered to push Jason to the next level. The patch notes for the firmware update are listed below.
Full Heal : Autodoc is now programmed with a protocol to heal the user 60 Damage Points once his health points drop to atleast 10 once per battle However the users speed will drop by 5 levels and they will be unable to use F rank jutsu for the remainder of the battle. In addition their ninjutsu and taijutsu will drop by 10 damage for 3 turns. Autodoc also has a secondary function that is capable of injecting the user with a chakra similar in makeup to that found in the "Chakra Purge" "Poison Resistance/Sealing" and "Restore Balance", "Sealing Release" techniques, and continues running for 3 turns at the cost of a move to activate. This chakra contains a seal that draws all opponent caused infusions of chakra or negative status effects into before it is withdrawn back into the injection needle should they utilize less chakra than this technique. All poisons, paralysis, mental effects, negative status effects, and even seals effecting the user are ended and unable to be applied to the user for the next 3 turns as they are sealed into the needle. This may be used once per battle and costs 40 chakra to activate.
Solo: The user is now able to form a chakra jetpack weapon enhancement onto Hunter/Killer he can activate at the cost of a moveslot (A rank 30 chakra). This may take him up to 20 meters in any direction he chooses at his current movement speed and may dislodge him or otherwise free him of hazards he's been trapped in such as Swamp of The Underworld up to A rank. He may also spend a move to "supercharge" this jetpack with another 20 chakra in order to blast in any direction with the power of the jetpack. This action can once per turn (every 2 turns, up to three times) can be used to increase the range of a non elemental tai or weapon based attack by 1 range and as such can be used in conjunction with them. The normal activation of the jetpack lasts 3 turns
Detective Vision: By expending a moveslot an upgraded version of the original armors chakra/thermal vision is activated at 10 chakra per turn. This version not only has a binocular function that allows it to zoom in and out up to 2 landmarks away, but also, due to Hunter/Killer's unique conection to and ability to utilize Senjutsu, is able to draw in Natural energy in order to connect itself with the NE naturally circulating. This allows him to see things in a "Detective Vision" allowing him to see the Nature energy that naturally circulates the area. The upgraded vision also provides 360 degrees of coverage on its screen, using its synchronicity with the user to allow it to move its screen along with Jason's eyes so that he doesn't need to turn his head.
Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon
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
(Puraimaru Mandarorian Hon'nō: Mandaroa Shi) - Primal Mandalorian Instinct: Mandolore Pride
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.
(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note: Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn and S rank and higher ones next turn.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.
(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type: Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.
Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.
Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.
Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note: The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.
Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.
-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.
-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.
-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.
After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.
-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.
Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
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
(Ōbāshīrudo) - Overshield
Type: Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.
Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.
This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.
Helmet
Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.
Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.
Body Armor
Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.
Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.
Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.
This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.
Hantākirā - Hunter/Killer
Type: Supplementary
Rank: S
Range: N/A
Chakra: N/A (-10 per ability per turn)
Damage: N/A
Description: Hunter/Killer 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 Jason Todd. The helmet of the suit is built in with a place holder to interface with the canon medical gas mask. This suit is synthetically linked to the user's body and chakra system through its technology and is capable of mirroring the user's ability to harness Sage Mode for its benefit. For this reason it is able to safely produce and project all techniques as if it was the user's very own skin, and only takes damage when the user does
. It has been built with multiple abilities to aid Jason in battle. The suit is skintight but thick and strong. When doing this it is able to use its medical gas mask attachment for the user to breathe. The looks of the suit are within the spoiler.
Predator: Hunter/Killer activates a powerful cloaking device infused within the suit that is capable of being charged to a different level through absorbing the user's sage chakra to increase it's ability. Under normal means, with the user out of sage mode, the device projects Natural Energy in a makeup similar to the "Hiding with Camoflauge Technique" . The effect of this is that the user is cloaked in such a way that he appears to blend in with the Natural Energy that naturally circulates the area, only being able to be sensed by those capable of perceiving Natural Energy. This effect lasts 3 turns and may be used twice per battle with a cooldown of 3 turns in between uses.
When the user is in Sage Mode, the users Sage chakra supercharges the Predator ability. Now the chakra projected by the device adds a secondary flow of chakra, similar to that found in "
(Muon Satsujin Jutsu) - Silent Homicide Technique" making it so that in addition to the previous effects, all sound will be removed from the user's physical actions including from use of weapons and ninja tools in short range of himself. The cost for this is that the chakra cost for maintaining Sage Mode doubles to 20 Chakra per turn due to the extra drain on the technique. This lasts for up to 4 turns each use.
SuperHuman: Hunter/Killer injects Jason with a cocktail of chemicals that increase his physical prowess allows him to use his physical abilities (such as running, jumping, sliding, etc) to avoid techniques up to 10 meters height and width. He may do this once per turn for the next 3 turns, but may only accompany this ability or use his chakra for another Tai/Ken Related technique or use a Weapon/Ninja Tool directly after using this ability granted by SuperHuman. He may reactivate Superhuman once every 2 turns, up to twice per battle. Using this ability takes up a moveslot.
AutoDoc: AutoDoc provides the user with a system known only to him that utilizes its own version of the passive "Diagnosis" medical skill. Due to this, the user is provided with a constant update of his chakra levels, health, and body in general, all on the level of the actual skill. This ability is passive
Mystic Touch: Hunter/Killer seems to simply be painted black, it is actually simply covered in various kanji that are so merged that they appear as black paint. By paying a moveslot and the chakra cost for the seal, the user may call forth the kanji and combine them so that they match the sealing script that any contact based sealing tag/scroll/Kanji based seal has onto any point on his limbs. He may also cause the kanji to appear upon any weapon he is holding by having the Kanji move up to the weapon. . This ability makes it so that the user has a much easier method of applying sealing tags and scripts to his targets, making it so that he may form these tags simultaneously with any Tai/Ken Related technique or Weapon/Ninja Tool usage. These seals (or the by products they produce in cases such of seals which release a substance that contacts its target) must still make contact with its target as normal to achieve their effect and the user must post the seal that is being formed.
Note: Must post
Hantākirā - Hunter/Killer and Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon in the user's bio and at the beginning of a fight
EIGHT DEVA GUARDIANS
(Hachibushu: Gongen Wyzen ) Eight Deva Guardians: Incarnation Wyzen
Rank: B
Type: Offensive
Range: Short-Mid
Chakra cost: 20
Damage points: 40
Description: Using the form of Naga, the user focuses chakra into their leg and performs a slow leg sweep. As the leg cuts through the air, the user manipulates the air currents generated into a large stampede of oxen. The herd of oxen charge toward to opponent destroying all in their path. Each ox is made up of cyclone like formations. The number of oxen is variable and solely depends on he users choosing. The larger the number of oxen created results in each ox being fractionally weaker but the herd always combining into B rank. This allows the user to have a wider spread of coverage while sacrificing the strength of the individual ox.
Can be used four times per battle
Can only be taught by Daemon
2. (Hachibushu: Vajra Yasha ) Eight Deva Guardians: Vajra Yasha
Rank: A
Type: Offensive
Range: Short-Mid
Chakra cost: 30
Damage points: 60
Description: Using the form of Yasha, the user focuses chakra into their arm and performs a rotating jab or uppercut. As the arm cuts through the air and rotates, the user manipulates the air current generated into a large flock of birds. The flock of birds quickly rush over the opponent like a wave. The birds not only do damage on impact but can shred the opponent due to the sharp violent winds provided by this technique. Unique to Vajra Yasha, the user can control the flight path of the birds on release allowing the birds to curve around defenses and attack the opponent at varying angles. The number of birds are variable and solely depend on the user's choosing. This gives the user the option of pinpoint attacks with the flock of birds or widespread volleys. Despite the amount of birds created, the sum of their strength will always be equivalent to A rank.
Can be used three times per battle
(Hachibushu: Asurazu Rāsu ) - Eight Deva Guardians: Asura's Wrath
Type: Supplementary/Offensive/Defensive
Rank: S
Range:Short - Long
Chakra: 40
Damage: 80
Description: Asura's Wrath is an Eight Deva Guardians technique, based off of the Naga substyle of the technique. The user will focus chakra into their leg and perform a leg sweep. As their leg cuts through the air , the air around the origin of the kick begins to rotate and is shaped into a wolf. The wolf starts off small (roughly the size of a human) and as it travels forward begins to grow in size as it fully develops.
It's full size grows to the size of 8m x8m x 8m size and reaches this size when it reaches mid range, allowing it to be fully formed as it enters long range. The wolf can either claw, bite or ram into the target based on the user's needs before dispersing. The wolf is made up of sharp, rotating air currents that is a trade mark of this style and will cause deep cuts as well as blunt force trauma. This technique can only be used twice per battle with a
three turn cool down in between usages.
(Hachibushu: Mura no Murabit ) - Eight Deva Guardians: Mumbooku, Pillager of Villages
Type: Offensive/Defensive
Rank: A
Range:Short - Mid
Chakra: 30
Damage: 60
Description: Mumbooku, Pillager of Villages is an Eight Deva Guardians technique that utilizes two substyles of the technique at once. The two substyles involved are Kinnara and Naga. The technique initiates by the user performing a sweeping kick through the air (The user has the freedom to determine how the kick is done given the situation). Using the momentum of the kick , the user transitions into a full body rotation by using their other leg to lift off from the ground. This rotation can be done as a corkscrew, front flip, backflip etc that fits the situation at hand. As the user kicks through the air, the force of their kick cause an updraft of air that spirals upward and is shaped into a snake. As the kick converts into a full body rotation, the force of the rotation causes a draft of air to form as the body cuts through the air. This accumulation of air currents shape themselves into a tortoise. The snake formed has a 1m x 1m x 10m length while the Tortoise is confined to a short range space, standing at 3m x 4m x 3m. The snake races at the opponent and swallows them whole, lifting them skyward. The snake then arcs back toward the user and slams into the newly formed Tortoise, crashing the opponent into the tortoise's shell causing blunt damage as well as shredding. This technique can be done three times per battle with a two turn cool down in between usages. Finally, the snake is the only portion of this technique that can reach into mid range, and both the snake, and the tortoise carry a durability of B-Rank each.
(Hachibushu: Karō no te ) - Eight Deva Guardians: Hands of Kalrow
Type: Offensive/Defensive
Rank: B
Range:Short
Chakra: 20
Damage: 40
Description: Hands of Kalrow is a Kinnara based Eight Deva Guardians technique. By quickly rotating their body, the user picks up a gust of air that begins to rotated itself around the user's body forming the shape of a Pangolin. Hands of Kalrow takes after the pengolin's ability to curl in on itself forming a ball to protect itself from predators. As a result, Hands of Kalrow can be generated in two ways: The Uncurled and Curled form. The Uncurled form resembles a normal pangolin with its body fully extended. The Curled form of Hands of Kalrow, generates the Pangolin in it's curled form with its tail tucked into it's body and its head curled into its mid section, revealing its' armored back, thus resulting in an Pangolin shaped orb around the user's body. The size of the Pangolin is variable for the usages of the technique, when made in its "uncurled" form, the Pangolin encompasses a 2m (W) x 2m (H) x4m (L) dimension. When formed in its "curled" form. the Pangolin encompasses a 3m x 3m x 3m space. Hands of Kalrow is normally used for quick defenses and assaults in close range situations, capable of shredding targets on contact while providing a quick defense. But soon after it's created and it's intended usage is complete, Hands of Kalrow disperses making it a technique that is not sustainable by the user, naturally. Hands of Kalrow can be used four times per battle with a two turn cooldown period in between usages.
TOOLS
(Jūyōna pisutoru) Vital Pistols
Type:Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage: 80
Description:These pistols are engineered to be completely symbiotic with the user
by using the user's technological knowledge, to the point where they are strengthen by the vitality of the user. These weapons are deeply connected to the user through the power of advanced biomechanical and genetic sciences. The user may fire freeform chakra bullets that move as fast as
the average lightning jutsu. These bullets only do the damage of a normal kunai however, and these freeform bullets act to replace the use of the user's Kunai completely. The User may also release an S rank (80 Damage) Barrage of chakra bullets that cover a 6 meter span in width and height. This costs a move and can only used once per turn, 4 times per battle.
Vital Pistols can merge to form a single scoped rifle as well. This rifle can scope in up to
2 landmarks away (Long Range in battle). The user may shoot and fire a chakra bullet (S Rank/80 Damage) at the cost of a move up to 4 times a battle.
By expending an additional moveslot when firing the rifle, the user can apply a seal onto the bullet via its Compensator ability that creates a barrier with the ability to prevent the detection of the bullets chakra by sensors and dojutsu users by disrupting its chakra signature and deflecting chakra away. This can be used twice with a 2 turn cooldown in between each shot. The user may use a supplementary ability/technique alongside the firing of the rifle.
Compensator: This gun bears a seal that makes it so that any effects applied to the gun via sealing script are also applied to bullets fired from it
so long as they cost a move. Placing a seal upon the gun will cause the bullet that comes out it to carry the same effects of the seal. This would be split across the bullets, meaning an A rank seal will its strength split up to 4 times. This ability is active and may be used simultaneously with another technique as this ability is supplementary. Up to 2 seals can be applied at one time with their effects applied to alternating bullets. Compensator can be used up to 3 times with a break of 2 turns in between use.
Kyōshin-ki) Resonator
Type: Supplementary
Rank: S
Range:Short-Mid
Chakra: N/A (described in description)
Damage: N/A
Description: Resonator is a machine that takes the shape of a red bat on the user's costume. Through the breakthrough of advanced technology, the user was able to examine the nature of the world, specifically Natural Energy. By doing so, they discovered the secrets of Natural energy use and manipulation. The results of these discoveries led to the Resonator, which is able to absorb Natural energy already present in the environment and combine it with the user's chakra which Resonator also uses to power itself. Through this it may rapidly reproduce and control it outwards for supplementary uses
of the user. It uses it's Artificial Intelligence to choose the best options for the user based on what its learned from his fighting style and abilities. The abilities of Resonator are explained below..
Dampen - Much like a heavily moisture filled environment will do things such as dampen paper, this ability fills the environment up to
Short range with and aggressive sort of natural energy that seeks to saturate and break the bonds of various things on the field. Naturally, natural energy does a bit more than dampen paper when it saturates objects. This also applies to enemy
Sealing tag based techniques S Rank and lower that stem from them as a result
of the NE.
This results in them
weakening by 1 Rank in effectiveness. This costs
50 chakra to activate, and the effect lasts
2 turns. This activation takes up a move slot. This may be used twice per battle.
Coat - The initial activation will cost a moveslot. By producing so much Natural Energy, the user and his Ninja Tools and Weapons become naturally coated in it. This is of course as long as all of these objects remain in short range of the Resonator. By doubling the chakra cost to 10 per turn, the user is able to "charge" their Weapons and Scientific Ninja Tools with Natural Energy, making it so that them and their abilities/attacks using them are now 1 Rank/20 DMG more effective. This effect can only be used once and lasts 3 turns.
Zone - An advanced version of Coat utilized autonomously by Resonator that expends a moveslot. Resonator produces a more focused and larger coating of Senjutsu around the user and his weapons. This coating adds onto the weight and reach to the user's weapon and body based techniques by latching onto them and working in sync with the user's movements, providing a +1 Rank/20 Damage increase in effectiveness such contact based techniques. This also increases the reach of such techniques to the end of the user's short range and no further. This may be used once per battle and lasts 3 turns.
(Fukushū) Revenge
Type:Supplementary/Defensive
Rank:S
Range:Short
Chakra:N/A
Damage:N/A
Description: Revenge are a collection of autonomous nanobots inside of the user's body that run on their own extensive chakra batteries. These nanobots run constant scans of the user's body and are able to detect differences and changes within it and his chakra up to the milisecond due to this. These nanobots inhabit the user's entire body but are otherwise unnoticeable to most. They are capable of a few abilities due to their scanning ability as well as their ability to produce their own chakra. To fully aid the user, Revenge has been programmed with medical knowledge as well as the ability to produce and manipulate yang chakra for the purposes of the abilities below.
Scramble!! - Revenge is able to detect when the user's brain patterns have been affected, influenced, or read, whether it be by a genjutsu of some sort, a mind reading/altering technique, or otherwise. When this happens, Revenge is able to near instantly react in order to force the invading chakra out with their own equal influence of chakra in order to cancel it out. They are able to constantly produce and increase this chakra if need be for up to 3 turns, continuously in order to provide the user with a standing defense. Alternatively, they can do this in short bursts for 1 turn, up to 3 turns in total usage. They are able to utilize this ability to combat any amount of chakra if need be. This costs a move when used either way. When used for 3 turns in any case the user is unable to use this ability anymore
Antivirus- Should the user be afflicted with a sickness or status effect of some sort, whether that effects their chakra system negatively (being drained, restricted, or surprussed in any way) or their body itself (being forcefully restricted via seals, poisoned, irradiated etc), Revenge is able to utilize their medical knowledge as well as their chakra to aid the user. With their programming and yang chakra influence they are able to negate and eliminate such status effects and restore the user's body to it's best state, with each usage lasting for 2 turns. The user may use this thrice per battle, but with a 1 turn cooldown between the ending usage. This ability costs a moveslot to use and only effects non damaging or damage based status effects. As such it can't restore limbs or heal damage or anything like that.
Duel Monsters
Duel Monsters (Dyueru Monsutāzu)
Type: FuuinBukijutsu
Background: There have been stories about card based combat from the time when chakra was first being used, but no one could find any proof of this. In his travels, Broly discovered some of these cards that were sealed with wonderous abilities and started to experiment with them. Eventually he mastered and even created more of these cards, thus remaking the style for modern use.
Description on the Abilities and Inner Workings of the Style: This fighting style revolves around, in a nutshell, enhancing the user's weapon combat. However, it has 2 unique twists. The first is that all weapons used in this style are thin, but sharp, sheets of metal around the size of playing cards. These may be thrown just as regular kunai or shuriken can be and are mostly the same in their use by themselves, simply a different shape. The second is that the sheets of metal are pre inscribed with seals that do different effects and according to the different inscriptions on the card. These inscriptions can be quite detailed and even colored, however this is merely an aesthetic detail. The parameters of these seals will be explained below
There are 3 different variations of the seals that are placed on these cards, each going by a different name.
Monster Cards: These cards have a seal inscribed on them that require a trigger to activate, which can be anything from travelling a certain distance to encountering foreign chakra. Once this trigger is met, the seal releases a barrier around the weapon, similar to "(Fusen no Kekkai) Tag Barrier". However these aren't simply spheres or boxes, these barriers are actually molded and shaped into different forms, thus making them on par with elemental releases. Normally, the weapon would still travel in its thrown direction, but these barriers are able to physically interact with the enviroment around them, thus allowing the weapon to change speed and directions. Given that the barriers have a source of chakra via the seal, the user is able to perform other techniques while using them. The barriers can all have different effects of course, depending on what seal is used. These barriers can be extremely detailed and even given color, however this is just cosmetic
Example of a barrier
Spell Cards: These seals give the card a special affect that can either effect an enemy, the landscape, or a monster card. For example, some spell cards "equip" to an already made Monster Card barrier, thus releasing something like an element onto the Monster Card barrier in order to make it stronger or addidng a barrier type fuuin weapon to the monster card. Some spell cards are standalone and thus can seal or unseal objects/chakra/clones/summons/the ground/etc, thus giving the weapon an extra effect when its seal is triggered. These cards generally give positive effects and are used to strengthen for the most part
Example of a spell card that equips to a monster card (object that equips is shown in illustration)
Trap Cards: Whereas spell cards usually give positive effects, trap cards generally give negative effects to either an enemy, their attacks, or the landscape. Trap card seals are also standalone and give the weapon an effect that can seal, unseal, or release barriers that specifically affect an enemy target or his attacks in a negative manner. Trap cards function mostly like spell cards, only dealing in negative aspects and weakening instead.
Example of a trap card
All specific restrictions and abilities to each specific card are to be made on a case by case basis in submission. These are just general parameters of the different types of cards. All of these seals however, just give the original weapon different ways to be effective and useful in battle, thus remaining in the range of a CFS. Without all the bells and whistles the cfs is very established in weapon combat. Monster cards are simply erecting barriers around cards in order to make them more deadly and give them an extra ability. Spell cards either enhance said barriers or standalone to give the weapon a Supplementary ability. Trap cards do the same as spell cards, besides enhancing monster cards, only dealing with taking away abilities and power
Example Techniques:
Nightmare Troubadour: Kuriboh
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Monster Card: The user will throw out a card that, when it reaches short range away, will form a barrier around the card that resembles a small furry monster. The barrier is filled with a brownish colored smoke. This barrier is designed to take up to B rank hits from the opponent, releasing its smoke as a cover when destroyed to help the user get away unseen. Mainly used as a last ditch effort.
Nightmare Troubadour: Bottomless Trap Hole
Type: Supplementary/Defensive
Rank: B
Range: Short-Long
Chakra: 20
Damage: 40
Description: Trap Card: The user will throw this card facedown and it will remain dormant until activated. Once a summon or clone is made by the enemy this card will release a series of kanji underground until it reaches the entity in question before it releases a short range seal similar to that of "(Fūin Fuda ) – Sealing Tag". This seal will immediately seal the entity into itself for the rest of the battle.
Nightmare Troubadour: Magnum Shield
Type: Offensive/Supplementary/Defensive
Rank: B
Range: Short
Chakra: 20
Damage: 40
Description: Spell Card: The user will throw this card at an already made Monster Card or throw it together with a monster card. Once it makes contact with the monster card barrier, it will add onto it a barrier type fuuinjutsu seal. This shield allows the barrier to defend against an attack 1 rank higher than it normally would, but vanishes once it is used once
Additional effects and Restrictions:
this CFS is regarded as falling under the fuuin field
To learn, the student in question must pass either a knowledge test or beat a person of the creator's choosing in a 2 out of 3 card game or any game he chooses
While the Monster Card barriers are self sustained in terms of chakra, they still require a mental command from the user (such as with the great stone golem) as they are not sentient. They are still simply weapons with barriers around them.
Must have mastered basic fuuinjutsu
Users can throw the cards this uses as if they were kunai
Must be taught by USA Scaze
P a t e n t C e r t i f i c a t e
USA Scaze, our loyal member, gave on 2017, a request for a Patent on the Custom Fighting Style Duel Monsters (Dyueru Monsutāzu). I, Vex of the Custom Fighting Style Bureau, by the power invested in me by Lord of Kaos, after reading the submission, have decided that the submitted style satisfies all requirements, and am therefore giving him rightfully earned patent on this style by the following;
Duel Monsters (Dyueru Monsutāzu)
Powered by Vex
Copyright 2017, USA Scaze, NarutoBase.net
https://animebase.me/threads/custom-fighting-style-submission-ii.712001/page-7#post-21384506
( Dyueru Monsutāzu | Hyōkekkai no Ryū Torishūra) - Duel Monsters: Trishula, Dragon of the Ice Barrier
Rank: S
Type: Attack/Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-10 per turn)
Damage: 80
Description:
When the user activates this card it drains him of chakra to fuel it. This chakra absorbed activates the script on the card which releases a barrier in the form of a large 3 headed dragon that spans mid range in size.
Once per turn at the cost of a move slot the dragon may release from its mouth a beam of condensed and molded chakra that works as a conduit for its sealing ability. As the beam of chakra (up to 10 meters in area in terms of size) makes contact with its target, the sealing effect activates. This seal will drain away any infusion of chakra from an opponent or technique that it makes contact with (up to S rank), and deal 80 damage to any target that it hits.This ability may be used every other turn up to 3 times per battle. This ability may be used in the same timeframe as another technique by the user, though it will always cost a turn. In this case an infusion of chakra is any sort of chakra that has entered/been bestowed onto the the opponent from an outside source. An outside source here means any source other than the opponent themselves. For techniques it is any additional amount of chakra that has been bestowed onto it before, during, or after creation. Trishula is capable of flight and may physically attack an opponent once per turn at the cost of a moveslot. Trishula may be summoned twice per battle with a 3 turn cooldown and lasts 3 turns. If Seal of Orichalchos is on the field the user may choose to instead take the effect of having it and its effects being unable to be affected by any sealing based abilities
(Dyueru Monsutāzu: Mirā Fōsu - ) Duel Monsters: Mirror Force
Type: Supplementary/Defensive
Rank: A
Range:Short
(Explosion is long)
Chakra: 30
Damage:
(equivalent to Rank of absorbed technique)
Description: Trap Card: When the user touches this card, a white barrier encompasses the entirety of the short range around the user. This barrier known as Mirror Force, seals incoming techniques within its walls similar to Uchiha's return and then releases the attack in an outward explosion back towards the opponent. Due to the nature of this technique, the outward explosion would be equivalent in rank to the absorbed technique. After the technique is reflected back at the opponent, the barrier dissipates quickly. Mirror Force absorbed and reflect techniques up to and including S ranks. Note: Mirror Force can only be used three times per battle with a three turn cool down in between usages.
Dyueru Monsutāzu: Oreikarukosu no Kekkai) Duel Monsters: The Seal of Orichalcos
Type:Supplementary
Rank: S
Range:Short-Mid
Chakra:40
(-10 per turn)
Damage:N/A
Description: Field Spell; When the user (or an object attached to the user directly under his control) touches this card, a blue shaded barrier with intricate patterns within a large circle will expand from him outwards, taking the same amount of time it takes to throw a kunai to do so. The lines running between the circle are actually chains of of kanji bearing the word "Strengthen" repeated over and over again. Said lines are made of a molded and pure form of chakra and doesn't interact with physical objects, therefore they do not trip up or form any sort of hazard for the opponent. These seals do exactly as they say and unseal "strength" into the users Duel Monster techniques stated and strengthen all Duel Monsters techniques, increasing all of their effectiveness by 1 rank
by unsealing stored chakra into the technique(+10). In some cases, rather than their effectiveness being improved by 1 rank they receive a modifier to their own existing effects. In these cases the effect will be outlined in the technique. Simply being a field spell and doing no real effect by itself, this technique is able to be used alongside another technique in the same timeframe, as long as it is a Duel Monster technique. When under the influence of this technique, the user gains a smaller glowing inscription of this technique on his forehead
-Lasts 3 turns
-Once ended, can't be used for 4 turns
-Can only be used twice
Dyueru Monsutāzu :Kaizā Koroshiamu Duel Monsters: Kaiser Colliseum
Type: Supplementary
Rank: A
Range: Short-Long
Chakra: 30 (activate, then 10 chakra for the next 4 turns)
Damage: N/A
Description: Magic Card: This card may only be activated when the user has at least 1 Summon/entity/nonhuman Ally/creation/clone on the field. By revealing this card, the user will activate this cards effect which will cause it to draw chakra from the user to fuel itself. Due to this A barrier will erect itself in the same time it takes to throw a kunai
That surrounds an area of up to long range meters in all direction from it's targeted area within short range of the user. This seal will cast a seal similar to the chakra draining seal, that will drain the chakra, prevent the use of chakra or it's manipulation in any way (though it may still receive/draw in chakra) and completely paralyze any Summon/entity/nonhuman Ally/creation/clone that any opponents in the range of the barrier create when they attempt to bring such a thing to the field so that it would outnumber those that the user has. This only works on such things up to A Rank. This barrier lasts 4 turns and can be used twice per battle with a 2 turn cool down in between. This barrier will also affect such entities that are already present on the field, so long as they were made/brought to the field the turn before, or if the user activates this in the first turn of battle. This effect works via the quantity of such entities created, therefore if the user has one summon on the field, and the opponent creates 2 golems with 1 technique, only 1 golem will be sealed.
The barrier can be destroyed by A-rank and above techniques. The barrier takes the form of an arena with a glowing orange floor that spans the area, with blue walls surrounding the perimeter with spikes pointing outwards all around. The spoiler has an illustration
( Dyueru Monsutāzu | Majikku Jamā) - Duel Monsters: Magic Jammer
Rank: S
Type: Supplementary/Defense
Range: Short-Mid
Chakra: 40 (-15 per turn while dormant)
Damage: N/A
Description: The user activates this trap card, and it will briefly flash a bright blue light forming a sealing script spanning mid range from the user, up to 15 meters. From then on, the card will constantly drain 15 chakra per turn to remain set. This barrier travels alongside the card and while invisible to the naked eye is visible to chakra sensors. The script is dormant and made of chakra, and therefore may only be interacted with by energy based techniques. Due to the chakra drain from the card constantly draining the user's chakra to maintain itself, this barrier will always be reformed unless the hit by an F rank technique. This seal (S Rank) will be activated when anyone within the field uses genjutsu. When genjutsu is used within this script a cloud of smoke will be ejected from within and around the seal at speeds that of the average Jounin, afflicting all within the field with similar effects as (Genjutsu Fūin ) - Illusion Skill Seal , negating the use of that genjutsu (if the opponent fails to avoid the cloud) due to removing both the user and opponents ability to cast, control, or maintain it as their skill for it has been sealed away. If the Seal of Orichalcos is on the field this seal gains the ability to seal the user and opponents ability to cast, control, or maintain genjutsu as well as Yamanaka, Yin, and other spiritual abilities and will be activated upon the use of such techniques. By escaping/avoiding the 'cloud', the opponent regains/retains usage of his genjutsu/Yin (if applicable) skill(s). The trap may drain the user's chakra and remain dormant as long as they wish to pay the chakra. The sealing ability lasts 4 turns. The user can use this card 2 times per battle with a 3 turn cooldown in between.
(Fuinjutsu/Dyueru Monsutāzu :Burakku Majishan) Sealing Arts/Duel Monsters:
Dark Magician
Type: Offensive/Supplementary
Rank:S
Range:Short-Long
Chakra:40
Damage:80
Description: Monster Card: The activation of this card forms seal on the user's body in additon to a barrier in the shape of a 2.5 meter tall human man
bearing spiked full body armor over a cloak with sealing tags and kanji covering it, as well a staff. The staff glows when summoned and passively releases a barrier
that it serves as a conduit to in order to bring the battlefield under
the Dark Magician's control and remains on the field so long as he does.
This barrier will automatically detect the strength and react to any effect that would destabilize or change reality (in this case actions such as the use and manipulation of Space/Time techniques, removal/addition/transportation of anything from this plane of existence [this doesn't affect the summoning of familiars/entities based on chakra from either user] or otherwise actions that warp reality itself) that are activated within it. When this occurs the staff will glow and will sap chakra from the user's main pool of chakra in a method similar to "Medical Sealing Technique: Chakra Link". Like this seal, this effect will seek to create a chakra equilibrium and will release chakra within it at the source/location of the disruption equal to the amount chakra used to create it, and thus will cancel out the disruption as well as it's effects by doing so, even going so far as to negate the chakra used within/around/by seals to stop such disruptions used in this way as well. In the case of reverse summoning attempts, the chakra is released within the barrier as a whole in order to block anyone from leaving from inside of it. Of course this only works on techniques up to this card's rank as well as rankless techniques. It should be noted that this effect does not discriminate, and also affects the user and any techniques they may use to achieve such an effect. The usage of this ability to cancel out the above described techniques costs a move slot.
With a disdain for those that violate the laws of reality and nature,
Dark Magician may twirl his staff and form purple glowing sealing circle(s) (like the one found behind him in the spoiler) behind him. This circle seemingly sinks into the ground, returning beneath the target(s) and is able to seal Undead and forbidden Entities, dragging them within the seal. This may affect entities such as that made possible via Kinjutsu as well as clones made via Kinjutsu. This technique may only affect the target types named above and may affect targets up to
F Rank. This effect may be used once per turn, with a
2 turn cooldown in between usages up to twice per battle. Each sealing effect may effect a single usage of a technique, therefore if 3 undead entities are created via the usage of 1 S rank technique, this effect will seal all 3 entities.
This effect also takes up a move slot and may not affect the opponent themselves.
Dark Magicians final ability may be used once per summoning and costs a moveslot and may only be used if the Seal of Orichachos is on the field. By slamming his staff on the ground he may erect a barrier around a target similar to "Sealing Technique: Three Directions Seal". This barrier forms in the shape of a pyramid, and possesses a diameter of 15m from corner to corner. Once created, it quickly implodes, collapsing in on itself dealing damage to the opponent equivalent to an
(S rank) Jutsu, and has the added benefit of drawing them to the center of the pyramid, due to the aforementioned collapsing of the barrier.
Note: Must have Advanced Fuin in order to use
Dark Magician's staff effect to seal away entities
Note:
Dark Magician lasts for a total of 4 turns and may be used twice per battle with a 2 turn cooldown between usages
Note: The Dark Magician may use one of its abilities upon creation at the cost of an additional moveslot
Spoiler: Looks of Monster