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Mudo

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Glaring at Yona from across the arena, the Batman begins by swiftly inserting a chip into the anterior of his helmet, enhancing his armor's capabilities. He would activate the chakra vents along his armor and boots to provide him increased mobility as a precautionary measure to deal with any incoming counterattacks. He felt a sense of slight unease, having to deal with someone head on without preparing in advance, but knew they had to be stopped. Reaching his right arm forward, he proceeds to shoot out a beam of chakra from his palm, presenting a simple, straight forward attack. He would observe closely to see how his opponent would react to such an attack and plan accordingly.

Mandalorian Armor : Armor Activation | Rorian'āmā: Āmāakutibēshon (Reference)
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
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.
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
 
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Alyx

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Sooo….no hello’s or introductions?” Yona asked, curious if her opponent intended on talking but all she can make note of is him reaching to his helmet and inserting some sort of weird device into it. She didnt know what to make of it honestly, however she did feel the impending offense her opponent was possibly going to take. Almost as if on queue - his arm started to raise but she performed a very light hand gesture; as nigh instantly - a barrier would have formed around Batman. The sheer force it had, while also applying pressure to his chakra flow, limiting his current options in terms of movement. “That wasn’t very nice of you…but I suppose I’ll take the lead! Yona Uzumaki, at your service” she announced. This would basically render his attempt to fire his laser impossible, for now at least.

At the same time she performed the barrier, from her other free hand - Yona was scripting some jutsushiki across the terrain, allowing it snake it’s way towards the opponent. Once it was within close range, the jutsushiki would explode violently, though it wouldn’t be enough to kill, at least for now. She watched, curious what the gentleman can do. “That was a warning shot, next time I’ll be forced to start getting serious!” she pumped her chest out with a huff, she meant business! She started to run into the direction of the Batman, quiver on her back but her bow strapped to her body, instead she held a basic dagger in hand.


( Fukurō no sukuriputo ) | Scripts of the Northern Owl (Reference)
Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 [+10 to seal]
Damage:
Description: Scripts of the Northern Owl is 1 of 4 secret sealing techniques created by the Uzumaki clan to give their unique Chakra Chains more versatility. Specifically, Scripts focuses on the more supplemental side of sealing. The Chakra chains come with an inherent ability to use a certain sealing method through them, so a talented Uzumaki found a way to advance the idea of using seals through them altogether. Through the use of additional chakra when deploying the chains, the user is able to forge kanji/Scripts into the chains and give them the effects of a sealing technique. This would only work with Fuuinjutsu techniques that have kanji markings or scripts that can be written/forged into the chakra chains themselves. This has it's limits though. Being a technique that only comes into fruition when used directly next to chakra chains, it is a passive technique and won't take up a move slot; Though whatever seal is forged into the chains will need to be posted and altogether would count as two moves (The chains + Seal). This is a technique that would have to be posted in the user's bio or at the beginning of fights as a reference (also being posted as reference when used). For S rank seals and above, the user will need to perform an additional hand seal when forming the chains. Can only be used to apply S rank seals 3 times each battle, with two turns between uses. Cannot be applied to forbidden ranked chains.
(Tajū Mugen Hōyō ) - Multiple Infinite Embraces
Rank: A-Rank
Type: Offensive
Range: Short-Mid
Chakra cost: 30 (-100 to the target per turn, +100 to user per turn)
Damage points: N/A
Description: This technique is a stronger version of Infinite Embraces and is used basically in the same manner. The user will do the Tiger → Dog → Horse → Dragon → Boar hand seals and slam his hands on the ground, creating a bigger barrier than the original technique but similar in its essence which drains the target's chakra but also pushes down on them making it much harder to break free. The massive pressure the technique puts on the target prevents the target from moving unless it has some sort of enhanced strength ability, making it very difficult to break free from it. Unable to move, the targets are also unable to mold chakra above A-Rank while having his chakra drained. The barrier can only be broken by A-Rank techniques or above or by attacking the user.
(Namikazeron ♦ Basutā) – Theory of Waves and Wind ♦ Buster
Type: Offensive
Rank: C
Range: Short-Mid
Chakra cost: N/A
Damage points: 30
Description: A technique that allows the user to take advantage of the closed chakra circuits of Shiki Muchi in conjunction with the naturally leaked chakra of the user in order to assist a Namikazeron practitioner’s already nearly instinctive ability to form explosive tags by shaping points on a number of Shiki Muchi into the character for ‘explosion’. In essence, Shiki Muchi can be freely created and maintained due to the closed nature of their circuit, just as tree-walking may be sustained nearly indefinitely and without conscious thought. By extension explosive tags, the most basic of seals, can be formed freely due to their central role in the style and their generic simplicity. By taking advantage of these facts together and by directing the small amounts of naturally leaked chakra to initiate the circuit, the user is able to form first the Shiki Muchi and then explosive tags along a number of points hereon. These detonate immediately upon creation in sizable explosions.

- Can only be used once per turn.
- Max radius for an explosion from this technique is the same as a physical Explosive Tag (Roughly 2.5m).
 

Mudo

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It wasn't often if at all that Terry was caught off guard, feeling an immense amount of pressure that suddenly kept him in place. He would repurpose his repulsor vents to form a shield of chakra around him, taking the brunt of the explosions that detonated. Under the chaos of the ensuing explosions obscuring her visual perception of him temporarily, he would utilize his armor strengthening (level 1) to move freely about the barrier, and release from his Kote within the same timeframe a torrent of bats created from Pantheonic Dust; the PD bats would shoot forward and destroy the barrier, as the dust settles, revealing the Dark Knight just standing there, menacingly. He awaited for her next course of action as she charged at him.

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Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank: D-S (A)
Type:
Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain ) (30)
Damage Points:
20-80 60
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

( Kote ) - Gauntlet; Pantheonic Dust: Lesser Constructs (A-rank))
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: The Shinobi Gauntlet (忍小手, Shinobigote), often shortened to just Gauntlet (小手, Kote), is a scientific ninja tool that is worn on the forearm. The Gauntlet was developed as a way to allow anyone to use complicated jutsu without the need for training or the requisite skills.To use, Scroll Cartridges that have had jutsu sealed into them are loaded into the Gauntlet's chamber. At first appearing as a normal sealing scroll, upon absorbing a technique it shrinks down to the size similar to a real bullet and can then be loaded into a tool to be activated later. When a nature transformation technique is activated from a Scroll Cartridge, the user make a unique single handed hand seal corresponding to the intended jutsu's nature using the hand of the arm that the Gauntlet is worn on. This causes the Gauntlet to release the jutsu from its Scroll Cartridge, firing it wherever the Gauntlet is aimed. Because the Gauntlet's jutsu require no chakra to perform, the user can gain an advantage in battle by releasing what would normally be chakra-taxing techniques in quick succession.
Note: Academy Student to Genin Ninja can have up to Forbidden ranks sealed, done in either battle, training, or the Ninja World. Chunin can have up to S ranks and Jounin and up ninja can have A ranks and below sealed within a Kote.
Note: Only up to 3 Kotes can be owned, counting collectively as a single Tool slot.
Note: Only Basic Ninjutsu, Elemental Ninjutsu (Basic, Custom, and listed Advanced Elements), and non Fuuinjutsu based Advanced Ninjutsu fields can be sealed ( and these often must be approved for your bio, thus isn't a blanket over all techniques of these fields ). Modes and similar cannot be sealed as well.

2/4 on The Gift
 
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Yona would simply smile, as she watched the swarm of bats coming towards her. She simply swiped her hand, allowing a barrier of purple flames to spawn to life around her, which she halted her approach for a very brief moment - allowing the barrier to completely shave the damage of the opposing technique off (40 Chakra = 80 DMG Shaving) with an additional amount of chakra infused into it as well. This would allow her to remains completely fine, as she then tossed the dagger at the opponent with no issue with her free hand, aimed directly towards his head.

Alright, time to start getting serious I suppose. Maybe then you’ll talk!” she commented, as she then raised her wrist - revealing crossbow like tool, as she prepared a trick arrow onto it. As she did, she released the arrow into the direction of the Batman, allowing it unseal into an elemental familiar appearing similar to a Church Grim composed of Lightning Release. The beast quickly raced towards him, attempting to violently bite and cause him to be electrocuted as a result.

( Fuuinjutsu: Shishienjin Shinshoku Mushi ) Sealing Technique: The Vitriolage of the Corrosive Beetle
Type: Supplementary/Defensive
Rank: D-S (A)
Range: Short-Mid
Chakra: 10-40 (30 + 10 = 40)
Damage Points: N/A ( - Equivalent Damage ) (80)
Description: Similar to Four Violet Flames Battle Encampment, the user will produce a square barrier of purple flames which will corrode the damage from opposing techniques, which can be manipulated and moved around within range. The defensive barrier will shave the damage of any technique that clashes with it until it expires, as the purple flames corrode and consume the power within it, without damaging any living entity, unlike it's simbling technique. Depending on the chakra spent producing the barrier, it will be able to deal with a single technique of equivalent tier, shaving the damage until nullification, consuming it whole, or any number of lower tiered techniques. For example, a D rank usage ( 10 chakra ) will shave 20 damage, negating the damage equivalent to a generic D rank technique that clashes with it and expires, or any E rank technique that clashes with it until time expiration. People interacting with the flames won't feel any damage effect, but will have their techniques rejected. Inner Modes or Active skills like Eight Inner Gates, Sage Mode, Doujutsu, Chakra Sensory, etc, are not affected by this technique. This barrier entails a defense against techniques that pass through it, not against skills applied to a user that passes through the barrier. This is not the case with techniques like Elemental Taijutsu or the Raikage Armour, where they use their chakra to coat around their bodies.

Note: Up to B rank, it requires 1 turn cooldown after expiration, and last up to 3 turns. A Rank and above can only last up to 2 turns and require 2 turn cooldown. A rank can only be used 4 times, S rank can only be used 2 times.
Note: A barrier will be overpowered without debuffing damage if hit with a technique 2 ranks higher, or with a difference of 20 chakra when interacting with techniques S rank and above. It is neutralized if it weakens/consumes a technique of equal tier, and is restricted to a maximum of 3 techniques of lower tier.
Note: This technique can thus be boosted externally once, with a chakra/damage debuff boost or a chakra tier boost. Damage boost won't have effect in this technique.
(Iryo Ninjutsu: Hijoushoku ) Medical Technique: Emergency Provisions (Passive)
Type: Supplementary
Rank: D - Rank
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: A basic application that demonstrates the superior chakra control traits of a medical ninja. Initially trained into understanding the essentials of chakra control - this technique seeks to emphasize on this to a certain degree. Passively activated, the user may use this technique to willingly allow an increment of +10 to be infused into a single technique of their choosing. This of course under normal circumstances would prove to be useless in battle - but in some situations such as with Fuinjutsu, Medical Ninjutsu or other abilities in general this proves to he highly beneficial. This can be used once per technique, capping at +10 chakra. This technique cannot be used in consecutive turns.
( Nageru ) - Throw
Type: Offensive
Rank: D - B
Range: Short - Mid
Chakra: N/A
Damage: 20 - 40 (40)
Description: A slightly more advanced aspect of Bukijutsu entails throwing weapons, by physically launching weapons the user is capable of throwing them in arcs or in a linear fashion. These thrown weapons travel quite quickly, depending on the user's own base speed.
(Torikkuācherī: Tsuki Megami Hanto) – Trick Archery: Artemis, Goddess of the Wild Hunt
Type: Offensive
Rank: S
Range: Short - Long
Chakra Cost: 40
Damage Points: 80
Description: The user will load their wrist-launcher with one of five arrowheads before firing it towards the opponent or another location on the battlefield. Each of the arrowheads will have the kanji for one of the basic elements applied as well as the kanji for "Soul". At any point after the arrowhead is released, the user can unseal the contents of the kanji to release an elemental familiar composed of the chosen affinity. This sentient creation will have an ability related to the basic element of which it's comprised, all of which will be outlined below. All of the familiars will be humanoid in appearance, be S-Rank in strength and will be double the size/dimensions of their creator. Earth, this sentient creation will be made of sturdy rock and will possess the ability to use an ability akin to Hiding in Rock (at the cost of a move-slot). It will be capable of merging in and out of the earth at will, following the same mechanics as the Leech All Creation technique. Although this earth creation doesn't make a sound and or vibration the enemy should be capable of sensing should they possess some form of chakra sensory or dojutsu. Moreover, in order to make any sort of physical attack or cause harm to the opponent, the creation must fully emerge from the ground first. After which, it would sound and behave like a normal familiar.Lightning, this elemental familiar can (at the cost of a move-slot) diffuse into an unfocused current of lightning that spans short-range, possessing the same paralyzing abilities as Chidori Nagashi. Upon doing so, it can reform it's body just as quickly and essentially use this as a method of travelling to locations within short-range. Wind, this elemental familiar can (at the cost of a move-slot) transition between being tangible and intangible wind. In its tangible state, the air which constitutes it's body will be compressed to the point that a stray spark or a small flame will be capable of igniting it. This will produce a sudden and violent combustion, generating an explosion that spans a short-range radial reach. In it's intangible state, people and physical attacks alike will phase through it. Fire, this elemental familiar is composed of flammable gas similar to Fire Release: Mist Blaze Dance Technique (however the flammable gas is completely visible). This familiar much like it’s Wind counter-part can is incredibly volatile as the user can combust this familiar in a violent explosion that expands outwards to long range (at the user's base running speed) should it not be contested. Water, this elemental familiar is composed of water. It's body can be utilized as a water source, additionally it passively releases chakra-infused mist unto the battlefield for as long as it lasts. Each sentient being works very similar to that of the Great Stone Golem technique albeit significantly smaller each of their free-form physical attacks are A Rank and follow each element's respective S/W, though are limited to one freeform attack per turn.

Note: Can only be used twice per battle (once per familiar)
Note: Each respective familiar lasts for four turns
Note: No A-Rank or above Trick Archery in the user's next turn
Note: One turn cool-down before reuse.
 
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