[Closed] Will of the Mand'alor

Penguin

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Everything allowed
We are in a twenty by twenty meter square of land, surrounded by dense forests all around
Mid range from each other

You want to go first or nah?
 

Xylon

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Ill go. You told me to push you, so here goes.
Using Mugetsu:
Yoru standing behind me (created here : )
Yoru ( Night 夜 )
Chakra 2000 / Health 1500
Yoru is the physical manifestation of Mugetsu’s will made conscious by Yin-Yang release. Born the day Mugetsu vanished from existence, as a byproduct of Mugetsu’s uncontrolled power. Yoru documented the events of the fateful day, and guarded Mugetsu’s shrine for countless years until Rinne Hayabusa pulled Mugetsu back in existence.
Physiology: Yoru’s body is entirely composed of a black substance much like Black Zetsu. The substance is unlike any known material or element, it is given form via Yin release and made alive via Yang release. Yoru is a shapeshifter, with its malleable body, it is capable of taking any form it or it’s master desires (Refer to submitted technique). Yoru tends to hide in Mugetsu’s shadow, inside his clothing or over his body like a tribal tattoo or a sealing mark. But otherwise appears in a humanoid form, with a sensory and chakra system as developed as a human being. This means that despite its malleable physiology, Yoru is capable of being under the effects of genjutsu, feel pain or be struck by attacks aimed at the chakra system like Jyuuken. Yoru has a male as well as female voice, depending on its assumed identity, it can converse as a female as well as male or with both voices at the same time. Being composed of Yin-Yang release, Yoru is able to use it’s body as a source for Dark release (which is composed of Yin-Yang release as well), and retains a resistance to radiation release by the same logic as Step#1 of Radiation Release : Draco ( does not carry the benefits of mode ).
Chakra Natures: Radiation release, Dark release and Force release
Special Ability: Yin-Yang release
Passive: Chakra transfer ability
Note: At close proximity, Yoru retains Mugetsu’s Wujin whenever he is actively using it, so not reveal his presence when Mugetsu’s wishes to mask it. At a range Yoru is normally detectable.



Yoru begins by slamming his hand on the ground and releases a wave of darkness around the field. As Yoru moves, Mugetsu performs a tiger seal and traps you in Bringer of Darkness. Mugetsu knows that the probability is high that his opponent has encountered this genjutsu before, if that is true the nature of genjutsu would mask the fact that the field is covered by actual darkness.

(Kuraiton: Yami Koukyo)- Dark Release: Darkness Sewer
Type: Attack/Supplementary
Rank: S
Range: Long
Chakra Cost: 40
Damage: 80
Description: The user simply slams their hand on the ground and releases a massive amount of Dark Chakra that forms into a small dark circle under their palm. The dark circle quickly releases a massive 360 degree wave of darkness that surrounds the battlefield that begins to spiral and suck in the opponent. Once the opponent reaches the center of the darkness, it will all converge on them and crush them.
~Can only be used 3 times per battle.

( Kokuangyo no Jutsu ) - Bringer-of-Darkness Technique
Rank: A
Type: Supplementary
Range: Short-Mid
Chakra Cost: 30
Damage Points: N/A
Description: The user makes one handseal, causing the opponent to believe they have been trapped in a world of infinite darkness, where their sense of sight is useless. It is capable of affecting multiple targets within range. However, it does not negate their other senses.

Without delay, Mugetsu molds and spews out a falcon of fire, instructing it to circle above you and attack should you jump off the surface.

Katon: houka taka) Fire style: Fire Falcon
Rank: A
Type: Offensive / Defensive
Chakra: 30 ( 10 for every turn to keep it active ) - 15 = 15
Damage: 60
Description: user spits out fire which then transforms into a falcon. it attacks the opponent at great speed. It can be used for defence , it can block ( only fire attacks which are lower than A-rank ).
( only alimujtaba786 can teach this jutsu )



Chakra reserves :
-Mugetsu: 3000 - 30 - 15 = 2970
(Genjutsu may be Yin release so i didnt reduce the chakra consumption)
-Yoru: 2000 - 40 = 1960
(Dark release is composed of Yin-Yang release)
Side Note (s)
Dark release is a CE, not canon.
Your move.
 

Penguin

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

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

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

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




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

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

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

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

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



Also, have Azure on my right index finger. Good luck man!




The Mand'alor had arrived onto the battlefield, armor active and willpower at it's peak. He could feel it. The adrenaline rushing through his veins. It had been some time since the Mand'alor had been this excited for a fight. Upon arrival, one man and a shadowy figure behind him could be made out with relative ease. His opponent and...something? It definitely was not on his side.

To begin the fight, the duo performed simultaneous actions. The shadow would bend down and begin to do something as the man formed a hand seal, robbing the Mand'alor of his vision. Remembering the previous positions of both opponents, the Mand'alor would try to reverse summon the figure while bringing out a kunai from his pouch with his left hand. After arriving inside the Grinder, the Mand'alor would regain his sight, kunai running red with the blood of a true warrior. The cut wouldn't be fatal, missing the vital organs on the right of his stomach yet going deep enough to break the genjutsu.

I have the advantage here, creature. Tell me, if you can - what's your name?

The Mand'alor would then activate his chakra sensory.


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.




Type: Offensive/Supplementary
Rank: A-rank
Range: Short-Mid
Chakra: 30
Damage: N/A
Description: After signing the shark contract, Ashitaka began to create several techniques for his new ability. One of his most useful and diverse creations was Same Kuchiyose: Same Ha no Guraindā ▽ Shark Summoning: Grinder of the Shark Tooth. After performing the necessary hand seals, the user would reverse summon anyone they wanted to within range into a huge cavern with natural light bending from the outside. The walls and the roof of the cavern were made of a crystalline-water, allowing the light to be let in. The width of this hardened water cave, however, only extended forty meters in diameter and forty meters high much like a dome. The "floor" of the crystalline-water cavern was as huge as a lake's worth of water. This is due to the fact that some sharks can be summoned with their own water source, and this is where they reside and it would need to come from somewhere. The crystalline-water cave walls, roof, and the water below are littered with small and large shark teeth varying from size to size. This in no way adds a damage to techniques the user performs. From the highest point all the way down onto the edges of the walls, the shark teeth were pointing towards the center of the cavern except the teeth that would be summoned in the water. Plenty of "basic" shark live in the water below, and if one is not a signed contract summoner for sharks and they become submerged, the sharks speed towards whoever has become submerged and would begin to tear them to pieces with their powerful and sharp teeth (opponent must be bleeding, or be submerged for one turn).

▽ Can only be taught by Penguin
▽ Can only be used by shark contract holders
▽ Can only be used twice per match
▽ Lasts for four turns then everyone is de-summoned
▽ No shark ninjutsu A-rank and above for a turn after this technique



-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).
 

Xylon

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Mugetsu looks around but finds no one in sight, and chakra sensing reveals nothing. He can feel yoru is alive and well, as its made of his his chakra but its at someplace away.

.... they're gonna make me wait


Yoru looks around the environment and stares at the stranger with an intrigue

I am called, Yoru... confined space is bad for you

Yoru takes a quick breath and releases a shock wave pushing back the mandalore as well as as water bodies away ever so slightly and filling up the small area with massive amounts of toxic gas.

Radiation Release: Andromeda (Hakkton: Hitoheki)
Rank: S
Type: Offensive/Alpha
Range: Mid-Long
Chakra Cost: 40
Damage Points: 20/turn (Death after battle if not treated)
Description: User channels chakra into his tenketsu and releases a burst in a shockwave like manner that spreads chakra into the atmosphere, chakra then slowly gets denser and radioactive nature of the chakra transform it into Radon, a colorless, tasteless and odorless gas. The gas is also non-reactive to other elements and 8 times denser then airs density, which makes it difficult to remove from the environment by making it react with other substances or blowing it away. Doses of radon causes acute radiation syndrome, which immediately takes effect over the targets body. Fever takes over and dampens the ability to think, react, and exert strength or energy. Targets arteries become visible immediately after exposure. 3rd degree burns appear after the first turn due to the ionization and partial body necrosis immediately afterwards, disabling the affected limbs. Even if the target survives the battle, due the effects of this technique a mutation occurs that kills the victims by affecting lungs with accelerated cancerous activity unless otherwise treated within 3 turns. Radon becomes visible when exposed to cold atmosphere(-71 degree Celsius) and freezes down if an A rank or above ice techniques are used over the gas.
Note: Usable twice per battle.
-The Effect range starts from mid-range to the user and extends as long the chakra wave could travel (Meaning, whichever the standard definition of long range is). User is affected if he moves inside the vicinity of the gas.




Chakra reserves :
-Mugetsu: 2970
(no cost to keep falcon active)
-Yoru: 1960 - 40 = 1920
 
Last edited:

Penguin

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The Mandalorian had his chakra sensory active as the creature inhales, releasing a massive shockwave that would knock him down. Upon hitting the ground, one could see the very battlefield begin giving birth to pulses of mist, rapidly covering the whole battlefield starting from Indomitable's position outward. Inside this special mist are baby sharks with a special ability to consume any and all matter. Immediately, the radiation that would begin forming would be absorbed by these baby sharks. Once they died of course, they would simply de-spawn and poof away.

The Mand'alor would then get up, and with the aid of his chakra's armor strengthening features would perform three kicks at intense speeds. It would be done in one, cohesive motion and give birth to a compressed wave of wind. It would travel along the water and upwards, covering quite the distance at good speed, aiming to utterly destroy that thing.


Type: Defense
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A
Description: The user will release pulses of mist all across the battlefield. The mist itself is intangible, inside the mist are tiny baby sharks, floating around by using the mist as their medium. The mist is infused with the user's chakra, with the purpose of the baby sharks being able to differentiate the user's chakra from the opponents. The purpose of the baby sharks is to remain towards their theme of consuming and growing. Essentially, anything that enters the mist are will automatically be bombarded by the many baby sharks, with the sharks consuming and devouring the substances inside of the mist. The consummation occurs in two ways: if the element/material is solid, they devour it by actually eating the material and chakra away. If the element/material is energy, they will absorb the chakra through their body and skin. This jutsu becomes a hellish defense, difficult to penetrate for the purpose of the user. Sentient beings are not secluded from this jutsu either. And if there so happens to be multiple sources of attack, they will be able to split themselves in accordance to fight off the multiple attacks. All the baby sharks together make up S-Rank related power. The damage inflicted can only be done on contact of the sharks.

▽ Lasts four turns
▽ One turn cool down before re-use
▽ No water S-Rank and above on the turn this is deactivated/destroyed
▽ Can only be taught by Penguin




Type: Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80 + 15
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.

 

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Yoru notices pulses generating outwards from the strangers position and the environment getting hazy. He get's suspicious of the substance, it may be like his own. Yoru quickly activates Shitaidama, with Force release imbued in them, and makes them revolve around him releasing a dim light that pushes the mist away up to mid distance.
As he hears the wind screeching (compressed air should make more noise) from the strangers direction, he releases a diverging wave of light (from a single orb) in the direction with a strong repulsive force, with the intention to attack or push away any incoming technique.
Orbs of the Noble truths (Shitaidama 四諦)
Rank: S
Type: Supplementary/Offensive/Defensive
Range: Short-Long
Chakra cost: 70 (-20/ turn)
Damage points: 100/ball
Description: Shintaidama and spheres of natured chakra (not to be confused with Senjutsu), a lesser version of Truth Seeking balls. Though the technique is used by Yin-Yang release users, the orbs themselves aren’t composed of the natures. These fist sized balls are made up of chakra nature (s) the user possesses with curse marking covering the balls that govern the flow of nature in and out of the balls. Those with knowledge of, and potential ability to use truth seeking balls or any of it’s variation are capable of using this technique with one chakra nature (basic) while a Master of Yin-Yang release can create orbs of either an advanced nature, or two individual natures. Like the parent technique the user can use shape transformation as desired with these orbs as well as command them up to a distance of mid-range. The user can expand these orbs and create a mid-range level explosion, or use them to form a prison or shield. Noble truth balls, although capable of doing similar damage, are comparatively weaker than Yin release, Yang release and the original version of TSB. They carry on the type advantages and disadvantages of their natures. The orbs can be used as a source of an elemental technique or to perform individual attacks such as a long ranged stream of fire or water (equal to the strength of NTB itself, destroys orb if the technique is overpowered), the orbs are capable of any feat or form the orb’s element is such as Mud in the case of earth release and Mist in the case of water. But the orbs are not capable of anything ability that goes beyond the element, i.e the user cannot create ‘liquid’ fire as Yin-Yang users are capable of, unless he performs Change to Heaven on an orb. The curse markings govern the elements inflow and outflow as required by the user and make them interact-able without harm to the user, i.e. the user could touch and hold an orb of fire without burning himself.
Lastly, the Shakujo (Monk staff) user gains, only has 4 rings as opposed 6 in case of TSB. A set of 2 rings signifies nature transformation with rings composed of fire and lightning release. Another set of 2 rings signifies shape manipulation with rings composed of water and earth released. The 4 rings are held together by another larger ring of wind release. 4 rings represent 4 noble truths, while 6 rings (in case of truth seeking balls) represent 6 perfections/6 paths. Although this change is merely cosmetic, it still indicates the user’s skill in this line of techniques (use of NTB is novice, while TSB is skilled).
Note:The technique can be used thrice per conflict and lasts 6 turns. The user cannot re-use this technique to gain another set of NTB while a set is active, reusing the technique does however grant back any lost orbs.
-Use of TSB or a technique/mode that grants TSB transforms NTB to TSB, the user gains extra orbs as required during this change.
-The user can command the orbs anywhere up to mid-range, beyond that the user can only call them back into their range of effect. However, if the orbs go beyond 40 meters they will remain until the user gets close enough to call them back.
-The user can spend a move to change the nature of orbs during the technique. He cannot do so, more than three times per use.
-The user gains 4 orbs which surround them in any form they desire upon creation.

With his vision clear and the sound of sharks falling down on the ground. Yoru realizes, there were creatures affected by his technique. Without any delay he cast's Orion's chain on the already contaminated bodies, should the stranger survive his previous technique this would surely get him. It wouldn't be a chain effect as all bodies were affected simultaneously, they would blow simultaneously as well. Yoru also understood that, so many bodies exploding would have physical impact as well as spread small pieces of bone shrapnel and the range would exceed the area of the cave. Though he is already prepared, Shitaidama would easily hold it back.

Radiation release: Orion’s Chain (Hakkton: Orion no kusari)
Rank: S
Type: Supplementary/Offensive
Range: Short-Mid
Chakra cost: 40
Damage Points: 80
Description: The technique is a long lasting self-sustaining chain process aimed to destroy a multitude of enemies in sequences. The user first picks a ‘host’ target and transfers radioactive chakra within the person either by direct physical contact or using another radiation release technique as an extension. This causes a radioactive contamination but does not carry the effect of acute radiation syndrome or reveal any symptoms that cause early detection. Instead the contamination leeches and builds up chakra from within the host’s body until sufficient energy is collected (3 turns), this causes the hosts body to explode spontaneously causing splash damage to an area of 50m. People within range suffer minor internal damage, but the blood and fumes released from the exploded body spreads the contamination across the air, soil and water. The mutated cells from the radiation acts as pathogen (being able to penetrate even the most dense articles of clothing) to spread the contamination across more targets who explode in the next 3 turns, resulting in a chain of events that sequentially spreads out and kills victims indifferently.
Restriction: Usable thrice per battle.


Umm.. if you die here... how will i get back?



Chakra reserves:
Mugetsu: 2970
(falcon still active, no cost)
Yoru: 1920 - 70 - 40 = 1810
Note(s)
-3 Turns before sharks explode
-We discussed the sharks would stay, since they are already in their realm
 

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The Mand'alor witnessed his opponent manifest four balls, sacrificing only one to topple his attack. It was ludicrous. What exactly was this thing?

Quickly destraping his weights while moulding his Shusoton chakra, the Mand'alor pushes off the ground and would latch onto the cavern behind himself. He wouldn't skewer himself from the teeth hanging onto the wall. His armor broke it to pieces. However, as the Mand'alor pushed off the ground, he performed two hand seals and turn the whole pit of water into bromine. It would dissolve the baby sharks and the creature standing in it.


Type: Supplementary/Offensive
Rank: A
Range: Short - Long
Chakra cost: 30 (+30 chakra if long-range version is used)
Damage points: N/A (60 Damage if user/opponent comes into contact with it)
Description: The user will focus their shusoton chakra into a source of water and convert it into liquid bromine by doing 2 handseals. Converting a body of water up to and within mid-range in terms of size into bromine expends the chakra of a single technique but converting water long-range away from the user will expend the chakra of two A-Rank techniques (60 chakra). This conversion will mean both the user and the opponent cannot use any water techniques from that source for this jutsu's duration. This technique can only be used on regular liquid water. Alternatively, due to Bromine's strength to Earth Release the user can even convert the moisture within mud-based techniques into bromine. The remaining residue of solid rock will be eaten away almost immediately by the produced chemical and all that will remain is a source of bromine. This jutsu cannot be used to convert the opponent's techniques. When on a water source, the user can simply seep their bromine downinto the water, it will begin to gradually spread outward in an omnidirectional manner, converting the source into bromine, this would be a streaming, so anyone can notice the travel of the bromine moving outward in such a directional manner, the water will even take a orange color as it spreads. This is an alternative method in creating this jutsu, to prevent the user from being harmed as the water is converting, they can channel chakra into their feet beforehand to be used as a protection mechanism, but this only lasts two turn before they must find a way to exit the water source and prevent harm to themselves.

Note: Can only be used thrice per battle
Note: Cool down time of two turns in between usages
Note: No other S-Rank and above Bromine in the user's same turn




Type: Supplementary
Rank: A-Rank
Range: Short
Chakra: N/A
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description:
The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a drastic boost to his running speed (doubles) and +20 to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nulified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on eachother.

 
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