Great WHITE Shark vs Wolf

Penguin

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


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

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

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 The reason being that the Mand'alor was used to his every day life inside an outdated armor, crude in comparison to Mjolnir: Mark III.

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

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




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

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

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

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




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

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




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




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


Post your bio and we will decide who gets first move, aye?
 

System001

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Fenrir's Lesser Oblige active. Valkyrie's Incarnation on my back. Check bio for seals.

Ling would stride onto the battlefield, accompanied by only a single Ninken, for the other two were within him. The Ninken, female, would heighten her senses before fading into Ling's body too, while Ling would, with a flick of his wrist and minor expenditure of chakra, enable Valkyrie to float passively. He would then stand, in silence, waiting for the slightest movement from his armored aggressor.

Fenriru No Gimuzuke | Fenrir's Lesser Oblige
Rank: B
Type: Supplementary/Offensive/Defensive
Range: Short
Chakra Cost: 20 (-10 per turn)
Damage Points: N/A
Description: This technique was designed to rectify the weaknesses of managing multiple bodies within Battle. Many Inuzuka found that their Ninkens became easy targets for area of effect Ninjutsu techniques, and often experienced problems with defending from widespread attacks without compromising their Ninkens health or position. As such this technique was developed as a fix for these flaws. This technique allows an Inuzuka to enter into a lasting fusion with their Ninken(s). While fused the Ninken will inhabit the users body and the user will gain the ability to use techniques that require 'Four Legged Beast' transformation as a perquisite and will also gain the senses of their Ninken. The Ninken(s) will be aware of the world through the users senses however their mind and chakra systems will remain separate. The Inuzuka however will still be capable of tapping into their Ninken's chakra supply, and will be capable of using it to bolster their own supply for future techniques. Lastly, fused Ninken can demerge from their host body at any point in time, and can also choose to re-emerge without cost. Merging and de-merging however is not instant, instead it simply functions as a Ninken or Inuzuka walking outside of the hosts body - and as such is far inferior to the merging abilities of Souma No Kou. One added benefit is that a host can have appendages such as tails or wolf ears that can prove useful in combat, but are largely cosmetic, the main host can also be switched at will - housing the user and other Ninken(s) within a Ninken's body instead.

Note:
- Must be posted at either the start of the battle or in the users bio, and is active at all times. (In the case of the users bio, the user will be incapable of using more than two techniques on their first post in a battle or event, and will suffer the respective chakra cost too)
- In the case of deactivation (On the users account or as a result of an enemy technique) this technique can be reactivated again at the cost of the move. Each reactivation will require more chakra than the last, doubling each time.
- This technique serves as the ultimate baseline form for Inuzuka's. After using another transformation the user is capable of reverting back to this form without completely cancelling the previous transformation, instead they retain the physiological benefits of the other transformation (Such as increased sensing and other abilities) and are also capable of re-entering the previously activated transformation without cost as it is still considered active. (Does not distort or ignore turn restrictions)
- For the purpose of this technique, normal Ninkens will each have a supply of 300 chakra that the user is capable of accessing.


Supekutoru-Kan | Spectral Sense
Type: Supplementary
Rank: B
Range: N/A
Chakra Cost: 20
Damage Points: N/A
Description: A High Breed Ninken will be capable of channelling their chakra to their nose, activating a technique that will draw upon their ability to 'smell chakra' and heighten it greatly. Much like synesthesia, while the chakra will be detected by the users sense of smell, it will instead be interpreted visually, with smelt chakra being interpreted as visible colours that will seep and ooze out of techniques and people. Of course as it is detected by smell, sensory of chakra then, will not be limited to the users visual range, but will instead exist independently as an experience-able phenomenon that will be interpreted visually - for instance the user will be able to close their eyes yet will still see colours, smells from behind the user will be interpreted in a way akin to peripheral vision, yet more rear reaching and so on. The stronger or fresher the chakra source - whether it be a person or technique, the more vivid and bright the colour will be. Staler sources of released chakra will take on more bland and faded tones, while those interpreted as dangerous or fatal will take or strong and alarming red, yellow and purple tones. Similarly more active chakra, such as that produced by a ninja performing a technique or an active attack will produce stronger, more block colours, while dormant sources, such as a ninja at rest or passive or dormant techniques will produce more patchy and whispy tones. Elemental affinities will also have their own distinct colours, as will other disciplines of chakra transformation, even pure physical and spiritual energies will have their own hue. Due to the experiential mental connection between the two partners, an Inuzuka will also be able to tune into this sense as he sees fit, with both being able to enhance or dampen this ability as is necessary.

Note:
- Colour perception will appear like a filter that overlays onto the normal view of the world.
- Can only be used 3x
- Once activated it lasts until deactivated, draining 10 chakra per turn from the user.
- Can only be taught by Scaze

Warukyūre no keshin | Valkyrie's Incarnation
Type: Weapon
Rank: S
Range: Short - Long
Chakra: - 5 per turn
Damage: N/A
Description: Valkyrie's Incarnation, a Ray relic passed down through time. Transcending from battlefield to battlefield; ever roaring its zealous berserker war-cry. Its feral howl forever emanating throughout the bloodshed of time, the prideful weapon crushing the wills of swine. Forged from the severed tail of a battle genius; Valkyrie, used as a replacement for her prided extremity. Upon her death the weapon was reforged, her organs containing fading life fabled to be sealed within. Thus she became reincarnated, forever to live on the battlefield. A Ray turned immortal deity, forever to march with the Rays, to transcend through antiquity. The weapon itself, a unique hybrid between a staff and a whip. But it could not simply be called a weapon for it was alive, it's bloodthirsty malice sent shivers down many a warriors spine. But beneath it's thick exterior of demented carnage, lay a vivacious personality; wise, bubbly, and filled from crest to to bottom with courage. And so the weapon fell into the hands of a person of which she favored, and thus unto it her secrets she mastered. In the hands of the user the weapons sobriquet's came to light, the Black March, The Green April, thus the weapon was further esteemed and held in delight.

Abilities:
Valkyrie, often dubbed The Green April is a two meter long weapon. At its core lies a expertly worked structure of tough, thick and strong Ray Shagreen. Interwoven into the core are numerous lengthy wires which are likewise woven into countless stingray barbs which shield the interior, around which is layered a second layer of specialized Shagreen which forms the weapons exterior. Due to the way the weapon is forged, it allows for immense versatility in terms of flexibility and tautness. The inner layer of Shagreen being tempered to a point in which it rivals even the toughest of metals, the wires confirming the integrity of the leather while adding the immense strength of the specially chosen barbs, while the exterior forms a surface that remains to be incredibly difficult to cut, and is perfect for displacing the force of attacks across a larger area; the placoid scales of the hide contributing to the toughness of the exterior surface, and while to the user it seems like smooth Shagreen, to another gripping the weapon would create an effect similar to rubbing a sharkskin the wrong way.
Valkyrie constantly drains chakra from the user to remain functional, being self capable of manipulating its unique interior so as to alter flexibility and other similar aspects. Due to Valkyrie's thirst for chakra, it seeks the user, and when not held it often wraps around the users body rather than being sheathed. Alongside adjusting her flexibility, Valkyrie can make the barbs hidden within her exterior stand upright, the spikes protruding forth from her seemingly smooth outer layer without compromising the integrity of the weapon, the new exterior being perfect for flaying and shredding. Lastly, the user and Valkyrie posses an innate ability in which the user is capable of wielding Valkyrie from range through use of chakra. While this ability costs a one time activation fee of 30 chakra, it's maintained through use of the transmitted and leached chakra, therefore the user is capable of manipulating the weapon to float, move and attack within a mid range radius, the force and speed of the weapons attacks equating to that of the users current physical capabilities to a max effect similar to that of of A-Rank Taijutsu.

The real special ability of The Green April, is that by drawing blood unto the weapon and then swinging it, the user is capable of summoning a ray while releasing an elemental wave like stream of wind or water, in which the summoned Ray rides in/on. This is a capability similar to Temari's Summoning: Quick Beheading Dance, requiring no handseals and being offensive. Other elements can be used in the summoning, but only if that element corresponds with the affinity of the summoned Ray. Alternatively, the user can summon a small swarm of basic flying vulture sized Rays which ride the wave to the target, so as to flock and consume them.

The advanced summoning ability is the result of something called Authority. A wielder of Valkyrie's Incarnation has a stronger bond with their Summoning Contract, and as a result Rays are more comfortable in their presence and will seek the users acknowledgement when attempting to return home (Doesn't alter turn restrictions). Ultimately, this prevents many Summon-Dismissive techniques from undermining the Summon - Summoner bond; in which both parties display immense loyalty and devotion to each other. At any point in time, the user can transmit and release a pulse of chakra from Valkyrie that will affect any Rays within a Long range vicinity. A Ray, coming to forced recognition of the revered heirlooms presence, will fall back into alignment with the user while being dispelled of the majority of adverse mental stimuli; such as unease, or even Genjutsu (A reflexive, Genjutsu-releasing surge of chakra is released by an affected Ray in response to the pulse). This effect counts as a jutsu (A-Rank), and any Ray affected by this technique will experience positive effects for the remainder of that turn and the next, in which they will gain a boost in morale and bonus of +10 to their techniques.

Finally, through movement Valkyrie is capable of manifesting and releasing completely intangible and life-like bestial projections of chakra. These projections are in essence, a variation of the E-Rank clone technique (And are therefore harmless but can serve distraction based purposes), being chakra projected illusions passively created through the infusion of small amounts of chakra (5 per projected beast). Traditionally used to create false images of Rays - in aims to confuse an enemy between usages of fake and real summons, this capability extends to encompass the passive illusionary production of absolutely any beast that the user is familiar with or can vividly imagine. However the requirement of motion means that Valkyrie must be in constant motion for the projections to remain active - thus projections can be forcefully dismissed by an enemy by simply halting the momentum of Valkyrie; although Valkyrie's remote control makes undermining this requirement a difficult task.

Notes:
- Summoning Wave counts as a jutsu. The wave being equivalent to A rank in power, with extra chakra sacrificed for the summon. The flock of Rays are also equivalent to A rank.
- Wave summoning can only be done 3x, after that it's simply a faster summoning process.
- Valkyrie's Incarnation is near indestructible, and can only be cut perpendicularly through use of a Forbidden ranked piercing/slicing technique.
- Valkyrie's Incarnation is sentient, it can communicate to the user, but it cannot speak, thus it communicates through an unknown method, presumably a mental/spiritual/emotional link. It is not aware of its surroundings to a human degree, but instead simply reacts to the users will.
- The barbs do not contain any poison whatsoever.
- Activation of remote manipulation counts as a jutsu.
- Chakra pulse is intangible, fluorescent and slightly visible, is extremely quick and it and its response signal create an aesthetically pleasing, yet relatively inconspicuous effect.
- Projections can be created every other turn - they move, look and seem realistic, but may variate depending on the users wishes.
- Can only be wielded by a signer of the Ray Contract.
 

Penguin

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The Mand'alor simply drew his Vibration Sword and channeled copious amounts of water chakra throughout it. Rain began to fall from the heavens, causing a downpour throughout the whole field as a ring of water formed around Indomitable, about eleven feet in diameter. Eight tentacles sprouted from the ring, each equally distant from each other, wiggling in anticipation for the man's life. With his sword still drawn, the Mand'alor would charge forwards, ready to initiate a fight in close quarters.


Show
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
Show
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.

 

System001

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Since this is an ongoing BA fight, I assume it is not affected by the recent update. =^)
___

The Mand'alor simply drew his Vibration Sword and channeled copious amounts of water chakra throughout it. Rain began to fall from the heavens, causing a downpour throughout the whole field as a ring of water formed around Indomitable, about eleven feet in diameter. Eight tentacles sprouted from the ring, each equally distant from each other, wiggling in anticipation for the man's life. With his sword still drawn, the Mand'alor would charge forwards, ready to initiate a fight in close quarters.


Show
Rank: S
Type: Supplementary/Attack
Range: Long(for rain) - Short- Medium (for attack)
Chakra Cost: 40
Damage Cost: 80
Description: Holding their blade sideways, the user will run Suiton chakra through their blade, activating the technique. A great downpour will come over the terrain, providing water for this technique, as well as dropping all Fire Justu down one rank, and reducing their damage by 10. A ring of water will form around the user with a radius equal to that of the complete wingspan of the user (meaning it would be roughly 10-11 feet [roughly 3.2 meters] in diameter). This ring has a single tentacle for each of the eight points of the Compass Rose: North, South, West, East, Northeast, Northwest, Southeast, and Southwest. The tentacles will strike at anything within range as the user commands them, but they do not attack on their own; they are approximately 5 feet [1.5 meters] long, and the user must know the general vicinity of the opponent(s) to strike them if they are behind him/her.
Show
*As long as the rain continues to fall, or if there is an ample water source nearby, this technique remains in effect. The maximum, however, is four turns.
*Only once per battle.


We never decided on a terrain, but I suppose plain grassland would make for a pretty good default.
And sorry for the massive delay, went inactive, but I would like to resume this fight if that is agreeable to you.
_____

A sudden downburst of torrential rain, his dogs had not forewarned him of a coming storm, so Ling could only assume that the rain was artificially created, that it was a product of the opponent before him.
His suspicions would quickly be proven true, as the rain would form into tentacles that would surround his opponent.
How unsightly.

And troublesome, too; Ling was a Fire Specialist, his opponents opening acts indicated that he was likely Water-inclined, depending on his opponents proficiency with Suiton this fight could prove to be an uphill battle for the Inuzuka.

Quickly deciding on his best course of action, the Inuzuka would dramatically slam his hands upon the ground, and out from his body would pour masses of green and blue sludge. The Algae would propagate at a frightening rate, its voracious appetite would be fully displayed as it immediately siphons the moisture from air, earth and your rain too - especially from your rain. It would expand across ground and tear through earth in moments, spreading out in all directions as it rapidly terraforms the world around us. Ling and his dogs would be unperturbed by its growth - in your case however, the Algae would target you. Tendrils of seaweed would lash out in an attempt to bind you, while the overall advancing wave of algae would easily halt your run, stopping your advance before you can enter short range, and threaten to sweep you away into the depths of masses of potentially suffocating algae.
The Algae would reign through sky, too. Spires of Algae would tower up high into the air, forming an algal canopy whose ascension and formation would only be aided by the presence of your rain which, under the influence of the algal canopy, would effectively be removed from play. Its only function now was to serve as nourishment for the Algal canopy further growth.

Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis

Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 5 point reduction in their base speed and halves the effectiveness of any further speed boosts while traversing across the sludges surface. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.

Infused into the masses of algae would be layers of spores, ready to trigger a latent ability at a moments notice, or should their conditions be fulfilled.

(Sōruiton ♦ Hōshi Hōdan) – Algae Release ♦ Spore Cannon

Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to manipulate an existing source of algae from which a large structure can be formed, or create one where it is logically possible to do so. The structure can take many forms to suit the user’s needs and can be freely manipulated through mental commands. No matter its shape, however, the structure always consists of layers of compressed algal sludge, or alternatively any type of seaweed, covering huge amounts of spores. The structure possesses no inherent offensive abilities, but when the user wishes it to be so, or when a ranked attack connects with it, the structure dissolves, essentially exploding outwards as the spores spread across mid range. This technique is thus two-pronged, in that even if an opponent overwhelms the structure the spores will still explode outwards. This can be avoided, though it requires the complete destruction of the structure on impact. The spores themselves can be activated or deactivated at will. They quickly germinate, feed, proliferate and then die, resulting in a high concentration of thriving dying, dead and decaying organic matter that rapidly consumes any substance it can metabolise. If only positioned externally the algae simply proliferates wildly, essentially crushing its target, though this can be ineffective against many energy-based techniques. Alternatively, Spore Cannon can be utilised before the usage of a second Algae technique so as to implant spores, and the effects of Spore Cannon, onto the next Algae technique used. In this case Spore Canon’s potency will be relative to that of the infused Algae techniques strength.
-Can only be utilised as an infusion twice. When utilised as infusion, because it will have no inherent power in, and of itself, it will be useable in the same time-frame as the next performed Algae technique.
-The structure can remain active on the field until it is detonated.
-Can only be used four times per battle.

As this occurs, two Ninken, male, would step out from Ling's body and merge anew.

Keruberosu Mohō | The Cerebus Imitation

Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: N/A
Description: Allows for two or more Ninken to fuse together to gain the size and strength increase signature to Inuzuka transformation techniques. Unlike most other transformations, the size increase is not static but is instead adaptable, allowing the fused Ninkens to freely shift between normal sizes up to giant summon sizes. Furthermore the fused entity is capable of producing additional limbs and appendages (No more than the sum of the unfused participants, i.e 2 Ninkens would have 8 legs total), and is also capable of increasing it's musculature for additional strength. Fused Ninken will gain a +20 damage boost to Inuzuka techniques, while also being capable of withstanding B rank and below physical attacks due to their enhanced musculature and fur, and holding the ability to shatter through B rank and below defences by increasing their size, or even just their density and weight. High Breeds who use this technique will have their healing factor increased greatly while in this state due to the shifting nature of this technique and the tremendous amounts of physical energy crammed into a single body, as a result they will be capable of regenerating from bruises, stab wounds and burns within the period of a turn, while more severe injuries such as shattered bones will require two turns to regenerate from. Along with this, they will gain the ability to perform minor changes to their bone and cartilaginous structure, such as alterations to accommodate for bipedal movement, elongate claws and fangs, and even the ability to alter the plates within their skulls to produce sprouting horns - however the changes will always be purely functional in nature, and unlike Kaguya's they will not hold the capacity to produce or manipulate bone to any exceptional degree.

Note:
- Last for four turns, five in the case of a High Breed.
- Merging requires to Ninken to be within a meter of each other, or direct physical contact.
- Can be used again to refresh the duration of this technique, or similar such combination transformations. Naturally this counts towards move and usage count.
- Can work alongside Double-Beast Head Transformation and other such Inuzuka techniques.
- In the case of only a single Ninken, the user can assist with this technique, producing a clone so as to reach similar effects. However the fusion will be less stable, and as such only last for half the time. (Rounded up (2 or 3 turns respectively))
- This technique will slowly begin to take its toll on a Ninken, should a Ninken enter into another transformation directly after this technique, or refresh it's duration, they will, after 5 turn enter a fatigued state that will leave them incapable of performing Inuzuka techniques above B rank or entering into an more transformative unions for three turns.
- Can only be taught by Scaze
 
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