Mudo's Armory

Mudo

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02. Custom Weapon

Five Basic Elements

. Fire
. Lightning
. Water
. Wind
. Earth

Ninjutsu

. Basic Ninjutsu
. Genjutsu
. Kenjutsu
. Taijutsu
. Rat Summoning
. Yakuza Techniques
. Hayabusa Techniques
Chiriton
. Rinton


Currency Information



Kumi:

Available Kumi (04/12/2018): 1,000

Transaction Log:
+1,000 - 4/12/2018 - Initial Kumi

+3,800 - 4/19/2020 - CJ Trade with Anbu Junior
+1,000 4/19/2020 - CJ Trade with Vayne
+500 4/26/2020 - Defeated Detective L


 
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Mudo

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Re: Hueco Mudo's Armory

Current Custom Weapon


(Murushierago, Shinsei no Dōfū Kaeba) - ☪ Murciélago, Enclosed Highblade of the Hallowed ☪
Type: Weapon
Rank: S
Range: Short
Chakra: N/A (40 per turn while using the ability)
Damage: N/A
Description: Murushierago is a katana said to have been forged within the Land of Iron by a legendary sword-smith named Gorō Nyūdō Masamune. It is said to have kept the ruling Shogun in power for hundreds of years by making them invincible in battle, however; the beauty of the sword rests not in its appearance, but in the way it was originally forged. A hammered and folded blade, comprised of millions of layers of steel with a carbon content that's off the charts, each layer only atoms thick. It was lost in history for decades and the incomplete blade was discovered within a dig site in Ekō Shima, an island located northeast of Kirigakure no Shima. The High Officials of Kirigakure no Shima then decided to offer the sword to the Land of Iron's presently ruling Shogun in a ceremony until it was stolen from the embassy where it was being housed before the presentation. At the time, Murushierago was being stored without a piece critical to its construction: the tsuba, a disk shaped guard between the blade and the handle which was not found within the Ekō Shima dig site, but was known to have been in the possession of an antiques dealer in Hābāairando, a harbor located westward of Kirigakure no Sato. The tsuba was then presented to the Sogun as a symbol of peace between the Water Country and the Land of Iron. Half a decade later, the curator of a museum recognized the sword that had been presented to the Land of Iron as the mate to the tsuba in the museum's collection and offered to reunite the two pieces at the gifting ceremony that was going to take place. The tsuba was brought to Kirigakure's ANBU building for safe keeping until the ceremony. When implosions struck the building and the ceremony was cancelled, the tsuba was scheduled for return to the museum before the pieces could be reunited. The tsuba was eventually recovered and reunited with the blade at Umi no Shima, an island southwest of Kirigakure no Shima. Rumor has it that the blade is so perfectly forged that its balance and alignment make it possible for light to split in its path and go around the person holding it, rendering them invisible.

Murushierago embodies the typical structure of a katana, with a signature curved, single edged blade. The scabbard is an emerald green with a gold tribal design wrapped around it and its guard is an emerald green as well. The grip has an emerald green braid with gold rayskin and the ornament at the bottom of the the grip depicts the head of Mizuchi, a river dragon and water deity in Japanese mythology.

Abilities:
Helios' Muffled Silence - Murushierago's main ability; The blade's unique design is the result of Masamune's copious studies in relation to the refraction of light. The master sword-smith understood that in order for refraction to occur light would not only have to pass the boundary between two media, but that the boundary must also be created in oblique angles. Along these lines, as Masamune tempered the millions of layers of steel he would intricately fold them at precise angles so that the incoming light-waves would be able to propagate around the wielder of the sword entirely. Furthermore, in order to satisfy the second media required Masamune reasoned that raw chakra could easily be manipulated by the wielder to guide the light, and that, most importantly, the wielder would have the capability to inflect the chakra consistently in order to attain the desired effect. When a light source is near, the sword's edge naturally guides the waves of light through inward, omnidirectional arcs. Through the use of the wielder's chakra they are able to take this a step further by steering these light waves around their bodies, and, since the user is taking control of these light waves themselves, this is the reason as to why the size of the individual does not play a factor in complete envelopment. Finally, the light waves are bent inwards due to the oblique angles from which the edges were tempered to, and this has been done so that the sword, instead of the wielder, would have to bend the light backward toward its owner's body. The pinnacle of covert abilities, invisibility is often considered to be the supreme form of camouflage, as it does not reveal to the viewer any kind of vital signs, visual effects, or any frequencies of the electromagnetic spectrum detectable to the eye. Thus, following a similar effect to that of the Hiding with Camouflage Technique, the user's shadow and body are suppressed, although the opponent may still distinguish deviations around their environments to perceive the user's location through the sound of footsteps and air current disturbances. The most prominent downside to this skill is the inability to use any elemental techniques whatsoever; Whereas raw chakra simply requires the mixture of both spiritual and physical energy, elemental chakra, which involves the altering of the chakra's properties and characteristics, disrupts the user's inflection competency. Should the user so much as begin channeling any elemental chakra the refraction ceases and the user's visibility is returned once again. It is because of this that the sword is deemed more suitable for samurai and not shinobi, as non-elemental based kenjutsu and taijutsu do not impede the sword's ability to refract the light around the user.
Indestructibility - The sword's strength comes from the folding of millions of layers of steel, masterfully forged with an extremely high carbon content, with each layer only atoms thick. As such, the sword has been deemed indestructible.

Restrictions:
Note: Light Refraction counts toward one of the three move slots, costs forty chakra to activate and ceases at the end of every turn.
Note: Refraction ability may only be used thrice per match
Note: No chakra can be molded or focused while the swords ability is at play (this means no Fuuinjutsu, no Genjutsu, no Ninjutsu, etc etc can be used while the swords ability is being used)
Note: Only kenjutsu and taijutsu techniques which abide by the rest of the weapon's restrictions are allowed to be utilized while the main ability is activated.
Note: Helios' Muffled Silence has no other effect other than the invisibility; its effects can be pierced by doujutsu, sensing techniques, enhanced hearing, etc
Note: The light refraction is short range, and can only provide invisibility to the wielder.
Note: May only be passed down by Mudo and those he allow.
 
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Mudo

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Re: Hueco Mudo's Armory



Kenjutsu

Samurai Social Group Techniques:

Bushidō : Senka | Way of the Samurai : Flash Blossom
Rank: A
Type: Attack
Range: Short
Chakra cost: N/A
Damage points: 80
Description: This is an attack that uses the art of Iai (instant sword-draw-and-resheath) to decimate ones opponent. The user will unsheathe their blade and walk or run past their opponent and will slash his front and back at such a speed that an opponent may not be able to tell whether he was attacked from the front or the back and even an outside observer may find it impossible to tell what the movements are. This attack is mainly to end a match without lethal force.
-Once per Battle
-Can only be used by a Samurai
-Must be Aonisaibushi or higher to use.




(Iaidō: Zen no Idō) - Art of Quick Draw and Re-sheathing the Sword: Moving Zen
Rank: N/A
Type: Supplementary
Range: Short
Chakra: N/A (-10 for each iaijutsu performed)
Damage: N/A
Description: Over the years, Samurai had often practiced Iaidō based on the understanding that it is an almost ritualistic form of combat, born from practices that strive to impart the morals of a classical warrior such as building a spiritually harmonious being possessed of high intellect, sensitivity, and resolute will. While this is correct, the root teachings of the art were lost over time; in truth, the purpose of Iai is founded on the principle of being in the psychological state of the present and responding to an attack before striking with speed. Thus, Zen no Idō reintroduces this concept into modern day Iaidoka. This is a skill that is taught to masters of the art who have completed all forms of Iai training and who have maximized their reflexes in regards to drawing and re-sheathing the sword. In essence, after training to increase their proficiency in applying rapid and sudden movements while performing iaijutsu, it allows the Iaidoka to inherently evade incoming techniques within reason while simultaneously executing any Iaidō techniques they use. By fueling more chakra into their movements during the ritual of Iaidō, they can move in any direction at a slightly increased speed (x2, equal to that of Leg Weight speed) prior to or during the use of Iaidō. The limitations are that they may only use this speed to travel in any direction within five meters of their original position, and once the Iaidō technique is complete or stopped, Zen no Idō immediately ceases.
Restrictions:
Note:
Must be posted in the samurai's biography.
Note: No other techniques besides those revolving around Iai can be used while Zen no Idō is active.
Note: This is a passive trait that automatically activates prior to or during the execution of any Iaidō based technique; reserved only for those who hold true mastery over the art (must state Iaidō as a specialization in one's biography), once learned, Zen no Idō comes naturally and without thought, in a manner akin to the Shinobi's Water Walking skill.
PHP:
1. Wakizashi
2. Mirai
3. Anbu Junior
4. Vayne
5.
6.


(Bushidō: Saisho no Seijū: Yi no Shuiro Fenikkusu) - Way of the Warrior: First Holy Beast: Vermilion Phoenix of Yi
Rank: S
Type: Supplementary, Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Vermilion Phoenix is the first and supreme Holy Beast, said to manifest itself to worthy Samurai who have learned to harness the power of the three lesser beasts beforehand. Despite its alleged superiority, the type of role the Phoenix plays is that of a support-based one; additionally, unlike the other series of techniques, this is not initiated through any form of Iaidō or Samurai Saber technique. It is activated by exuding one's chakra along the entirety of the body, causing the Phoenix (wings, upper torso and head) to manifest itself from the back of the Samurai. Its total wingspan stretches up to three meters, granting the Samurai the ability of flight, along with increasing the damage of all other Holy Beast techniques by twenty during the turns in which this is active; it can additionally fortify the strength of all defensive-based Holy Beast techniques by one rank. The Samurai can further manipulate the Phoenix at will to shield them from simple projectile-based weapons or techniques; though it should be noted that because this technique is not created through the Samurai Saber, the Phoenix does not interact neutrally with the five basic elements, instead, it is weak to any of them similar to normal raw chakra. Staying true to the legends of the Phoenix being reborn from its "ashes", if it is prematurely destroyed, it can be reactivated on the following turn for half the initial chakra cost, although if this is done, it only remains active for that same turn before disappearing. Activation of the Phoenix costs a move slot but occurs instantaneously for time-frame purposes.
Restrictions:
Note:
Can only be used once per battle.
Note: Can only be used by Samurai biographies.
Note: Lasts for three turns, after which the Samurai will be unable to use any A-rank and above Samurai-Saber based techniques for the following turn. If the Phoenix is reborn after being destroyed and ends on the same turn, this same restriction applies.
PHP:
1. Wakizashi
2. Daemon
3. Mirai 
4.
5.
6.

(Bushidō: Daini no Seijū: Echigo no Konpeki Tsuin Ryū) - Way of the Warrior: Second Holy Beast: Azure Twin Dragon of Echigo
Rank: S
Type: Defensive, Offensive
Range: Short - Mid
Chakra: 40
Damage: 80
Description: A maneuver which employs the concept of Zettai Tōroku, or Absolute Inscription, along with the Samurai Saber technique using short-swords. The Samurai will begin by activating the Samurai Saber technique within both weapons (if not already activated prior), before they unsheathe both of the blades using the Art of Iaidō, utilizing shape manipulation to form the chakra coursing through the blades into the shape of semi-tangible dragons, one dragon head stemming from each of the two individual blades. From here, there are two ways in which this technique can be applied; in a defensive manner, using the concept of Absolute Inscription to slash all around oneself, as the dragons violently circle the immediate vicinity all around in an effort to protect its master. Not only is this capable of defending against physical based attacks, but energy based ones as well. This is possible due to the speed in which the Samurai has unsheathed and slashed around them self with Iaidō, creating compressed waves of wind that push away at all forms of attacks (this is not wind release -- an example of the concept of using speed and strength to achieve this particular affect can be seen in the Leaf Dragon God technique). In an offensive manner, the Samurai can control the dragons completely with blade movements in order to make them bite into their target(s) or defend from attacks that aren't in their immediate short range. The dragons are individually equivalent to A-rank in strength, combining as an S rank technique only when used together to defend from attacks or when attacking simultaneously with both dragon constructs.
Restrictions:
Note:
Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: As with all forms of Iaidō, this requires that both short-swords be sheathed prior to initiating the technique.
Note: Because the dragon constructs are formed from the Samurai Saber technique, the user is capable of sustaining its form continuously for only one turn following the initial activation of this technique as long as they fuel chakra into the blades (20 chakra for the following turn), or until the dragons have been destroyed.
PHP:
1. Wakizashi
2. Daemon
3. Mirai
4. Anbu Junior
5.
6.

(Bushidō: Dai San Seijū: Kai no Byakko) - Way of the Warrior: Third Holy Beast: White Tiger of Kai
Rank: S
Type: Offensive
Range: Mid-Long
Chakra: 40
Damage: 80
Description: Kai no Byakko combines the concept of Iai Beheading with the Samurai Saber; it is part of a series of fabled samurai techniques based on the Four Holy Beasts. The user will activate the Samurai Saber technique (if not already activated prior) while simultaneously unsheathing it using Iaidō, gripping the sword with both hands as they swing it downward, releasing a torrent of chakra that takes the form of a massive tiger (slightly smaller than the Greater Stone Golem); the speed of the release is such that the tiger travels forward in the direction of the slash at the rate of a destructive sound release technique/slightly quicker than a wind release technique. The tiger crashes down onto the ground as it reaches the target, swiping its paw in a downward motion to cleave the opponent's head open and crush them. An alternate movement involves drawing the blade with Iaidō and pointing it directly in front with both hands in a forward thrusting motion, causing the tiger to materialize on the ground and sprint forward. The former maneuver is essentially used to contest against attacks that come from the sky or to drop down on the opponent, while the latter is used against incoming attacks that travel at ground level. From here, the Samurai can control the tiger's movements through their blade; these movements consist of moving the tiger to chase after its prey or swiping and biting into them. This technique is unique in that it cannot be used if the target is short range from the Samurai due to the sheer size of the tiger construct.
Restrictions:
Note:
Can only be used by Samurai biographies.
Note: Can only be used twice per battle.
Note: Because the tiger is formed from the Samurai Saber, the user is capable of sustaining its form continuously for one turn following the initial activation of this technique as long as they fuel chakra into their blade (20 chakra for the following turn), or until the tiger has been destroyed.
Note: For the alternate movement that creates the tiger at ground level; the same restriction of distance applies, meaning that it doesn't materialize into the construct until the torrent of chakra reaches five or more meters away from the Samurai.
PHP:
1. Wakizashi
2. Daemon
3. Mirai
4. Anbu Junior
5.
6.

(Bushidō: Dai Shi Seijū: Genbu no Kurogame) - Way of the Warrior: Fourth Holy Beast: Black Tortoise of Genbu
Rank: S
Type: Defensive
Range: Short
Chakra: 40
Damage: N/A
Description: The Kurogame of Genbu is another renown Samurai technique, and the fourth Holy Beast. Similar to its counterpart techniques, this utilizes the concept of the Samurai Saber and Iaidō to create a construct that provides a near absolute defense. After evoking the Samurai Saber technique (if not activated prior) the user will unsheathe their blade using Iaidō, performing a 360 degree horizontal slash while simultaneously releasing chakra, which in turn forms a construct that takes the form of a tortoise encompassing the immediate vicinity of the Samurai. The size of the tortoise doesn't exceed past short range, and varies in height such that its user can stand within it comfortably regardless of their own height. Immediately following the rotational slash, the Samurai pierces the earth below them with their blade, completing the technique. The result is a defense that completely encases the Samurai in a "dome" of chakra; the earth below is also covered by the tortoise, protecting them from attacks that may come from directly underneath. Additionally, the density of the chakra in which the tortoise is formed from causes the opponent to completely lose sight of the Samurai from within the dome, preventing any genjutsu that requires visual contact from going through; this is a double-edged sword however, since the Samurai will also be unable to see their opponent while inside. Due to the speed in which this technique is released through Iaidō, the entire construct forms at a moment's notice.
Restrictions:
Note:
Can only be used twice per battle.
Note: Can only be used by Samurai biographies.
Note: The amount of damage this technique can take is equivalent to its rank.
PHP:
1. Wakizashi
2. Daemon
3. Mirai
4. Anbu Junior
5.
6.

(Nousatsu Kenjutsu|Vorutekkusu) - Enchanted Sword Technique | Vortex
Type: Attack
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: The user focuses chakra into the tip of their blade(s). The user the begins to spin in a counterclockwise direction and they hold their sword(s) outward. The user then releases the chakra sending a burst from the tip of the sword capable of slicing clean through a boulder.
(Can only be used three times per battle)
(Can only be taught by Daemon)


(Nousatsu Kenjutsu|Bāsaku) - Enchanted Sword Technique | Berserk
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40
Damage Points: 80
Description: the user focuses a very massive chakra into their blade(s) then release a 9 hit combo on the opponent that comprises of a series of slices focusing on the torso and rib cage. This move can be done without adding chakra to the blades but the chakra gives it more effective damage
(Can only be used three times per battle)
(Can only be taught by Daemon)


(Nousatsu Kenjutsu|Rasuto Arukanamu) - Enchanted Sword Technique | Last Arcanum
Type: Attack
Rank: B
Range: Short-Mid
Chakra Cost: 20
Damage Points: 40
Description: The focuses a massive amount of chakra into their blades then they deliver A series off three slashes to the opponents body. The strikes cannot cause any instant death injuries but it can leave deep cuts in the opponents skin. (series of Strikes: 1 Horizontally across the waste,1 Diagonally across the chest,and 1 Vertically down the chest.)
(Can only be used three times per battle)
(Can only be taught by Daemon)


(Ama-no-Murakumo-no-Tsurugi) - Sword of the Gathering Clouds of Heaven
Type: Offensive
Rank:S-rank
Range:short-mid
Chakra:40
Damage:80
Description: This technique requires mastery of both the Samurai Sabre Technique and the Iado. The user invokes the samurai sabre technique while the Katana is within the scabbard before performing the fastest Iado to the point where it looks as if the sword was never drawn, however, creates a light hue around the opponent before its successful. That allows the samurai to release chakra that creates multiple razor sharp blades of chakra at the opponent's immediate location up to mid range from the user.
-note: must be samurai
-note: must know Samurai Sabre Technique
-note: must know Iado
-note: Usable three time per battle
-must be taught by Wakizashi


(Kenjutsu: Yamato Takeru ) - Sword Technique: Gathering Clouds
Type: Defensive/Supplementary
Rank: C - S
Range: Short
Chakra: N/A
Damage: N/A
Description: The user of this technique will begin by priming their weapon against an oncoming attack, before swinging it with such violent force that the sheer air pressure created by the weapon will split incoming attacks, causing them to harmlessly bypass the user. Due to this technique being not reliant on chakra it has no elemental strengths or weaknesses and functions on a rank vs rank system, however, any enhancements to kenjutsu will apply to the technique, so for example if the A rank is used, the technique splits A rank damage (60), but with a +20 to Kenjutsu it becomes capable of splitting (80) damage. This technique contains no intrinsic damage value but will push enemies out of short-range should they be too close to the attack. The power generated by this swing is similar to the leaf dragon god, so visually it appears as a wind jutsu might, despite not being a chakra based technique. It can be used to slice anything within reason, akin to Moses parting a sea, the technique will not fully disperse oncoming attacks instead it will simply remove the portion aimed at the user.

Notes:
- The B rank and below version of this technique has unlimited usage, while A rank can be used four times and S rank two times.
- If used by a Samurai with Samurai Sabre Skill, the effective range of the technique will be increased.

Learned here.
 
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Mudo

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Re: Hueco Mudo's Armory



Taijutsu


(Konmoui | Nentenkei) - Soul Menace | Twisting Punishment
Type: Attack
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: 60
Description: the user focuses lightning chakra into their palms then the user slams his/her on the opponents chest. When it connects the user turns there palm to the right in a 90 degree angle when the opponent turns their hand it will release the massive wave of chakra into the opponent sending them flying backward.
(Can only be used twice per battle)
(Can only be taught by Daemon)

 
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Mudo

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Re: Hueco Mudo's Armory


(Nezumi Kuchiyose No Jutsu: Splinter, Arekuruu Umi) Rat Summoning Technique: Splinter, The Raging Sea
Type: Summoning
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: The user will draw blood and wipe it either across his summoning tattoo or slam his hand to the ground in order summon Splinter, Grand Master of the ninja rats. Referred to as 'Master Splinter', this ninja rat wears no armor whatsoever. Standing at eight feet tall with sleek grey fur and a neatly braided white beard, he appears clad in a burgundy martial artist's robe. Both his fists and feet are wrapped in bandages to minimize damage to them when he fights. Splinter is highly respected by all dwellers of the Underland, and as the one responsible for hand to hand combat and weapons training, he is also rumored to be stronger than the current ruler of the Underland. His main fighting style revolves around hand to hand combat, with him being able to use all taijutsu skills the user knows up to and including S-rank. His speed can be compared to that of a sage ranked taijutsu master, and his strength is also comparable to that of the Monkey King Enma, who he had fought during his pilgrimage across the world. He can withstand a taijutsu hit of B-rank with little injury but if a direct hit from techniques higher than B-rank, he will disperse. Even though his specialty is taijutsu, Master Splinter is a proud and noble ninja rat of the Underland, and as such he is well trained in the area of ninjutsu. He is able to use ninjutsu techniques up to B-rank, and all ninjutsu techniques tied to the Rat Contract. Tied to the belt around his waist are multiple scrolls, which when unfurled summon different weapons in hand that he uses to augment his ninjutsu techniques. Splinter has a unique ability that allows him to channel chakra into his tail to greatly empower it, strengthening the muscles therein for various purposes. His tail becomes as hard as steel, with the channeled chakra allowing him to swing it around faster than normal and extended up to twice it's regular size. This turns it into a weapon that he can use to crush, pierce, and tear through his enemies, as well as solid structures of B-rank and below. Splinter can also use the tail to deflect weapons such as kunai, shuriken, and swords.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of his abilities count as a move, with the exception of calling forth weapons from the scrolls.
Note: The ability to manipulate his tail lasts for four turns.
Note: Can only be used by signers of the Rat contract.

(Nezumi Kuchiyose no Jutsu: Shu, Suraisu-Fū) Rat Summoning Technique: Shu, The Slicing Wind
Type: Summon
Rank: S
Range: Short
Chakra: 40
Damage: N/A
Description: Shu is the weapons specialist of the Underland, standing at 10 feet tall with pitch black fur and crimson eyes. Unlike most Giant Ninja Rats from the Underland he appears clad in lightweight body armor with two swords that can connect at their hilts to create a spear. Shu is Ańbu Juniør's personal summon and is oriented towards Kenjutsu even though he has an affinity for wind, capable of releasing B-ranked slicing blades of wind from the swing of his Katanas or claws. He is also able to use up to and including S-Rank non-elemental and wind related Kenjutsu techniques, and his movement speed is slightly faster than that of a Kage ranked shinobi. One of Shu's abilities allows him to release his wind chakra to coat his body and causes his form to sway and flicker, which makes it difficult for opponents to properly judge his actual distance from them, but does not affect his speed. The Coat of wind also serves to protect him from and below lightning techniques.
Note: Can only be summoned once and stays on the field for four turns.
Note: All of Shu's abilities count as a move.
Note: The coat of wind can only be used once per battle and lasts until it is destroyed or deactivated.

(Nezumi Shuhō: Sesshi Gantoretto) Rat Technique: Incisor Gauntlets
Type: Offensive/Defensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user summons two giant rat incisors over each arm that are as wide as the user's body when placed together, and span from two inches in front of the users fist, over his forearm and up to his elbow. Since the enamel of a rat's incisors is harder than Iron and platinum, the gauntlets allows to user to smash through solid techniques of the same rank, by punching at the incoming technique and utilizing the natural hardness rat teeth. However, since the hardness of steel varies, the gauntlets will crumble if used to block or attack a steel technique of the same rank that approaches with tremendous force. When used to attack an opponent the gauntlets would cause serious piercing damage due to their sharp edges. They can also be used in a defensive measure to block or stop incoming attacks by simply holding the gauntlets together in front of the user. While the gauntlets are active the user is unable to use other techniques tied to the rat contract, but they can also be dissolved whenever the user chooses, and they also don’t hinder the user from performing hand seals.
~Must sign the rat contact to use.
~Can only be used twice per battle.
~Lasts for three turns before dissolving.

(Nezumi Shuhō: Ō no kaisan) Rat Technique: King's Dissolution
Type: Supplementary
Rank: B
Range: Short
Chakra: 20
Damage: N/A
Description: The user will perform a single handseal and channel chakra throughout their body, upon which they will begin to dissolve into a multitude of small rats that scatter in all directions. Similar to how Jiraiya travels in small toads, the user would be stealthily concealed within one of the rodents, who move with great agility to cover large distances. While inside the rat, the user will be aware of his surroundings outside, and after reaching a safe distance he can have the rat release him from it's mouth. While within the rat, the user is unable to use any techniques, and must fully emerge from it in order to do so.
~Can only be use twice per battle
~Must sign rat contract to use
~Can only stay within the rat for two turns
~Rats used in this technique cannot be detonated

(Nezumi Kuchiyose no Jutsu: Sukauto) Rat Summoning Technique: Scout
Type: Supplementary
Rank: C
Range: Short - Long
Chakra: 15
Damage: N/A
Description: The user summons ten normal sized rats to use for either reconnaissance or communication purposes. One of the rats will stay on the user's shoulder while the rest scatter throughout the battlefield. They are able to communicate by emitting high frequency squeaks inaudible to normal shinobi (infrasound), that can reach an expansive range and are picked up by the rat on the user's shoulder who passes along the information. Since the rats are capable of human speech they can be given to other shinobi to act as a sort of intercom. This enable the user to pass along messages between himself and potential allies in the same area.
~Must Sign Rat contract to use
~Can only be used once per battle.
~Cannot use any rat based jutsu from these rats

(Nezumi Shuhō: Hāmerun No Fuefuki) Rat Technique: The Pied Piper
Type: Supplementary/Defense
Rank: S
Range: Short
Chakra: 40
Damage: N/A (-30 to user)
Description: The user summons a rat that specializes in chakra control, which will position itself atop the his shoulder. Once positioned the rat will cover it’s tail with chakra and insert it into the back of the user’s neck in order to connect to his chakra network. The pain from the tail being inserted is enough to break the user out of A-ranked or lower genjutsu, and once there the rat will begin to periodically insert its chakra into the user. Since the user’s chakra flow is being repeatedly altered by the periodic introduction of foreign chakra, he will be unaffected by S-ranked and below genjutsu techniques. After five turns of transferring all it's chakra, the rat will remove its tail from the user's body, shrivel up, and die.
*Note: Last for four turns.
*Note: Can only be used once per battle.
*Note: Can be used to combat up to S-ranked Genjutsu.
*Note: While this jutsu is active, no other rats can be summoned
*Note: Must Sign Rat contract to use.

(Nezumi Shuhō: Kakusa Re Teirusu) Rat Technique: Concealed Tails
Type: Supplementary
Rank: B
Range: Short - Mid
Chakra: 20
Damage: 40
Description: Through the use of this technique the user will unleash a torrent of rat tails that extend from his sleeves. These rats tails can be used to attack a target by impaling him, or by binding different parts of the body. This technique can also be used to latch into sources of earth, enabling the user to perform such feats as hanging upside down, or pulling themselves out of the way of incoming techniques. If used to impale earthen techniques created by an opponent, the tails can only pierce techniques of the same rank.
Note: Can only be used by signers of the Rat contract.
Note: Usable 4 times

Made by Uzumakijake (before new rules):

(Nezumi Shuhō: Nezumi Tonzura) Rat Technique: Rat Escape
Rank: C
Chakra: 20
Damage: N/A
Range: N/A
Description: Using your Summoned Beast you can Dig a hole into the ground to escape an oncoming attack, and it costs 30 chakra every turn to stay under there. (Max 2 turns)

(Nezumi Shuhō: Nezumi Kurōn) Rat Technique: Rat Clones
Rank: C
Type: Supplementary
Chakra: 15
Damage: NA
Description: After summoning your Ninja rat he can then perform a clone jutsu, and the clone can do any jutsu the original can.
*Note: Only Summoned Beast Can use

Water style: Swarming rats
Rank: B
Chakra: 25
Damage: 40
Description: Using water you can make 20 rats and swarm the enemy as an attack

(Nezumi Shuhō: Nezumi Anaboko) Rat Technique: Rat hole
Rank: B
Chakra: 25
Damage: 40
Range: Short/ long
Description: Using your summoned rat you can dig a hole into the ground while riding on the back of it, but due to the shaking the user can't make jutsu. Using the rat's hearing you can pinpoint the enemy and attack.
*Note: Only Summoned Beast Can Perform
*Note: can't work on water

(Katon Sutairu: Nezumi Kataki) Fire Style: Rats Revenge
Rank: B
Type: Attack/Defense
Chakra: 25
Damage: 40
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)
Note: Can’t be used against any S-rank Jutsu

(Nezumi Shuhō: Nezumi Bakuhatsu) Rat Technique: Rat Explosives
Type: attack
Rank: B
Chakra: 30
Damage: 60
Description: By focusing you chakra you can blow up any rat based jutsu you control, summons, statues, anything shaped like a rat and is under your control.

(Nezumi Shuhō: Nezumi Niku) Rat Technique: Rat Flesh
Rank: B
Chakra: 60
Damage: N/A
Description: The user can summon a wall of rat flesh as defense or what ever else the user may find use for it. Much like the toad flesh wall It can stop things of the same rank or lower.
Note: Must have a contract with the rats.
Note: can build up to 2 walls at a time
Note: can only be used 3 times in a battle.

(Nezumi Shuhō: Nezumi Niku Supaiku) Rat Technique: Rat Flesh Spikes
Rank: B
Chakra: 50
Damage: 50
Description: Rat spikes made of rat flesh, attack the enemy. It can be used off any rat or rat flesh you can see. sort of like earth spikes but with rat flesh instead a basic attack made by the ancients to save their country. Spikes extend maximum one meter from source of flesh.
Note: Only works on rat flesh jutsu's or rats themselves
Note: Must have contract with the rats
Note: Must have one turn gap at least between each use

(Nezumi Shuhō: Nezumi Nami) Rat Technique: Rat Wave
Rank: A
Chakra: 50
Damage: NA
Description: A huge wave of rats used to flood the field of rats and cover the enemy. This helps detect where the enemy is incase of a blinding jutsu or anything that may hamper my vision.
Note: Can be used only twice per battle
Note: Each time used, rats stay on battlefield for two turns before they automatically disappear.

(Nezumi Shuhō:Nezumi) Rat Technique: Rat Hunger
Type: Defense/supplementary.
Rank: A
Chakra: 30
Damage: N/A
Description: Rats eat their way through walls and many different things so the bigger your rat the more he can eat. Your summon can eat all the way up to S-rank wood jutsu making it harmless, or getting through a tough shield.
Note: Only usable 3 times in battle
Note: Only rat summon Can use.

(Nezumi Kuchiyose no Jutsu: Kyojin Ninja Nezumi) Rat Summoning Technique: Giant Ninja Rat
Rank: A
Chakra: 60
Type: Defense or attack
Damage: Depends
Description: A summoning Jutsu where the user summons a giant ninja rat quipped with a katana

(Nezumi Shuhō: Nezumi Kizu) Rat Technique: Rat Slash
Rank: A
Chakra: 30
Damage: 60
Range: Short
Description: After you summon the Giant Rat He Can then Use the Elements of its user to Combine with his blade to Slash his opponent with both katana.
*Note: Only The Summoned Beast Can use this.
*Note: You can use 2 elements 1 per blade. like lightning in one blade and water in the other or any other elemental variation you want

(Nezumi Shuhō: Nezumi Keimusho) Rat Technique: Rat Prison
Rank: S
Chakra: 50
Damage: NA
Description: Both users are encaged by walls from nezumi, (Where rats are summoned from) and when formed are as big as Giant ninja rat (main rat summon as big as gamma). this prison is unbreakable and unable to escape, this is to ensure the prisoners don't escape, in nezumi the rats are ninja as well making it so both the user and opponent are trapped for 2 turns inside this prison. Any jutsu used stays in the cell you are in. Say if i use 1000 fevers the only person it affects is me. The hand signs are boar, bird, dog, and rat.
Note: Lasts 2 turns
Note: If used cannot use rat jutsu (restrictions do not effect summons)
Note: Effects both players, user and target.
Note: Must have a contract with the rats

(Katon: Nezumi Kataki) Fire Style: Rats Revenge Version 2
Rank: S
Type: Attack/Defense
Chakra: 40
Damage: 80
Description: When hit with a wind attack you can use Fire chakra to create rats which travel down the wind and attack the enemy.
Note: Eats the wind making it harmless (Wind makes fire stronger as said by yamato so as they travel down instead of getting smaller they remain the same size)

(Nezumi Shuhō: Nezumi Niku Hyōmen) Rat Technique: Rat flesh Surface
Rank: S
Chakra: 70
Damage: N/A
Description: By fusing you chakra into the ground you can summon a layer of rat flesh over the surface of the ground basically turning the ground you walk on rat flesh. (Not literally turning the surface into rat flesh) Much like the toad stomach where you summon toad flesh all around you, you have control of the flesh and can move it at your will to bind or trap opponents. The rat flesh is quite durable, but can be broken through by S ranked techniques. It cannot be repaired in broken areas.
Note: Must have a contract with the rats
Note: Only usable 1 time a per battle
Note: Lasts 3 turns

(Nezumi Kuchiyose no Jutsu: Sen Nezumi Kuchiyose) - Rat Summoning Technique: Thousand Rat Summoning
Rank: S
Types: Supplementary
Range: Short-Mid
Chakra Cost: 15
Co-creator: Skye Kaguya
Damage Points: N/A
Description: A powerful jutsu, Ninpo Kuchiyose allows a ninja to summon animals, objects and the dead to fight on their behalf. The ninja normally signs a blood contract with the animal species, which allows him to summon different size and skill levels of creature.
Note: Must Have a signed contract with the animal you wont to summon. where many rats swarm out and can be used to do whatever you tell them, they are small and fragile but come in a mass quantity and watch out because they have a big appetite.

(Nezumi Shuhō: Nezumi ) - Rat Chakra
Rank: Forbidden
Chakra: 80
Damage: NA
Description: By meditating with the rats they can transfer chakra from their body to yours. Both the user and the rat must be meditating back to back and should remain still. This jutsu does not last long, but while encompassed in the aura of the rat you achieve heightened sense of smell and hearing as well as a strength and power/speed boost equal to 2nd Gate. It does not last for long or give you much but it makes the rats better use collaboration jutsu with the user.
Note: Only usable 1 time a battle
Note: Only Rat summoners can use.
Note: After use you are slower, weaker, and all senses are extremely weakened.
Note: After Use you cannot use Forbidden ranked jutsu.
Note: Lasts 3 turns
 
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Mudo

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Re: Hueco Mudo's Armory

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Higan no Yakuza: Shin| Yakuza Secret Pill: Truth
Type: Supplementary/Defense
Rank: N/A
Range: Self
Chakra Points: N/A
Damage Points: N/A
Description: The Yakuza Clan has developed a special type of pill designed to help the samurai break out of genjutsu or foreign chakra. The user is able to consume the pill prior to being caught or during the event (If is used prior to it, the effect will be activated when the user is put under genjutsu). The effects of the pill will be activated as soon as the user's minds comes in contact with foreign chakra. As soon as foreign chakra enters the user's body, the effects of the pill suddenly stop the user's chakra flow. As there is no chakra flow during those instances, the foreign chakra is expulsed from the body/the genjutsu is released
- The user most be able to consume the pill if he is under genjutsu in the moment, though he can consume it beforehand in order to prevent it.
- The effects of the pill can dispel up to S-ranked techniques.
- The fact that these pills expel foreign chakra, makes it extremely difficult for a medical ninja to help the user
- The user can only consume the pill twice per battle, with a gap of two turns between usage.
- Needs to be at least Fukuryu (Crouching Dragon) to take this pill. Fukuryu (Crouching Dragons) can only use it once per battle, while Giseiryu (Sacrificing Dragons) or above can use it twice

Higan no Yakuza: Runessansu | Yakuza Secret Pill: Renaissance
Type: Supplementary
Rank: N/A
Range: Self
Chakra Points: 30 (-15 second turn)
Damage Points: N/A (negates up to 150 damage)
Description: After several years of research, the Yakuza clan was able to create a pill which regenerates body cells at an increased rate. The pill has two main characteristics: one is the accelerated regeneration of cells and the second is the "disappearance" of any signs of pain or fatigue on the user's body. The advanced cell regeneration ability allows for deep wounds to close, bleeding (even internal) to stop and broken bones to regenerate. The broken bones need to be set before taking the pill and need to stay set through the healing process. The process takes 1 full turn to complete, meaning that at the end of the turn folowing consuption of the pill, any bleedings have stopped and the bones have mended. The pills though, cannot regenerate internal organs or severed limbs though the regeneration will burn chakra, healing the user for 2 turns.
- Fukuryu (Crouching Dragon), can only take this pill once per battle. Ranks above can take it twice per battle
- The user must wait three turns before consuming the pill again.

(Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-10 per turn active)
Damage: (+15)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Shodan Kaigan is the weakest of the three basic enhancements and thus, can be used by anyone who is at least a Yanguryu (Young Dragon). This compound contains a set amount of chakra, mixed with several drugs that were developed by the Yakuza, which, once administered into the organism, will stimulate their body tissues, muscles, and brain, granting them a minor temporary boost in strength (Less than half the damage increase the Chakra Enhanced Strength technique provides), reaction time (Equal to that of someone with a one-tomoe sharingan), and speed (In terms of the speed chart, equal to that of the user's total speed times 1.5). The user has several options on how to administer this compound within themselves; They may either imbibe it (Drink it from a vial), inject it via syringe, or consume it in pill form.
Restrictions:
Note: Can be taken twice per battle
Note: Lasts two turns if taken by a Yanguryu (Young Dragon)
Note: Lasts four turns if taken by a Fukuryu (Crouching Dragon)
Note: Lasts five turns if taken by a Giseiryu (Sacrificing Dragon)
Note: Lasts for the rest of the battle if taken by a Hitsuryu (Dragon Head)

(Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A (-15 per turn active)
Damage: (+20 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Dai Ni-Dan Kyōka is the second of the three and thus, can only used by anyone who is at least a Fukuryu (Crouching Dragon). This compound contains a slightly larger amount of stronger drugs than the first enhancement, which, once administered into the organism, will stimulate their body tissues, muscles and brain, granting them a temporary boost in strength (Only slightly below that of the Chakra Enhanced Strength technique), speed (In relation to the speed chart, the user will move twice as fast as he normally does) and reaction time (Equal to that of someone with a two tomoe sharingan). Taijutsu masters, 3 Tomoe Sharingan users and other opponents with abilities of the sort, will, however, be able to keep up with the speed of the user, though they might still be overpowered in terms of strength. The user can only administer this drug through an injection or in pill form.
Restrictions:
Note: Can be taken twice per battle and only after having used (Higan no Yakuza: Shodan Kaigan) - Yakuza Secret Compound: First Stage Enhancement (the exception to this are Giseiryu and above, who are capable of taking it directly without having consumed the previous enhancement, due to their bodies being used to the effects; this is a similar concept to the difference between an EIG user and EIG master); its bonus don't add up with each other.
Note: Lasts four turns.
Note: If taken by a Fukuryu (Crouching Dragon), there must be a gap of two turns between usage after the effect has ended.
Note: If taken by a Giseiryu (Sacrificing Dragon), it can only be consumed again one turn after the effect has ended.

Hijutsu no Yakuza: Saishū Dan Kyōka) - Yakuza Secret Compound: Last Stage Enhancement
Type: Supplementary
Rank: N/A
Range: Self
Chakra: N/A (-20 per turn active)
Damage: (+25 to regular Taijutsu/regular Kenjutsu)
Description: One of the three main enhancements of the Yakuza Clan, which earned them the moniker of ''Human Enhanced Tools''. The Saishū Dan Kyōka is the final enhancement of the basic three and thus, is only typically used by anyone who is at least a Giseiryu (Sacrificing Dragon). This technique contains the strongest of drugs and as a result must only be administered via direct injection into the blood stream. Once administered into the organism, it will stimulate the user's body tissues, muscles and brain to the absolute limit, granting them a temporary boost in strength (A strength equal to that of the Chakra Enhanced Strength technique), speed and reaction time (Equal to that of someone with a three tomoe sharingan), which almost reaches that of the 4th Raikage with his Lightning Armour on, though, not as much (In relation to the speed chart, this would be the equivalent of the user's total speed times three).
Restrictions:
Note: Can only be taken once per battle and while still under the effects of (Higan no Yakuza: Dai Ni-Dan Kyōka) - Yakuza Secret Compound: Second Stage Enhancement; it doesn't add up to the initial technique's bonus.
Note: Lasts four turns.
Note: Only two techniques can be used per turn while active.
Note: If used by a Fukuryu (Crouching Dragon): It's a last resort method. In this case, after three turns, the user will pass out and they will suffer from internal bleeding.
Note: If used by a Giseiryu (Sacrificing Dragon): No other medicine should be used for the rest of the battle with the exception of the "Renaissance" compound after this one is administered in the organism. After four turns, the user will suffer from internal bleeding.
Note: If used by a Hitsuryu (Dragon Head): Must stay two whole turns without using any kind of medicine after the effect has ended, because of the strain put on the user's body.

(Yakuza Kakusareta Gijutsu: Chōetsu) - Yakuza Secret Compound: Transcendence
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 per turn)
Damage: N/A
Description: 超越 Chōetsu is the epitome of a Yakuza's overwhelming resolve to exceed the limitations of their bodies in order to bring forth their true selves; it is a compound that provides effects much akin to the Akimichi clan's fabled Calorie Control, only taken a step further due to the samurai's mastery over shape manipulation and their ingenuity in medicinal creations. Through years of using the three main enhancements and studying ways to improve upon them, they have developed a pill that contains a series of refined stimulants based on those found within the previous enhancement compounds, along with a catalyst that serves to increase the rate of chakra production at such an amount that it bursts outward from their bodies; once consumed, this effectively manifests the visage of the Yakuza's samurai spirit in the form of raw chakra, in addition to receiving the bonuses equivalent to that of the last main enhancement. The compound creates a shroud, or form of chakra that varies in its appearance depending on each individual member. The manifestation of their samurai "spirit" can range from growing chakra wings, claws, horns, to animalistic figures such as a dragon that coils around them or a Bodhisattva figure with multiple arms. While these chakra apparitions can vary in appearance, they can never exceed a size that goes past the Yakuza's short ranged vicinity, although their size can be manipulated within the confines of short range (claws of chakra can be extended using the samurai's expertise in shape manipulation, for example). Depending on the Yakuza's form, they can also grant the ability of flight (via the use of chakra wings or if their form takes the appearance of a dragon, bird, etc). The Yakuza will also have the ability to use their form as a shield to defend themselves from incoming elemental attacks such as ones that are too large-scale to evade by normal means, or to release slashes of condensed chakra from their sword (both of these interact neutrally against the five basic elements, slashes can only reach up to mid-range); however, the shroud can only defend up to the equivalent of one S-ranked attack per turn. Any more damage sustained by the shroud above that and it disappears, ending the effect of the compound prematurely; it can additionally only be administered via pill form. After the Yakuza's mode ends, they become incapable of consuming any compounds for the following two turns.

“The warrior guided by the spirit serves humanity, the warrior without, serves the ego.”

Restrictions:
Note: Can only be used once per battle.
Note: While this compound is in effect, the user cannot consume any of the main enhancement compounds. If either the first, second or last stage enhancements are consumed while this compound is in effect, the drug will counteract the compound's effect along with its own, resulting in the effects of this immediately disappearing and the enhancement that was taken to not provide any effect. Should a Yakuza consume any of the main enhancements during the turns in which this compound is active, they will also succumb to cardiac arrest due to their cardiovascular system being overworked by the excess of stimulants within their body.
Note: Each member that gains access to this compound must state in their Yakuza biography exactly what their form looks like in detail. The compound cannot be used in battle until this prerequisite is fulfilled.
Note: Lasts three turns for Fukuryu, four for Giseiryu, and five if used by a Hitsuryu.
Note: No Yakuza compounds of any kind can be administered for three turns after this ends.

(Higan no Yakuza: Yōso no Gan'yaku) - Yakuza Secret Compound: Elemental Pills
Type: Supplementary
Rank: S
Range: Short
Chakra: N/A (-20 per turn active)
Damage: (+30 to elemental taijutsu/weapon-based attacks according to pill administered)
Description: These pills allow the Yakuza to temporarily enhance their elemental chakra. They contain drugs that stimulate their chakra pathway system, as well as a pre-applied small amount of the respective elemental chakra to serve as a catalyst as a means to make it easier for them to increase the respective elemental nature's effectiveness be it offensive or defensive (defensive-based elemental taijutsu/weapon-based techniques A rank and below will increase by one rank). There are five kinds of pills, one for each of the basic elements; each grant their own unique ability pertaining to the elemental nature that they are associated with, along with allowing the user to harness the enhanced elemental chakra in a rudimentary way; by flowing it through their weapons and limbs, similar to other techniques involving chakra (i.e, NB taijutsu/elemental kenjutsu) -- these, however, do not allow the user to perform ninjutsu of any kind. Additionally, when a specific chakra nature is infused within the Yakuza's weapon(s), they become capable of contesting against any enemy attacks from that chakra nature within logical reason (for example, if one administers the fire pill, flows fire chakra into their sword, and the opponent sends a small fireball at them, they can cut through and disperse the attack). They can similarly apply this elemental chakra to any samurai-saber based technique in order to allow the technique to increase in strength and adopt the properties of the chosen element, although if this is done, the technique in question loses its inherent neutrality to the five basic elements and instead follows the appropriate strengths and weaknesses depending on which elemental chakra was applied.

Aka 赤: Aka, the fire pill, calls forth the samurai's ability to strengthen their fire chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to inflict burns up to the fourth degree (free-form strikes, be they taijutsu or kenjutsu can only inflict up to second degree burns). The Yakuza can also use this pill as a means of performing cauterization on any open wounds on their limbs by focusing the fire chakra on the afflicted area(s), causing it to manifest directly on those spots.

Ao 青: Ao, the water pill, calls forth the samurai's ability to strengthen their water chakra. It can be channeled and formed from any of their weapons or limbs, although it provides no natural damaging effect, as the essence of water release relies on being able to create water in order to cause blunt force damage, something that cannot be achieved through water chakra alone; although it can be used to suppress any pain caused through burns by focusing the water chakra on the afflicted limb area(s).

Shiro 白: Shiro, the wind pill, calls forth the samurai's ability to strengthen their wind chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to imbue slicing damage into the Yakuza's attacks, along with increasing the slicing damage of their kenjutsu. Each taijutsu and weapon-based strike inflicted will not only cause damage due to the initial attack, but moderate, minute cuts all over the part of the body that the strike connected to; kenjutsu and other weapon-based attacks will also be capable of cutting into the target deeper regardless of the force behind the swing.

Ki 黄: Ki, the lightning pill, calls forth the samurai's ability to strengthen their lightning chakra. It can be channeled and formed from any of their weapons or limbs, providing the effect of being able to not only increase the cutting damage of weapon-based strikes, but inflicting minor, brief moments of paralyses around the muscles where the strike cut into. Taijutsu strikes will also cause brief moments of paralyses (i.e, a strike to the opponent's right shoulder area will cause a brief delay in the opponent's ability to rotate the shoulder and thus delay the movement of their entire arm).

Kasshoku 褐色: Kasshoku, the earth pill, calls forth the samurai's ability to strengthen their earth chakra. It can be channeled and formed any of their weapons or limbs, providing the effect of being able to increase the sturdiness of weapons or the limbs where the chakra is channeled toward; the Yakuza will be capable of striking objects which would otherwise shatter weapons or break bone unharmed.

Restrictions:
Note: If used by a Fukuryu (Crouching Dragon): 2 pills can be used once per battle, however, they must be of the same element, meaning that at this rank, it only enhances one of the five basic elemental chakra natures. Lasts 3 turns.
Note: If used by a Giseiryu (Sacrificing Dragon): This can be used twice per battle, lasting 4 turns per use. At this rank, up to 2 pills can be taken per use (meaning a maximum of 4 pills), enhancing 2 different elemental natures.
Note: If used by a Hitsuryu (Dragon Head): This can be used twice per battle, lasting 5 turns per use. At this rank, up to 3 pills can be taken per use (meaning a maximum of 6 pills), giving access to 3 different elemental natures.
Note: Once a pills effect expires, the Yakuza will be unable to utilize any taijutsu or kenjutsu techniques pertaining to or requiring the use of that particular elemental nature B-ranked or above for the following three turns.
 
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Re: Hueco Mudo's Armory


(Neidan: Wuji Dao) Internal Alchemy: Way of Nothingness
Type: Supplementary
Rank: D - S
Range: Short - Long
Chakra Cost: 10 - 70
Damage: N/A
Description: This is one of the fundamental Neidan techniques within the Hayabusa clan and the first one learned. This technique returns existence to nothingness/erases from existence. Using one of the three Dantian Hayabusa ninja render existence to nothingness. Depending on the Dantian that is used the user can manipulate physical, vital, or spiritual existence. Regardless of which application is used there are two components that can be utilized: internal or external. These two components describe the technique’s application to one’s self and outside themselves respectively. A Hayabusa ninja who utilizes the internal component with this technique manipulates their own physical, vital, and/or spiritual existence. One who utilizes external component does the same but with any entity other than themselves. Only one of the components can be used for any given application of this technique. As for the applications, only one can be used at a given time. Upon reaching higher jounin ranks (Dragon/Head Ninja and Master Ninja), Hayabusa ninja can utilize all three of the Dantian simultaneously to completely erase their own existence (internal) or that of another entity (external). When erasing one’s own existence with this technique the user can only maintain a state of non-existence for no more than one turn with and must re-appear within 10 meters of their original point. Once the user has gone to nothingness they cannot use any techniques until after they return to reality. Through the external component the user can erase the existence of another life such as summons or other shinobi though it requires prolonged contact with the target (3 turns). After contact is made the victim will begin to vanish from the ground up.

Lower Dantian: The Lower Dantian deals with physical existence. Entities such as solids and liquids, physical entities, and corporeal matter are within this Dantian’s scope. When using the internal component of this application the user is capable of erasing parts of their body as small as: bits of flesh and bone to whole limbs, organs, etc. This ability extends to physical afflictions such as poisons, toxins, pathogens and generally any other thing that integrates itself within the user’s physical being. When using this technique on the body to take off flesh and bone the user will feel as though their flesh and bone have been ripped apart and their body will suffer accordingly. For example: if the user erases their right index finger, they will feel their finger ripped off their body and will bleed profusely until stopped. The external component of this technique takes the form of transparent visual distortions similar in nature and appearance to the voids of kamui though with the ability to vary in shape and size. The shape and size are dependent on the rank of the technique. As well as the amount of matter in which one can erase is also dependent on the rank. Lower ranks means smaller areas of effect and less matter that can be erased. This technique has the ability to combat against techniques of equivalent rank or chakra input. With the external component, if anybody other than the user makes contact with the technique, they will suffer just as the user would if they used the internal component of this application. The external component of this application can be made within short range of the user but not the target unless both parties are in close range. Even then, the user cannot manifest this technique directly on their opponent without physical contact.

Middle Dantian: The Middle Dantian deals with vital existence; the existence of energy. Non-solid/liquid entities like plasmas, fire, lightning, raw chakra forms, and otherwise ethereal entities fall within this Dantian’s scope. The internal component of this application is rather simple, the user erases chakra/energy that exists within them either their own or that of another’s that is connected to the user. The amount of chakra the user can erase is proportional to the rank they use for this application. As for the external component, similar to the Lower Dantian, voids of various shapes are created which erase the chakra/energy, ethereal, and/or vital nature of entities. Again, like with the Lower Dantian, the user cannot directly manifest a chakra erasing void upon their opponents; contact with the void or between the user and the target must be established to directly affect the target.

Upper: The Upper Dantian deals with the spiritual existence of an entity. Spiritual techniques, consciousness, mental capability, and spirits are all within this Dantian’s control. The internal component of this application controls the existence of illusions, consciousness, sentience, within the user. Enemy techniques that deal with mind control or that inject their consciousness within the Hayabusa can be defended against with the internal component. Likewise, the stability and power of illusions and other spiritual techniques attached to the user can be cut down according to the rank/chakra of this technique. The external component of this application is a little different than the others. Unlike the Lower and Middle Dantian which cannot effect an opponent directly, this Dantian’s application can. With the external component the user can cause the spiritual energy of a sentient being dwindle to nothingness as long as the user has sensory perception of their target and is within range. The result of erasing the spiritual being comes in the form of fatigue and a lack of focus which prevents the target from using higher ranked techniques and progressively dims their consciousness. For example: C-ranked usage will prevent use of Forbidden rank techniques and B-rank usage would prevent S-rank and above and so on. The constraints are as follows: Only chunin level Hayabusa and above can use this technique (as it starts at C-rank) and the user must be within and maintain mid-range of the target to use C and B-rank. A-rank requires short range and S-rank direct physical contact. While using this application only two techniques can be used per turn. If the victim gets out of range of the user they will become capable of using their full power in the following turn.

Note: This technique is learned at genin level and follows similar rules for each rank. Genin can only use D-rank applications, chunin = C-rank, jounin = B-rank (upper) A-rank (lower and middle), Dragon/Head Ninja = A-rank (upper) S-rank (lower and middle), Master Ninja = All ranks.
Note: Genin and Chunin are required to use 5 to 3 hand seals respectively for any application’s external component. Jounin require one hand seal, Dragon/Head, and Master Ninja can use up to B-rank with no hand seals. Contact between user and opponent requires no hand seals.
Note: When using the external component of the Upper Dantian, using the A-ranked and above will render an opponent comatose after two turns. C and B-ranks will simply render one unconscious after 4 turns. Each turn of maintaining drains half the original chakra cost. While maintaining no other application of this technique can be used.
Note: Upper Dantian usages, regardless of the component can only be used once every other turn. A-ranked and above usage requires a two turn cool down.
Note: S-rank applications of this technique requires a one turn cool down for the Middle and Lower Dantian.
Note: To erase completely the existence of oneself or of another the user must use 70 chakra. Unlike the external component where it takes three turns to erase another, the internal component is instantaneous in its nature due to a lack of resistance from the user applying it to themselves. Upon using this advanced application either internally or externally the user will be unable to use any Neidan technique for the next two turns. Dragon Ninja and Head Ninja can use this application twice per battle and Master Ninja 3 times per battle.
(Neidan: Taij Dao ) Internal Alchemey: Way of the Supreme
Type: Supplementary/Offensive/Defensive
Rank: D - Forbidden
Range: Short - Long
Chakra Cost: 10 - 60
Damage:
Description: Taiji Dao is the sister technique to Wuji Dao and its polar opposite. Where the latter returns existence to nothigness, Taiji Dao brings existence from nothingness. Fundamentally, the user creates physical, vital, and/or spiritual entities through the use of their Dantian. The user is also capable of returning enties they've erased with Wuji Dao back into existence in the condition they were erased. The constructs and creations that a user can conjure are limited to their imagination. These constructs, if appropriate, are capable of using Neidan techniques that coincide with the dantian used to create them (e.g physical constructs can use techniques with the lower dantian) ( the entities can, not constructs ). Like other techniques that possess the Chakra of the Dragon, the user is capable of keeping track of anything created with this technique via their Taijin ability. The basic application of this technique sees the use of one of the three dantian to create an entity. However, advanced users are capable of combining two or all three dantian to create entities with qualities of multiple dantian. Combining all three of the dantian is the equivalent to creating a sentient familiar. This technique is learned at genin rank and requires 5 hand signs for external uses. Each rank reduces the requirements for hand signs by 2. The upper echleon (Dragon, Head, Master) may use this technique B-rank and below without hand signs.

Lower Dantian: This application sees the creation of physical entities from Wuji (Nothingness). Entities created with this dantian may possess properties of any material state of matter (solids and liquids primarily) and can be created internal or external of the Hayabusa. Hayabusa are also capable of replacing or adding body parts to themselves (or others through direct contact A-rank usage) such as lost or additional limbs, appendages, or wings. Those with medical knowledge can even replace vital organs, tissues, and cells. The limitations of this technique are that: entities created must be 5 meters away from adversaries unless the user is within close range. Entities such as poisons, diseases, or composites of actual elemental natures cannot be created. Familiars created with this dantian alone are non-sentient. All created constructs possess a black reptilian scale like aesthetic pattern, representing Sokotsu.

Middle Dantian: This application sees the creation of vital/etheral entities from Wuji. Entities created with this dantian possess plasma like forms similar to lightning and fire and appear as translucent black energy. The versatility of this application is less than the lower dantian's application as it possesses no such maluable ability to be formed into multiple different states of matter. Entities created with this application is incredibly high energy giving them the capability to burn on touch or even ignite objects and beings within close proximity (ignition at A-rank and above must be within 2 meters of the entity). The user is immune to their own energy's burning effects. Like the previous application, familiars created with this dantian alone are non-sentient. Entities cannot be created within 5 meters of adversaries unless close range is already established between the user and opponent(s).

Upper Dantian: This application sees the creation of spiritual entities from Wuji. This application allows the user to create a seperate sentience within themselves, or others. This spiritual creation may appear however the user deems fit as it is only a mental representation of the consciousness. Unless created within the consciousness of another, these spiritual beings are only concievable, and communicable to the Hayabusa who created it. Unlike the previous two applications, the user may create this spiritual sentience within another as long as they are within appropriate range. However, their only function is to prevent opponents from using mental/spiritual techniques of certain levels (B-rank prevents enemies from using S-rank and above spiritual/mental techniques. Every rank above that decreases the enemy's use by 1-rank). If created inside the user, the entity acts as a partner capable of using upper dantian techniques without the need for the user's input and is unaffected by spiritual/mental techniques directed at the user. Likewise it can block spiritual techniques on the user's behalf as well (A-rank and below starting at B-rank creations and increasing by 1 rank for every rank above B). This application requires one to be chunin rank and is B-rank at minimum. B and A-rank uses require the user to be within mid-range to use against targets. S-rank requires short range and Forbidden rank requires direct physical contact.

Multi-Dantian: This sees the application of more than one of the dantian being used in one specific use. There are only 3 combinations that may arise from this; lower+upper, middle+upper, and all three combined. The former two applications are a minimum of A-rank. Creating an entity with all 3 dantian is S-rank at minimum and acts as an entirely independent existence.

Note: Genin may use this technique up to C-rank every two turns. Chunin may use this every other turn up to B-rank. Jounin may use this technique up to S-rank (A-rank for upper dantian), however S-rank usage requires a one turn cool down before re-use. Jounin are also capable of using Multi-Dantian.
Note: Dragon/Head Ninja/Master Ninja may use this technique up to Forbidden Rank but only Masters can use Forbidden Rank multi-dantian.
Note: Forbidden usage of any kind can only be used twice per battle and renders the user incapable of using any Neidan technique for two turns after use.
Note: All applications and familiars may be maintained with additional chakra per turn B-rank and below -5 chakra, A to S -10, -15 for Forbidden.
Note: Familiars consisting of multiple dantian last 4 turns if they are A-rank and 3 S-rank and above. However, only one multi-dantian familiar may exist at any given time from the user.
(Hayabusa Kobudo: Kumite) Hayabusa Martial Way: Fighting
Type:Offensive/Defensive/Supplementary
Rank: A
Range: N/A
Chakra Cost: 30 (-5 per turn)
Damage: N/A
Description: Kobudo Kumite refers to the free fighting style of Hayabusa Kobudo. Hayabusa hone their fighting style through the practice of kata (forms) and bunkai (application) which utilize the dantian and Neidan. Over the years, four essential kumite styles have come out of Hayabusa Kobudo that all Hayabusa must learn; Huquan, Shequan, Longquan, and Wuquan.

Huquan (Tiger Fist)

Hu Quan is the fundamental fighting form of Hayabusa Kobudo. The form is characterized as the most direct and offensive style of fighting. Hayabusa will use their lower dantian to draw physical essence from nothingness (Wuji) into their being. The essence reinforces the user’s being increasing their physical speed, strength, and awareness allowing them to heightened feats of physical combat. This essence is visualized as barely visible distortions in the air surrounding the user and their weapons. The user is able to perform taijutsu, kenjutsu, bukijutsu and other acrobatic movements at twice their normal speed as well as react to anything as long as it is within their range of sensory perception (five senses, taijin, etc). Alternatively, the user can move linearly three times their speed (chunin and above), however this level of movement cannot be maintained for longer than a single turn. As for their power, Hayabusa gain +20 to their taijutsu and weapon based techniques (swords, staffs, axes, etc) while using Huquan. The essence that surrounds the user and their weapons capable of erasing physical matter (Earth, Steel, etc) at the point of contact allowing the user's physical attacks to cut through anything destructible. The user can use Huquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Huquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Huquan is that, the user can only use lower dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Haquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Shequan (Snake Fist)
She Quan is the second form of Hayabusa Kobudo and is characterized as being the most deceptive of the fighting forms. This form makes use of the Hayabusa's passive ability to control their own existence while they are engaging in physical combat with opponents. As the user attacks, they may passively expend 30 chakra to erase themselves from the opponent's five basic senses by manipulating all three dantian. What this means is that the opponent will not be able to perceive the attacks until the last possible moment when the user strikes, resulting in every physical attack while under the influence of Shequan to result in a critical hit. The user can use Shequan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Shequan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Shequan is that, the user can only use lower, upper and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Shequan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Longquan (Dragon Fist)
Longquan is the third form of Hayabusa Kubodo. It is classified as the most ranged of the fighting forms and utilizes the Hayabusa's ability to erase objects from existence. This form starts with the user passively embedding their Dragon chakra from the lower and middle dantian into their ranged attacks such as kunai or shuriken. As the user throws the objects the Dragon Chakra activates when they are at least in a 2m range of foreign chakra sources. Instantaneously, the Dragon chakra activates and creates a short-range 2m wide distortion similar to Kamui. These distortions are capable of erasing objects up to A-rank and may be passively activated by the user if necessary to spawn the distortion at their discretion. Objects erased by this method are capable of being returned by utilizing Taji Dao using the respective dantian. The user can use Longquan fighting in successive turns depending on their rank which reflects their overall physical condition; attaching Wuji to their ranged attacks to erase other objects can be executed once per turn that the user is able to keep the form active. Genin and Chunin can only use Longquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Longquan is that, the user can only use lower and middle dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Longquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Wuquan ( No Fist)
Wu Quan is the fourth and final form of the Hayabusa Kobodo, and is the most defensive of the style. This form is characterized by its use of the Hayabusa's dantain to combat opponent's on a spiritual/mental battlefield as well as the physical one. This form starts with the user's surging Dragon chakra to every point in their body utilizing all three dantian. This greatly bolsters the user's physical and spirtual defense as the user is now capable of reducing 20 damage from physical and spiritual attacks while in this form. Defensive techniques preformed during this time are also empowered by one rank (does not apply to techniques that can also used offensively). The user can use Wuquan fighting in successive turns depending on their rank which reflects their overall physical condition. Genin and Chunin can only use Wuquan for a single turn. Jounin and Head Ninja can maintain it for 2 successive turns. Dragon Ninja are able to maintain it for 3 turns at a time and Masters 4 turns. The drawback to Wuquan is that, the user can only use lower, middle or upper dantian based techniques and non-elemental techniques while they are using this form. If used for more than two successive turns, the user experiences a cooldown of one turn plus the number of turns over 2 they utilize this style. For those who are limited to two turns and below, they require a single turn cool down before re-use. Wuquan can be used twice for genin - jounin, thrice for Head and Dragon Ninja, and four times for master ninja.

Note: Only one form at a time can be utilized. User cannot use a Form while experiencing the cooldown of another.
Note: Members are capable of submitting their own Hayabusa Kobudo techniques after having completed all initial forms derived from this technique.

(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S
Range: N/A
Chakra Cost: 20 - 40
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. When the wrapping application is used, the opposing technique interacts with the neidan first, which then erases chakra based on the amount is applied. Whatever is left over will behave in accordance with said rank so if 10 chakra remains after erasure, it will be D rank with 20 DMG. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). For example, if the user embeds 40 chakra into a technique that goes against a 120 DMG S rank with 70 chakra vs a 100 DMG Technique (40 Wuxing Embedded). After the applied technique clashes, which it loses, the neidan then interacts afterward, erasing 40 chakra this brings it down to 30 which then as the layering, it is treated with the A rank stats so 60 DMG etc since it originally had 70 This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.

Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cooldown duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.

(Waidan) Golden Elixir
Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A
Damage: N/A
Description: The Golden Elixir, also called the Elixir of Immortality is a fabled elixir that is said to grant one immortality. Jo Hayabusa created a concoction in his youth and named it after the fabled elixir. The concoction is a mixture of herbs and soil from Owatatsumi, the blood of the Hayabusa, and the combination of a Hayabusa’s chakra from all three dantian. The result is a fogless, blood red elixir that augments a Hayabusa’s Neidan techniques when touched or ingested. This elixir is stored within a sealed container that, when released, causes the chakra stored within it to overflow back into the user. This elixir increase the strength of a Hayabusa’s Neidan techniques through increasing the chakra output of their techniques.

Note: This elixir can be created by jounin ranked shinobi and higher. Dragon and Head Ninja can carry two elixirs while master ninja can carry three. All elixirs must be posted in one’s bios.
Note: Making the elixir happens outside of battle and requires the user to sacrifice a fixed amount of their chakra. For example, if a user makes 2 elixirs that contain 100 chakra each, then their default chakra capacity at the beginning of battles and/or events is 200 less than what it would normally be. This is a result of the user sealing that fixed amount inside their elixir. No elixir can contain more than 300 chakra.
Note: When an elixir is used, the chakra from the elixir adds to the user’s Neidan techniques every time they are used (by increments of 10) until the chakra is used up. The results of this increases a Neidan technique’s capabilities to match techniques of equivalent chakra.
Note: Hayabusa can also utilize the elixir to elongate a Neidan technique’s turn duration by one turn for every 100 chakra points contained in the elixir. However only one elixir can be used to achieve this per battle.
Note: If anybody other than a Hayabusa attempts to use the elixir they will lose chakra equivalent to what is in the elixir due to their inability to handle the chakra of the dantian.

(Neidan Fuin: Jǐnlǐ Dao ) Internal Alchemy Sealing: Way of the Koi
Type: Defensive/Supplementary
Rank: S
Range: N/A
Chakra Cost: 40 (-20 per turn)
Damage: N/A
Description: This is one of the Hayabusa’s most advanced Neidan techniques. This is one of the non-traditional techniques created by Reborn after mastering both fuinjutsu and Neidan. This technique makes use of Dragon Chakra’s inability of being sealed and extends this affect to the user and their techniques. The process for this sealing technique requires the user to first train and store up a large amount of their Dragon Chakra into a single point of their body (similar to Tsunade’s Yin Sealing technique). The focal point for the seal will form a unique symbol that resembles a black and white koi fish circling each other like the Yin-Yang symbol. The second part of this technique is the actual activation of the technique. The user will activate one half of the seal or one “koi” and apply one of the following affects.

Black Koi: The black koi seal resembles a black koi fish with white eyes, whiskers, and a white circle on its head. This half of the koi seal applies to the user’s being. By activating this technique, the user coats their entire body in their Dragon Chakra and thusly become completely immune to sealing techniques. Seals that have been applied to the user will disappear from existence and all future attempts to seal the user in any way will inevitably fail. This includes barriers and other methods that fall into the category that would otherwise seal the user or prevent them from using techniques and abilities due to being or having been sealed or suppressed. The major drawback to this technique is that this technique also erases any self-imposed sealing techniques that are dormant or active. Hayabusa Dragon Chakra is indiscriminate between native and foreign chakra sealing techniques. The second drawback is that: by using this technique it prevents the use of the other half of this technique. This half of the technique creates a paradox with the other half of the technique in that; this technique erases all seals applied to the user including self-imposed ones. The second half of this seal would be included in this clause. However, because the second seal is also Neidan it cannot have a seal applied to it either thus a paradox occurs. To prevent this paradox, the user uses all the chakra in the seal for this half, which would cause the second half to fade out on its own without actually affecting the technique. When this seal is activated the user’s body from the neck down will be completely engulfed in black. Their sclera will become black as well.

White Koi: The white koi seal resembles a white koi fish with black eyes, whiskers, and a black circle on its head. This half of the Koi seal pertains to the user’s techniques. By activating this technique, the user’s chakra flow increases exponentially due to the chakra from the seal rushing throughout their entire chakra system. This results in every technique used after the activation possessing a significant amount of the user’s Dragon Chakra. The implementation of Dragon Chakra will prevent the user’s techniques from being sealed. This pertains to all non-Neidan techniques and will be maintained for a period of 400 chakra used by the user. This does not prevent sealing techniques from being applied to the user that would prevent certain types of techniques like the previous half of the technique. However once a technique is used with this half of the technique activated, it cannot be sealed or blocked by barriers or other methods of sealing. Because of the exponential flow increase every non-Neidan technique would have additional chakra added to it (+20) which would inevitably cause the jutsu to end quicker as every technique will use more chakra than necessary. This is an unavoidable consequence of the technique in exchange for its other benefits.

Note: The black koi seal will remain active until otherwise deactivated. Once deactivated the technique cannot be used again for the duration of the match.
Note: The white koi seal will remain active until the chakra cap is depleted or otherwise deactivated. However, if the technique is deactivated before the chakra is depleted the white koi can be re-activated (turn cost) with the chakra cap being where the user last had it when the justu was deactivated.
Note: Only one half of the seal can be used per match: the black koi requires all of the chakra stored in the seal and erases the white koi. Since all the chakra in the seal is required for the black koi, using the white koi even minimally will prevent the black half.
Note: when using the black koi users are unable to use non-Neidan techniques above S-rank.
Note: To learn this technique the user must have completed Fuinjutsu and be Jounin rank (by the clan's rank).

(Neidan: Tsuihō) Internal Alchemy: Banishment
Type: Supplementary
Rank: S Rank
Range: Short to Long
Chakra Cost: 40 (- 10 per turn)
Damage: N/A
Description: Through one’s dragon chakra, the user employs all three dantian in conjunction with three hand seals, creating an omnidirectional burst of chakra that travels up to long-range. This chakra is inherently harmless, but proves useful through other means. The chakra, now anchored to the Hayabusa themselves as its epicenter, acts as a zone, existing all over in a 360 manner as it also spans into the skies above and below the surface of the ground. This zone was specifically designed as a means of absolute control over a domain. It was created with the mindset that only the Hayabusa is allowed to remain in control of this zone. When the opposition wishes to utilize techniques that are sustained, and last for a given period of time, Tsuihō targets both the external and internal foreign chakra, erasing it over a period of time (this does not negatively affect the person physically, but simply removes the chakra which causes the resulting enhancement(s)). The closer the opponent is to the epicenter, the more is erased. At short-range, the zone automatically erases 20 chakra per turn, reducing the affected technique(s) by three turns and decreases by an increment of 5 chakra the further away they are (mid-range only reducing the mode by 2 and at long range only by one). An example of this being used is when the target creates the aura of lightning produced via the Raikage Lightning Armor technique. Upon activating, the zone would immediately respond to this, erasing the chakra of the armor in order to reduce its duration or outright ending it (depending on the distance from the user and target). Anyone within this zone is shrouded by the dragon chakra, effectively allowing the Hayabusa to be aware of their existence via Taijin, within the user's tracking capabilities.

Note: This technique is initially learned at Jounin Rank, lasting three turns. While in use, the user cannot utilize any Neidan Technique above A-Rank, nor can they use them in the same turn this technique ends. Can only be used twice per battle.
 
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Re: Hueco Mudo's Armory

白い砂


Custom element Japanese name: Chiriton

Custom element English name: Pantheonic Dust

The element is based on: Earth | Fire | Wind

Facts that prove the element to be possible (in the manga context):

Pantheonic Dust (Super-absorbent Polymers, commonly shortened to SAPs or Slush Powder, but will however be referred to as Pantheonic Dust henceforth) is a polymer that can absorb and retain extremely large amounts of a liquid relative to its mass. In essence, it is created by purifying grounded up pieces of earth with a dust or sand-like quality until it is composed of purely crystallized acrylic acid combined with acrylonitrile. Both acrylic acid and acrylonitrile [ ] are a product of propene, an unsaturated organic compound that is found in nature through natural gas. Being that natural gas (a type of fossil fuel) is created when layers of buried/decomposed plants, gases, and animals (all three of which found within the NV) are exposed to intense heat and pressure over thousands of years, it is safe to assume that natural gas, the primary factor needed to create Pantheonic Dust exists within the Narutoverse.

How it works:

An advanced chakra nature, Pantheonic Dust requires the usage of wind, earth and fire elements in order to create the crystalline grains. Earth serves as the source for the buried/decomposed plants, gases, and animals which contain the necessary compounds for Pan Dust. Fire is used to heat up this earth source greatly to the point where it is devoid of all moisture, and can thus be pulverised easily. Wind is finally responsible for the pulverisation process as it crushes/abrades the fossilised earth into fine crystalline fragments/granules which become what is know as Pantheonic Dust. Regardless of this detailed explanation, during battles, Pantheonic Dust will be created by simply combining the three chakra natures aforementioned to form a new one which will be known as Pantheonic Dust chakra; Pan Dust chakra; or PD chakra. With the use of PD chakra, the user of this element will be able to source it from earth and from their body. Much like the canon Sand Release, the user may carry a gourd or container on their person with pre-made Pantheonic Dust if they so wish.

Pantheonic Dust is unique in that it is hydrophilic; each grain is capable of absorbing over 500 times its own weight in liquid, expanding in the process [ ]. A single grain that is just 4 millimeters in diameter can expand considerably in size and congeal with other grains around it, changing from a crystalline structure to that of a larger, gel-like mesh [ ]. In terms of how its hydrophilic property interacts with a liquid, once the dust absorbs the liquid and congeals, it adopts the color and temperature of said liquid, increasing in size but still retaining the same shape it was in previously; but in this state, the gel cannot further be manipulated..


Usage Examples:

(Chiriton Φ Panteon no Ressā Kōchiku) Φ Pantheonic Dust Release Φ Lesser Constructs of The Pantheon
Type:
Offensive/Supplementary/Defensive
Rank: B
Range: Short - Mid
Chakra: 20
Damage: N/A
Description: The user is able to manifest a plethora of weapons, shields, pillars, etc, out of Pantheonic Dust. The objects that can be formed are limited to the user's imagination and follow the same restrictions of the dust itself; should these objects come to absorb a liquid, the dust immediately expands (however still retaining the shape that it was in prior to) into a firm state of gel. The gel adopts the same temperature as the liquid that has been absorbed, so it has the possibility to burn the target if the liquid was hot or to become more dense if the liquid was extremely cold. This interaction with liquid applies to all objects created.
Restrictions:
Note:
All objects created with this technique follow the same initial restrictions the dust has.
Note: Objects can only be created within reason.

(Chiriton Φ Hekate no Geretsunamisuto) Φ Pantheonic Dust Release Φ Hecate's Vile Breath
Type:
Offensive
Rank: A
Range: Short - Mid
Chakra: 30
Damage: 60
Description: The user clasps their hands together and holds this hand gesture, focusing their Pantheonic chakra into the ground, calling forth Pantheonic Dust that bursts from the ground and heads toward the target(s) as a large, wide wave of dust in an attempt to engulf them. Should the wave make contact with the target(s), they will suffer direct blunt force damage from the sheer weight and density of the wave, potentially burying them in the dust as well. This dust can also be used as a pre-existing source to perform other Pantheonic Dust techniques should it still be in it's original state.
Restrictions:
Note:
Can only be used twice per battle.

(Chiriton Φ Atorasu no taitō) Φ Pantheonic Dust Release Φ Rise of Atlas
Type:
Offensive/Defensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user performs a series of three handseals and slams one of their hands onto the ground, giving birth to a giant amalgam of Pantheonic Dust from the ground that can be controlled as long as the user keeps their hands on either the ground or the amalgam. This can be used to defend against incoming techniques or to attack the target.
Restrictions:
Note:
Can only be used once per battle.

Conditions to be able to use it: Fire Mastery | Wind Mastery | Earth Mastery

Is weak to:

Lightning and all other lightning based elements: Due to Pantheonic Dust being comprised of earth material.

Fire and all other fire based elements: Unlike normal sand, Pantheonic Dust can be incinerated quickly due to its greater surface area.

Is strong against:

Water and all other liquid based elements: Pantheonic Dust carries hydrophilic properties.

Earth and most earth based elements: Much like normal sand, Pantheonic Dust is capable of grinding into earth and is able to become dense enough to compete with the hardest of rocks.

Steam and all other variants: Pantheonic Dust simply absorbs the moisture.

Co-creator: Mudo

Students I passed this custom element on to: ? & ?



P a t e n t C e r t i f i c a t e


I, Negative Knight, head of the Custom Elements Bureau, declare for all men to hear that I give you the following:

Joker, our loyal member, gave on the date December 3rd 2016 a request for a Patent on his custom element (Pantheonic Dust); after reading the submission, I decided that the submitted element satisfies all requirements, and am therefore giving him his rightfully earned Patent on this element by the following;


Chiriton

Powered by Lord of Kaos


Copyright © 2016, Joker, NarutoBase.net


(Chiriton: Panteon no Ressā Kōchiku) Φ Pantheonic Dust Release: Lesser Constructs of The Pantheon
Type: Supplementary/Offense/Defense
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: 20-80
Description: This is the most fundamental technique of the Pantheonic Dust element, the core foundation for how it functions. By focusing considerable amounts of chakra, the user is capable of creating a limitless amount of constructs, the detail and complexity only limited by their imagination and the amount of chakra they put forth. The structures include (and are not limited to) things like walls, swords, spheres, buildings, pillars, furniture, and more (these constructs are relatively basic in the sense that this technique can't be used to create sentient animals and things of that nature). These creations can be used defensively, in order to intercept attacks coming towards the user, offensively, creating swords, spikes and the like in order to pierce or ensnare the opponent, and supplementary, forming structures to benefit the user and his allies without affecting the opponent in any shape or form . Pantheonic Dust itself can be made with three methods, the first is from the body. By surging chakra through their person, the user is fully capable of creating a plethora of tools from their limbs, mouth, and the like. The Earth, this is done by using their chakra to grind the Earth into fine grain minerals that can be controlled with chakra (this can also be done with any Earthen based structures as well), and finally, through pre-existing PD structures the user has created prior. The size and strength of these creations fully depends on the rank of the version used, D-Rank structures obviously cannot exceed the size of your average A-Rank and so on. The Dust's elemental S/Ws apply as well, should the Dust come in contact with water or any liquid, it'll take on it's properties while retaining it's original shape and size (if the liquid was hot, the Gel will now be corrosive to the touch, capable of burning the opponent if they come in contact with it. If the liquid was cold, the Gel becomes more solid in nature, the coldness increasing it's density into something akin to solid rock).

Note: The S-Rank version can only be used three times with two turns between uses, and that and the A-Rank application require a handseal
Note: A rank variation can be used once per turn.
Note: If the S rank variant is used, no Pantheonic Dust Jutsu above A rank in the following turn.

(Chiriton: Panteon no Orinpasu no Namida) - Pantheonic Dust Release: Tears of Olympus
Type: Supplementary
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Taking inspiration from, "Rain Tiger at Will Technique" and, "Dropping Lid", this technique encompasses the more supplementary aspect of Pantheonic Dust. By focusing their chakra into the air above the entirety of the battlefield, the user will manipulate the dust earth particles found naturally in the air and in doing so will form a large cloud of Pantheonic dust in the sky which would rain down a mass of dust, very akin to a blizzard. As this dust falls in large quantities, it's very essence is connected to the user in the sense that if the opponent has a sensory technique active, they would be incapable of divulging where the user was, due to the dust acting as a sort of buffer in order to prevent detection (this is due to the user's chakra being present within the blizzard). It doesn't stop there, not only does this dust allow the user to hide their location from the opponent, but it also has another function. As it falls and latches onto object fueled by foreign chakra (deducting a rank of damage points), this dust will sap the energy from the constructs (only applicable on techniques with a solid form, e.g, Earth, Ice, Steel), lowering their damage output and overall strength in comparison to their former state, this ability of the sand is passive in nature. The intensity of the blizzard can also be remotely controlled passively (if the opponent is long-range away, they can only see up to mid-range, if the opponent is mid-range away, they can only see up to short-range, if the opponent is within short-range of the user, they can only see directly in front of them, within a two foot distance). There are also an additional usages of this technique called "cyclone" that can be applied to the weaknesses of Pantheonic Dust namely earth and water and wood, which is the combination of both. By applying this technique to an inert creation of these elements I.E an old earth pillar no longer in use or a water source not in use, the user will be able to focus pantheonic dust chakra in to the source causing it to splinter and fracture in the case of wood and earth or be absorbed in the case of water before ascending into the sky very rapidly dragging anything that was on top of the source along with it be it weaponry such as kunai or even a person, though it wouldn't drag larger summoning creatures or anything bigger than five meters diameter such as a giant weapon. This ability can also be used on items containing chakra following strengths and weaknesses meaning it could destroy up to F-Rank earth and water and S-Rank wood.


Note: The "blizzard" lasts indefinitely, however the user is limited to Pantheonic Dust techniques.
Note: No other A-Rank or higher Pantheonic Dust techniques on the turn activated.
Note: The "cyclone" can only be used two times per battle.

(Chiriton: Sāberasu, Futō no Haundo) - Pantheonic Dust Release: Cerberus, Hound of the Unjust
Type: Offensive
Rank: S-Rank
Range: Short-Long
Chakra: 40
Damage: 80
Description: This technique will begin with the user forming three hand-seals followed by clapping his hands together, upon doing so the earth in the surrounding area will begin to rumble violently knocking anyone less than ten meters from the focal point off balance as it spirals inward in a way similar to the Antlion technique only in reverse instead of causing a pit to form the earth will be grinded into Pantheonic Dust, that will then be manipulated and compressed into a large three-headed hell-hound. The hound itself stands at thirty meters in height and once formed is self sustaining. The Cerberus is capable of performing free-form attacks that reach up to ten meters using its limbs much like the canon "Great Stone Golem" technique. These free-form strikes are S-Rank damage following Pantheonic Dust's strengths and weaknesses. The beast itself is very agile and the user can further compress or expand the size of this hound passively during battle. The beast lasts a maximum of four turns on the field, and can be utilized once per battle.

Note: Can only be used once per battle.
Note: Lasts four turns per usage.
 
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Re: Hueco Mudo's Armory

Rinton​


(Rinton Shugi no Jutsu) Phosphorus Release: Craft Technique
Type: Offense/Defense/supplementary
Rank: C-S
Range: Short - Long
Chakra: 15-40
Damage: 30-80
Description: The user focuses his phosphorus (earth+fire) chakra and creates phosphorus from the existing earth or from the user's body to create spikes, pillars, shield, tools, wall, weapons etc. The user can also spit or shoot balls or spikes or any object (within reason)of phosphorus from his mouth and hands with good accuracy. This a versatile jutsu and is only limited by the user's imagination. The created structures can be ignited using the user's fire chakra by performing a confrontation hand seal. S rank usage of this technique can not exceed that of 10 meters high and 10 meters wide
Note(s): A and S rank can only be used 3 times with a 1 turn cool down between usages and requires two handseals
Note(s): S Rank usage disables the user from using Phosphorus above A rank in the same turn
Note(s): Igniting cost a move slot and happens in the same timeframe as the technique, or the user can activate it later at a later date, posting this technique as reference. The power of the explosion will be the same as the initial creation.

(Rinton:Honba Makai) Phosphorus Style: Home Of Hell
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: The user will start out by slamming their hands on the ground causing the earth beneath the opponent to transform into red phosphorus causing a large dome to erect from around the opponent that reaches 7 meters wide and 5 meters wide. The User is able to leave the dome open (Open lid dome) Or completely encase the opponent in the dome. (No opening at the top Once the dome is erected, the user can ignite it with explosive tags, fire jutsus, or infusing it with fire chakra which produces a massive explosion causing severe third degree burns along with the release of dark gray-black chemical smoke from the reaction of burning phosphorus with air causing chemical irritation to eyes, throat, mucus membranes, lungs, etc upon contact.
If the smoke comes in contact with the eye it will produce intense irritation, burning sensation, blurring of vision along with watering until it has been cleared from the eye. If the fumes are inhaled, it causes difficulty in breathing making the enemies unable to use jutsus via their mouth (which requires inhalation & exhalation) for one turn.

Note: The opponent once inhale will faint from the chemicals entering their body (Unless they get the chemicals out of their body
Note: Can only use 3 times per battle
Note: No S rank Phosphorus or above technique in the same turn as this

(Rinton: Kamikaze Kemono) Phosphorus Release: Kamikaze Beasts
Type: Attack/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: The user takes 2 explosive tags, one in each hand and places them on the ground and creates two monsters made of phosphorus out of earth while simultaneously inserting the explosive tags into the monsters. The monsters are created in the short range of user and can reach up to long range.
The monsters are shaped like Chinese stone lions about 1 meter in length and height and proceeds running towards the target with the speed of ninja hounds and they can jump up to 3 meters into air or on the ground.
Once near the target, the user will perform a confrontation seal and ignites the explosive tag which was embedded within the monsters making them explode creating a crater of 3 meters each (each produces B-Rank damage).
Note(s):
Can only be used 2 times per battle and the monsters can stay for 3 turns.
The beasts' movements can be controlled by the user to avoid or jump small obstacles/pits within logic and reasoning.
Performing confrontation hand seal to ignite the explosive tags counts as a move

(Rinton: Domino Sawaru) Phosphorus Release: Domino Effect
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: The user channels their phosphorus chakra into the ground and creates very fine granules of waxy white phosphorus over the ground surface (up to mid range around the opponent) out of existing earth particles.
Once created, the user stomps their feet on the ground which causes the fine phosphorus powder to quickly rise above the ground forming a transparent, yet visible, cloud of phosphorus dust around the opponent.
This will cause small phosphorus particles to linger in the air and be deposited on the opponent's clothing and over his body surfaces like skin, eyes, nose, etc.
Once the phosphorus particles are shot up in the air forming dust cloud around the opponents, the user can perform the confrontation hand seal channeling fire into one of the phosphorus particles that is closest to him from his place and can ignite it creating a fire spark which will ignite the particles next to it thus growing larger in near instant time producing a violent cascading explosion. This is similar to the domino affect. Due to one of them got ignited, the rest did as well. The explosion reaches up to extent of the phosphorus dust.
Notes:
Can only be used twice per battle
This technique last for 2 turns before the phosphorus powder fades
Jutsu officially ends after 2 turns
The user can't use any S rank and above Phosphorus jutsu in the same turn.

(Rinton kuchiyose: Rosuto funbo) Phosphorus Release Summoning: The Lost Tomb
Type: Attack
Rank: S
Range: Short - Long
Chakra: 40
Damage: N/A (80 when made to explode)
Description: The user will perform the Dragon → Boar→ Tiger hand seals and slam their hands on the ground summoning a huge tomb out of the ground from beneath the opponent that is made of pure solid phosphorus which is infused with the user's chakra. The tomb measures up to 3 meters in width & 6 meters in depth with the walls up to 2 feet in thickness.
The tomb will split open fast as it rises a few feet above the ground causing the opponent to fall into the tomb of phosphorus. The tomb and the surrounding ground will then seal back up encasing the opponent within the tomb and the tomb will rapidly descend up to 8 meters below the ground level.
As the opponent is trapped inside the tomb, the user can perform a confrontation hand seal channeling his fire chakra all throughout the tomb of the phosphorus and make the phosphorus tomb to violently explode, causing a violent underground explosion up to short range on all sides of the phosphorus tomb.
Notes:
- Can be used 2 times per battle, at least 2 turns apart from each use.
- The user can't use any phosphorus jutsus in the following 2 turns after its use.
- The use can't use any jutsus above S rank in the immediate next turn.
- Igniting the tomb using fire chakra counts as a move.

(Rinton: Onchou Bakuha Kokuou) Phosphorous Release: Grace Of The Exploding King
Type: Supplementary / Offensive
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is a unique type of jutsu, only used when the opponent physically hits the opponent. The user will engage in physical contact with the enemy on any part of the opponents body. Once done the user will channel their phosphorus chakra onto the point of contact causing a small phosphrous patch to grow on said part that is 12 inches in both width and height. The user will then do a conformation handseal causing the phosphorus patch to ignite on said body part. The explosion is strong enough to blow off said body part and can be lethal depending on where it has struck. If the opponent somehow removes the patch from their body, it can no longer be ignited/detonated.

Note: Can use 3 times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: This technique can be chained with a taijutsu technique aswell
Note: Cant use any phosphorus techniques of S rank and above in the next turn

(Rinton: Onchou Bakuha Kouhi) Phosphorous Release: Grace Of The Exploding Queen
Type: Offensive | Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: 60
Description: This is the sister technique of Grace Of The Exploding King but instead of using taijutsu, the user utilizes it through kenjutsu with several noticeable differences. The user will will channel chakra into any weapon (Preferbally a sword, but a scythe, dagger etc will work) Causing the weapon to take a waxy black silver-ish look infusing the weapon with phosphorus chakra. This gives the weapon the durability and strength of phosphorus thus able to break through regular ninja tools but will easily be destroyed by lightning (following the S/W of the element). The user will swing the weapon in the direction of the opponent in attempt to slash through the opponent. The unique thing about this is several things. The user can allow the phosphorus blade extend 3 meters long to give it a greater reach. The weapon (if the user chooses to channel fire chakra into it) can ignite, giving the sword sword a now burning element to the strike, thus giving the opponent 2nd degree burns upon contact. Or shall they decide not to ignite the sword, the sword strike (even if its the tip) once come in contact with the opponent will cause a phosphorus patch 12 inches wide and long to form where the sword struck. Allowing the user to ignite it with fire chakra, blowing off said body part.

Note: This jutsu can be chained with kenjutsu techniques, acting in 1 timeframe
Note: Can only use three times per battle
Note: Technique can stay lingering for 3 turns before the phosphorus patch fades away
Note: Cant use phosphorus techniques S rank or above for 2 turns after use

(Rinton: Tentou Mayu) Phosphorus Style: Heaven's Cocoon
Type: Offensive | Supplementary
Rank: S
Range: Mid - Long
Chakra: 40
Damage: 80
Description: The user will do a set of 3 handseals, following right after palming their hands on the ground This will cause phosphorus from five meters in every angle from the opponent to rise up from the ground around them enclosing them inside what would seem to look like a cocoon that is infused with the users chakra. Inside the cocoon is pitch black due to no sunlight bypassing the phosphorus. This technique can be used in two ways, both initiated by the confirmation handseals sending fire chakra into the phosphorus. The user could send a moderate amount of fire chakra into it, causing the inside of the cocoon to be filled with the fumes from the phosphorus, causing mass irritation not only to the eyes hindering your eye sight, but to the throat, hindering techniques used from the mouth. If the opponent is not out of the cocoon after two turns, the fumes would have settled inside their system causing the opponent to collapse, and require medical attention or the phosphorus will cause lung failure. OR The user can send fire chakra into the phosphorus unrestricted (meaning he sends alot) , this will cause the phosphorus to violently ignite, setting everything inside the cocoon in a a wild blaze of fire inside as it remains contained inside, burning the opponent alive

Note: Can use twice per battle
Note: The user cant use both effects of the phosphorus in one usage
Note: The phosphorus cocoon stays on the field for a max of 2 turns unless destroyed
Note: Cant use phosphorus S rank or above in the next turn
Note: No jutsu S rank or above in the following turn

(Rinton: Sozens Kometto) Phosphorus Style: Sozen's Comet
Type: Offensive
Rank: Forbidden
Range: Mid - Long
Chakra: 50
Damage: 90 (-40 to user)
Description: This is one of the stronger techniques of the phosphorus style. The user will do 3 handseals while slapping their hands together. Very similar to how (Doton: Nentsuchi Otoshi) and (Doton: Otoshibuta) are initiated. A portal will open up in the sky above the clouds releasing a huge waxy white Phosphorus boulder 10 meters wide to come crashing down onto the location of the opponent. The user will then ignite the Phosphorus boulder with fire chakra, causing it to resemble a real comet, or an earth boulder that was caught on fire. This takes one whole turn to fully crash down onto the opponent. Once the phosphorus comet crash down onto the surface of its destination, it will not only explode due to the fire reacting to the phosphorus (the fire will coat the phosphorus but only react on impact when the fire ignites the entire comet) but create an impact so powerful that a crater 20 meters deep would be created. The best part about this technique is that, once the comet crashes down, It will begin emitting chemical smoke that envelopes the battle field up to long range causing somewhat of a smoke screen and irritation to the opponents eyes. This jutsu is considered forbidden due to the overwhelming amount of chakra used to create such a large technique.
Note: This technique can only be used once
Note: This technique takes two turns for it to strike due to the distance
Note: The user only need to post this to initiate the technique while the next turn all it does is effect time frame but doesnt cost a move slot
Note: Due to the huge strain of such a large technique. The user is not able to mold phosphorus chakra for 3 turns after use
Note: The user isnt able to mold chakra above A rank for 2 turns after use
Note: Due to the strain the user loses 2 ranks from their base speed for two turns.
 
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(Neidan: Tsuihō ) Internal Alchemy: Banishment
Type:
Supplementary
Rank: S Rank
Range: Short to Long
Chakra Cost: 40 (- 10 per turn)
Damage: N/A
Description: Through one’s dragon chakra, the user employs all three dantian in conjunction with three hand seals, creating an omnidirectional burst of chakra that travels up to long-range. This chakra is inherently harmless, but proves useful through other means. The chakra, now anchored to the Hayabusa themselves as its epicenter, acts as a zone, existing all over in a 360 manner as it also spans into the skies above and below the surface of the ground. This zone was specifically designed as a means of absolute control over a domain. It was created with the mindset that only the Hayabusa is allowed to remain in control of this zone. When the opposition wishes to utilize techniques that are sustained, and last for a given period of time, Tsuihō targets both the external and internal foreign chakra, erasing it over a period of time (this does not negatively affect the person physically, but simply removes the chakra which causes the resulting enhancement(s)). The closer the opponent is to the epicenter, the more is erased. At short-range, the zone automatically erases 20 chakra per turn, reducing the affected technique(s) by three turns and decreases by an increment of 5 chakra the further away they are and decreasing the turn among of turns as well (mid-range only reducing the mode by 2 and at long range only by one). An example of this being used is when the target creates the aura of lightning produced via the Raikage Lightning Armor technique. Upon activating, the zone would immediately respond to this, erasing the chakra of the armor in order to reduce its duration or outright ending it (depending on the distance from the user and target). Anyone within this zone is shrouded by the dragon chakra, effectively allowing the Hayabusa to be aware of their existence regardless of how fast they are moving via Taijin.

Note: This technique is initially learned at Jounin Rank, lasting three turns. While in use, the user cannot utilize any Neidan Technique above A-Rank, nor can they use them in the same turn this technique ends. Can only be used twice per battle.
 

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Sealing Arts


Type: Defense
Rank: C-S
Range: N/A (depends on the point of interaction)
Chakra Cost: 15-40 (+10 more when used on the user themselves)
Damage Points: N/A (Equivalent to the jutsu)
Description: This seal is laced on two places of the user, their palms, and their shoulders. The seal is basic in its usage, due to the overabundance threat of chakra absorption, the seal when placed on a variety of the users techniques, or on themselves, will activate in a violent explosion. The activation of the explosion occurs when the user or technique in question begins to have its chakra absorbed. Essentially, the chakra being absorbed will be the "key" for the seal, which will create the violent reaction. The explosion is of size and strength equivalent to the medium that is absorbing the chakra, thus the damage is proponent to the medium jutsu. The multi-rank of the jutsu allows for the seal to destroy other higher ranked jutsus despite whatever rank of the users jutsu it might be attached to, this allows for C-Ranks with the seal be able to negate the absorption of S-Ranks (the seal will automatically draw the needed chakra from the user to acceptably defend against the absorption technique). The seal is written in Kanji form (生) and means survival. Methods of placing this seal on techniques include performing earth based jutsus through the palm of the users hands or always slamming their hands on the ground to release the seal (this includes for all matter-like subjects such as steel, water, etc) for energy, they would have to be created directly from the users palm for the seal to contact it. Lastly, the explosion will be directed outward away from the user to assure no damage placed on him/herself or the technique, but rather just the medium. Though the activation/creation of this seal spends no time, when clashing against other jutsus, the laced jutsu will naturally slow down as it makes its way to the target.

Note: Can only be taught by Joker. S-Rank version can only be used twice, with two turn cool down before re-use and no fuuinjutsu above A-Rank that same turn. A-Rank and below can be used up to three times.


Type: Supplementary
Rank: A
Range: Short - Long
Chakra Cost: N/A (20 to activate, 10 every turn ; depends on jutsu)
Damage Points: N/A (depends on jutsu)
Description: This seal can either manually be placed on the user, or whenever the user is placed in a position where they are restricted in their elemental usage, it will "bleed" out and reveal itself. The seal is written in Kanji form (援) and is titled "Aid". The seal will act as a systematic tunnel within the depths of the users main chakra source, funneling out chakra to be used on behalf of the user, through the seal as its medium. This allows for the seal to act on its own accord, but also on behalf of the users will, as it is obviously controlled by him. The seal can than be used to release attacks, defenses, or supplementary techniques in other elemental forms, which in specialized cases, would not be allowed with the seal. E.g. Hardening technique armor is generally known in restricting the user to only using earth techniques. The seal plays a role in revealing itself on the surface of the armor, while still having a consistent connection to the users chakra reservoir (hence the +10 chakra points expense). With this seal, in connection with the users direct chakra, and not interacting with the interference of the earth armor, the user can perform jutsus of other elements, with the seal becoming its main medium. The main difference is, jutsus that originate from the body, will be released via the seal (projectiles and streaming) but jutsus that appear out of thin air, the ground, or sky, will be released normally. Moreover, the seal will act as a separate entity, but the chakra will still be of the users, so elemental combinations can still be complete, insofar as it is not a dangerous combination within close proximity of the user, that might logically jeopardize their life (e.g. performing a ash based technique, while wearing a lightning armor; risk being an explosion due to their reactive nature). But as long as it is performed and done within logical grounds, the user will relatively not have to worry about such predicaments.

Note: Can only be taught by Joker. Technique can be performed 2 times, and lasts as long as the restriction is placed on the user, via the other supposed technique. The user may be able to perform forbidden ranked techniques, but this will automatically destroy the seal upon using it. Cannot be used in consecutive turns, every two usages. This technique does not enable the user to perform two separate techniques at once.
Learned here.
 

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Mandalorian Techniques / Technology



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

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

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

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

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

(Mandarorian Tsuyoi Ken: Rakka Hana, Jōshō Soyokaze) - Mandalorian Strong Fist Technique: Falling Blossom, Rising Breeze
Type:
Offensive
Rank: S
Range: Short - Long
Chakra: 40
Damage: 80
Description: This is a Mandalorian technique that relies on the basic Mandalorian Armor Strengthening ability. Using the same principles behind their armor and speed strengthening, they will momentarily achieve both speed and strength that surpasses previous speed and strength boosts, increasing to that of triple their base instead of the double they were previously capable of. The user will then employ their new found speed to flick toward the opponent and proceed to perform a three hit leg combo. The three kicks will be aimed at the opponent's lower body, middle torso, and head in that order; The first low kick takes away their balance by sweeping them off their feet, the second torso kick stuns them by striking them directly in the torso region, and the very last kick is aimed at the head. Because the user is so fast it seems as if these three hits are in conjunction, making it difficult to dodge or block all three of them, however, the technique requires that the user travel in a simple linear path akin to a swift release user, thus allowing the opponent a greater chance of performing an effective counterattack. As an alternate option to the above, the user is capable of performing these three kicks in one cohesive spinning motion, using the sheer power and speed granted to them by the armor strengthening to create a large wave of compressed wind that has the ability to neutrally combat elemental ninjutsu of the same rank or below in a manner akin to the Leaf Dragon God technique. While using this technique, the user cannot use regular or elemental ninjutsu or have any said techniques active as they perform this jutsu.
Restrictions:
Note:
Can only be used twice per battle.
Note: The user cannot use any Mandalore techniques in the same turn and S rank and higher ones next turn.
Note: This technique can only be used if wearing the basic Mandalorian armor. Once performed, the user is unable to use the "Armor Strengthening" active ability on the armor for the following two turns.

(Mandarorian Kodai Gihō: Subete no Yōso no Kenja) - Mandalorian Ancient Technique: Sage of All Elements
Type:
Supplementary/Defensive
Rank: S
Range: Self
Chakra: 40 (-15 per turn)
Damage: N/A
Description: The Mandalorian’s signature armor vastly increases their physical abilities, but can also be used to increase their elemental chakra's potency and overall survivability using this technique due to overloading it with elemental chakra, letting the armor essentially become the essence of whatever elemental chakra is being channeled through it. By focusing a great amount of a specific chakra within their armor (depends on the element's nature), the user gains the ability to become a legend in this specific field temporarily, meaning they briefly gain a pass to being a master of this specific element, which is the ability of using any technique of this specific element with the usage of one single hand-seal, being able to perform it faster than the normal shinobi in addition to abilities which depend on the user's current rank within the clan. Once the user channels their elemental chakra within the armor to signify what kind of legend they want to become, an aura envelops them entirely which adopts the color of the specific element being enhanced. When activating two elements at the same time the color of the armor turns into a combination of the two specific elements. Essentially, by channeling a specific type of elemental chakra into the armor they are currently wearing (This ability is not solely inherent to the basic Mandalorian armor, but can be used while wearing other personal armors as well), it will react to that specific chakra nature and allow the user to become a "Sage" of said element(s) for a short period of time.

Fire Sage
Mandalorian Warrior: The users proficiency with the fire element is greatly increased, so much so that they gain +10 to fire techniques.
Mandalorian Champion: The users proficiency with the fire element is greatly increased, so much so that fire techniques gain +15 damage. The user is also capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one B-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the fire element is greatly increased, so much so that they gain +20 to fire techniques and are immune to b-rank and below fire techniques. Alternatively, the user is capable of condensing the red aura that surrounds them into a shield capable of taking the brunt of only one A-ranked fire technique, although this will cause the "Fire Sage" enhancement to end prematurely as a result.

Lightning Sage
Mandalorian Warrior: The users proficiency with the lightning element is greatly increased, so much so that they gain +10 to lightning techniques.
Mandalorian Champion: The users proficiency with the lightning element is greatly increased, so much so that they retain a +15 damage increase to their lightning techniques. Alternatively, the user is capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one B-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.
Mandalorian Master or Higher: The users proficiency with the lightning element is greatly increased, so much so that they retain a +20 increase to lightning techniques and immunity to B-ranked and below lightning techniques. The user is alternatively capable of condensing the yellow aura that surrounds them into a shield capable of taking the brunt of only one A-ranked lightning technique, although this will cause the "Lightning Sage" enhancement to end prematurely as a result.

Earth Sage
Mandalorian Warrior: The users proficiency with the earth element is greatly increased, so much so that they gain a +10 increase to earth techniques, and the ability to use earth techniques without a direct connection to the earth.
Mandalorian Champion: The users proficiency with the earth element is greatly increased, so much so that they gain the ability to perform earth techniques with a +15 increase and without a direct connection to the earth. The user is alternatively capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked earth technique, thus causing the "Earth Sage" enhancement to cease prematurely however.
Mandalorian Master or Higher: The users proficiency with the earth element is greatly increased, so much so that they retain their ability to perform earth technique without direct connection to the earth along with a +20 increase to earth techniques, in addition to immunity to B rank and below earth techniques. Alternatively, the user is capable of condensing the brown aura that surrounds them into a shield that is capable of taking the brunt of one A-ranked earth technique, although this will cause the "Earth Sage" enhancement to end prematurely.

Wind Sage
Mandalorian Warrior: The users proficiency with the wind element is greatly increased, so much so that they gain a +10 damage increase to wind techniques.
Mandalorian Champion: The users proficiency with the wind element is greatly increased, so much so that they gain a +15 increase to wind techniques. The user is also capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.
Mandalorian Master or Higher: The users proficiency with the wind element is greatly increased, so much so that they retain the ability to perform wind techniques with +20 increase in damage, along with immunity to B rank and below wind techniques, in addition to performing wind techniques that require a fan without the fan (User will instead use their hand or leg in a swinging motion to mimic the effect). Alternatively, the user is capable of condensing the green aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked wind technique, although this will cause the "Wind Sage" enhancement to prematurely end.

Water Sage
Mandalorian Warrior: The users proficiency with the water element is greatly increased, so much so that they gain a +10 increase to water techniques.
Mandalorian Champion: The users proficiency with the water element is greatly increased, so much so that they gain a +15 increase to water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one B-ranked water technique, although this will cause the "Water Sage" enhancement to end prematurely.
Mandalorian Master or Higher: The users proficiency with the water element is greatly increased, so much so that they gain a +20 increase to water techniques, the ability perform water techniques without a water source, and B rank immunity against water techniques. Alternatively, the user is capable of condensing the blue aura that surrounds them into a shield that is capable of taking the brunt of only one A-ranked water technique, although this will cause the "Water Sage" enhancement to prematurely end.
Restrictions:
Note:
The user can only activate two elemental enhancements at a time, and they cannot be each others' strength/weakness (No fire and water enhancements active at the same time, etc).
Note: Each elemental enhancement can only be used once per battle.
Note: Only a maximum of two enhancements are capable of being activated at any given time; If two are used at the same time, they may only last for two turns, and if only one is used, it lasts for four
Note: There is a three turn cool-down period between activating another enhancement.
Note: Condensing the aura that surrounds the user into a shield counts as a move.
Note: Due to the Mandalore channeling so much specific elemental chakra into their armor for such a long time, they would be restricted to using only those element(s) for two turns after this technique is over and while it is active.

Mandalorian Technique: Owl Squadron | Rorian no Jutsu: Fukuro Sentai
Type:
Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage: N/A
Description: Upon entering the clan each Mandalore is given four Owls which act as their eyes in the field to scout ahead and search for targets. The Mandalore will release four metallic discs into the air and then make a hand seal while focusing chakra into the discs. This will activate the discs causing them to expand into four drones which can hover and fly through the air using chakra boosters. The drones are about one meter wide, a half meter long and a foot thick from top to bottom with rounded surfaces. They're a metallic gray in color, though individual Mandalores often apply custom paint designs to personalize their squadron. Each drone is naturally equipped with a spotlight and a camera that is linked via chakra to the helmet and feeds back to the Mandalore's visor displaying what the drone sees. Each feed takes up a small square on the visor in each of the four corners as to not disrupt the user's normal vision, but they can then select one of the feeds to expand it to take up the whole visor for a better view. When they do this their normal vision takes the place of that feed in its respective corner. As the Mandalore progresses through the clan these drones receive upgrades gaining additional abilities.

-Assault System: At Warrior rank each Owl is outfitted with several offensive tools. A compartment can drop open from its base releasing a dozen small bombs the size of a marble that float in the air around the target before exploding (B-rank, short range). From each side of the drones compartment can open revealing a small homing rocket that can be fired at the target. The rocket is very fast incapable of being intercepted by things like thrown kunai or shuriken, unless the enemy has a dojutsu that's used to track the rocket. Each of these individual rockets are B-rank in strength and a max of two can be fired at a time (A-rank, short-long range). Each drone only has two rockets, and one set of bombs in its base. The final ability of the assault system is an A-ranked stream of fire that can be released from a nozzle on the front of the Owls (A-rank, short-mid range). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Defensive System: At Champion rank each Owl is outfitted with several upgrades used in the defense of themselves and their user. Their plating is upgraded with a new alloy that is both lighter and denser than the original model, bolstering their natural hardiness and rendering them immune to all C-rank and below attacks. They can further increase their durability by creating an A-ranked shield of chakra that that forms closely over the metal. The shield is capable of withstanding one A-rank attack before failing. While this shield is active they cannot use any abilities other than their spotlight and camera. The drones can extend their chakra shield between each other creating barriers that can protect the user or other targets. This requires at least three drones to use as any less would result in just a point or a straight line. The drones must be in short range of each other and when used with three drones the barrier is A-rank, while when used with all four it is S-rank. Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

-Hunter System: At Master rank each Owl is upgraded with several features that give it the ability to track and subdue a target. The owls are given the ability to cloak themselves (B rank) from normal sight, though dojutsu users can still see them with ease and the humming of their flight can be heard within short range by people with normal hearing and all ranges by those with advanced hearing. While cloaked the Owls can only use their hunter systems, needing to re-route power away from the assault and defensive systems. They gain access to the same vision capabilities (infrared, night, etc.) that their Mandalore possesses, though they all must be using the same vision as each other and their Mandalore. They can release an electrified metallic tendril up to mid-range that can wrap around their target and paralyze them (A-rank). Each of these abilities counts as a move in the user's turn and requires the user's chakra to activate.

After four turns of being in use the drones require a recharge. They will return back to the user and re-attach to their armor replenishing their energy. This takes several turns before they can be released again. After the second usage the Owls deactivate and fall to the ground, being unusable for the remainder of the battle. Each Owl is lastly equipped with a self destruct option that can be activated by the user resulting in a B-rank explosion within short range.

-Can be used twice per battle.
-Can be used four turns per usage.
-Requires a four turn recharging period between uses.
-All abilities used by the Owls count as a move in the user's turn.
-The video feed and spotlight do not count as a move.
-All chakra costs are proportional to the rank of the effect achieved unless stated otherwise.

Mandalorian Technique: Repulsor Energy | Rorian no Jutsu: Riparusāenerugī
Rank:
D-S
Type: Offensive
Range: Short-Long
Chakra Cost: 10-40 (-5 per turn to sustain )
Damage Points: 20-80
Description: This is one of the basic but useful attacks of the Mandalore clan, acting as it's only utility based attack. The user holds up one or both of their hands showing a white hole in each palm. The palm releases out a blast of chakra various of damage, size, and power depending on rank of the technique. The palm can either release a blast, beam, or even a wide spread of chakra. Not only with the holes present in the palms, the user also has the capability of releasing the Repulsor Energy from any of his jet pack holes present on his armor's body. Additionally, the user can choose to let the chakra "leak" out of the holes, and with advanced shape manipulation, the chakra could form various objects or tools to protect the user. It costs five chakra per turn to sustain the shapes of these objects, and can only be sustained for one turn.
-The S-rank version can be used three times per battle. Once used, it requires a three turn cool down limit
-This technique is neutral to the basic elemental techniques of the same rank but of course it all depends on size also to be taken into account
D-C Rank can be used up to Short range
C-B Rank can be used up to Mid-range
A-S Rank can be used up to Long-range

(Ōbāshīrudo) - Overshield
Type:
Defensive
Rank: S-Rank
Range: Self
Chakra: 40
Damage: N/A
Description: While Overshield is a simple technique in nature, it is one of the most advanced and powerful of the jutsu at the disposal of the Mandalorian. By focusing a large amount of chakra into a chakra powered shielding system built into the armor, a Mandalorian is capable of reinforcing their protective body armor, thus protecting themselves completely from physical threats. By reinforcing the armor the user effectively creates a defensive shell around them which is powerful enough to repel 80 points of physical damage, meaning that attacks that are not physical in nature, such as genjutsu, will pass through the defense uninhibited. While this defense is activated, however, the Mandalorian will only be able to use Mandalorian techniques and taijutsu, as much of their focus and chakra is being placed on maintaining the armor's defensive capabilities in addition to the armor's other functions. While the overshield is active, the Mandalorian will be completely immune to the effects of the techniques that hit it, whether it be momentum, heat, electricity, etc, until the overshield has been completely destroyed. At the start of each turn following the usage of this technique, the overshield will lose 20 points of damage point shielding until this number decays to 0, at which point the shield would cease to exist. The user can cancel the overshield whenever they wish.
Note: Can only be used twice per battle.
Note: Overshields can not be stacked on top of one another. If an overshield is active already, the user will be unable to perform the jutsu again unless they allow the first overshield to fade first.
Note: Overshield doesn't regenerate when hit by damage.
Note: Can be used by any Mandalorian Armor Set.

Mandaroa no Pawā: Gifuto - Power of the Mandalore: The Gift
Type:
Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

This chip, referred to as "The Gift", will override the normal functioning of the Mandalore's armor, causing it to draw a much larger amount of chakra from the user in order to increase the power and efficiency of any of the armor's active abilities, though this causes the chakra cost of those techniques to double. Any abilities already active will immediately benefit from this effect, though any that have yet to be activated will still require the user to expend a move slot in order to do so.

Helmet


Enhanced Vision: The visor's tracking capabilities will be enhanced with the excess chakra to now mimic only the motion tracking capabilities of a three tomoe Sharingan. The new chakra cost would now be ten chakra per turn, opposed to the five per turn beforehand.

Chakra Sensing: The chakra receptors located in the helmet will be kicked into overdrive, giving the user fine-tuned sensing, doubling it's effectiveness. The chakra cost to this ability would be considered ten chakra per turn compared to the usual five. The "jolt" of chakra used to allow the user to remove himself from genjutsu becomes similarly enhanced, allowing the user to free himself from any genjutsu bar Mangekyo level illusions, though this far more powerful jolt will cause considerable pain, and will scramble the user's nervous system briefly, making fine tuned movements such as hand seals impossible for the following two turns. In addition, the jolt would paralyze the user for a whole turn, and on the next their speed would be halved until they recover completely the following turn. This ability would cost sixty chakra opposed to the thirty chakra beforehand.

Body Armor


Chakra Jet Pack: The jetpack becomes far faster without losing its maneuverability, moving at two times the users base speed. This would drain forty chakra points per turn opposed to the twenty beforehand, and requires conscious control through mental commands. The usage of peripheral jets in order to boost taijutsu and use chakra dashes are both increased dramatically, taijutsu attacks being augmented to the point of a twenty damage increase and chakra dashes carrying the user up to ten meters at a faster speed. These abilities would cost sixty chakra opposed to the original thirty, and be considered an A-ranked move.

Vibration Sword: The sword's vibration frequency will increase dramatically, adding a twenty point damage boost to kenjutsu attacks with it. While using this sword to gain it's advantage in kenjutsu, the user must expend twenty points of chakra while it is active.

Armor Strengthening: The chakra motors would be enhanced to a special degree, being fed far more fuel than normal for optimal performance. The level one speed buff will now either increase the user's speed to double that of it's base or add twenty damage to taijutsu attacks. Level one would drain twenty chakra per turn active opposed to the previous ten, and would last three turns. Level two will now increase speed by four times the user's base or add forty damage points to the user's taijutsu techniques. Level two speed stimulants can only be maintained two turns and require forty chakra per turn to sustain.

This chip will add power to the armor for up to four turns (including the turn it was inserted), though it can be ended prematurely should the chip be removed through a mental command from the user, or should the user run out of chakra, as this chip tends to lead to an enormous amount of chakra consumption. Upon the chip becoming deactivated, the armor will feel the full effects of this massive over exertion, and all active abilities will become unusable for the rest of the battle/event. Only Mandalorian Master's or higher are experienced enough to use The Gift in combat, the lower ranking members not having enough chakra to sustain the needs of The Gift. Mandalorian Master's can only pick one field that The Gift enhances, Mandalorian Generals picking two, CIC Mandalore's picking four, and the Head Mand'alor being able to use them all.

(Mandoarōza Fukutsu no Dai Abare) - Rampage of Mand'alor The Indomitable
Rank:
Forbidden
Type: Supplementary/Defensive
Range: Short
Chakra Cost: 70 (+300) (-15 per turn)
Damage Points: N/A
Description: In their earliest of years, Mandalorian culture revolved solely around battle, with war being a source of honor and pride in their community. While this is still somewhat the case, the more primitive era of the clan advocated for sheer blood-lust and ruthlessness, an inherent trait that would be instilled within each individual clan member during the course of their lives. Naturally, the most senior of members within the clan harbored a more concentrated, dense amount of said trait due to the time they've spent training and battling under such cruel philosophies, along with having to bear the burdens associated with wearing an armor that weighed them down and consumed chakra constantly for their entire lives. In the new generation of Mandalore, Clan Head Mand'alor the Indomitable had created a personal technique to relieve him of these inhibitions.

When pushed into a corner with the Mandalore's pride wavering, they snap. Immediately, a huge defensive surge of chakra envelops the user, coming down from the heavens, forming a barrier around them. The chakra surges through the Mandalore's armor, jolting their chakra system and causing intense pain before their armor bursts off of their body, relieving themselves of their weighted and chakra consuming armor, granting the user an enhanced set of physical abilities in exchange for an even greater cost; the loss of their armor and all clan techniques requiring that armor. As stated in the Mandalorian Armor : Armor Activation technique, "the armor, being specifically made for the individual is perfectly in sync with his/her chakra system, it flows throughout them and their armor". After relieving themselves of their weighted armor that consumed chakra their whole lives, the Mandalore's chakra system would begin to fluctuate rapidly and go out of control for as long as they don't have armor, unlocking several chakra limiters. Due to all of this, the Mandalore using this technique would gain an additional three hundred chakra. This is just from the fact that the user, without their armor, doesn't have anything siphoning their chakra every moment of their lives. Without the armor that weighs them down and takes their chakra, the Mandalore's speed would be increased by four times for two whole turns. After this sort of "peak" in physical power, the Mandalore would have thrice their original speed. This would also increase the user's power in Taijutsu. The Mandalores taijutsu would be increased by forty points for two turns from the increased speed and strength, and after this "peak" in power, their taijutsu would be increased to only twenty damage points. Due to the Mandalore's newfound physical ability, they are able to release unfocused bursts of chakra in tandem with taijutsu or hand gestures that equate to S-rank damage. This costs a move to perform. Unfortunately, without their armor helping them function, the Mandalore would have a very primal instinct and intelligence about themselves; their only thoughts being made to survive battle and battle only.

Note: May only be used once per battle.
Note: Must have permission from Penguin to use this jutsu
Note: The user must have first used the Primal Mandalorian Instinct: Mandalore Pride technique and have it active during the same turn the user chooses to activate this technique (happens within the same time frame if used one after another). However, the user won't suffer the drawbacks from the aforementioned technique.
Note: The user's primary element would gain twenty damage while this technique is in play due to the over abundance of chakra, as well as other ninjutsu gaining ten damage.
Note: All abilities, be it both active or passive in nature that are tied to the armor the user is currently wearing become null the moment this technique is activated, as well as the custom clan jutsu tied to the armor. Essentially, the Mandalore gives up all of their clan techniques for heightened physical abilities.
Note: The user cannot simply "stop" this technique, as it is a last resort technique. It is only undone with death, which happens after four turns.
Note: Only can use the basic five elements as well as Ninjutsu and Taijutsu that doesn't require precise chakra control during the duration of this technique.
 
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