[Open] Testing out new Bio z.z

Venom

Kage in the Making 👑
Legendary
Joined
Jun 16, 2012
Messages
17,037
Reaction score
425
Regular rules
Official battle ofc
Mid range
Plain field

Using my Bio z.z
 

Penguin

Legendary Shinobi 🐸
Supreme
Joined
Feb 15, 2013
Messages
29,918
Reaction score
1,503
Regular rules
Official battle ofc
Mid range
Plain field

Using my Bio z.z

I think I will take this. Mand'alor the Indomitable in my signature, and good luck.
 

Venom

Kage in the Making 👑
Legendary
Joined
Jun 16, 2012
Messages
17,037
Reaction score
425
Reply Limit 3 days as we agreed.

It was weird how long he was waiting for this mystery person. Where is he? Is he hiding? Hiruko takes out a special fuuin tag and slaps it on his chest and follows up with the confrontation handseal to activate it. This gave him a new grasp and understanding of his surrounding. He inhaled a fresh breathe of air as he felt the presence of a moving entity behind him.

He turned around and exhale as he smirked. "First victim.." he said in his mind as a malicious smirk was shown on his face. Without any sort of greeting Hiruko started off by channeling earth chakra into the ground under his opponent. This of course would create 4 spikes to impale the unknown individual standing mid range away.

Kyōkai Kekkai no Jutsu) - Boundary Barrier Technique
Rank: A-Rank
Type: Supplementary
Range: Short - Long
Chakra cost: 30 (-10 per turn remaining active)
Damage points: N/A
Description: This is a detection type barrier which is simply a more advanced version of the (Kekkai: Tengai Hojin) - Barrier: Dome Method Formation technique and that can be used to surround an area and allows the user to monitor a certain area covering from the sky to underneath the ground creating a sphere. The user will create a tag with the 許可 (Kyoka) Kanji and place it on the ground, doing the confrontation hand seal afterwards to activate it. After the barrier is erected, the user, if inside it, will be able to detect any enemy inside it, even if he hiding his presence. After that, anyone who enters or leaves the barrier is instantly detected as well as anything that moves inside it. Techniques that mask the users presence are ineffective at avoiding detection as the barrier focuses on movement and displacement of matter, not solely on chakra detection. The barrier can also be moved according to the requirements of the user by moving the tag.
Note: Can only be used twice.

Doton: Dosekidake no Jutsu ) - Earth Release: Earth and Stone Bamboo Shoot Technique
Rank: B
Type: Offensive
Range: Short - Mid
Chakra cost: 20
Damage points: 40
Description: The user of this technique condenses the soil and rock in the area to sprout out in the form of four large spikes which attack the target from four separate directions to make it harder to evade. However, it can be easilty avoided by escaping upwards.
 

Penguin

Legendary Shinobi 🐸
Supreme
Joined
Feb 15, 2013
Messages
29,918
Reaction score
1,503

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




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






Quickly, the Mand'alor would activate a rudimentary form of chakra sensing as the man slapped something onto his chest. Anything that the man performed or did would be felt by the Mand'alor now. If the matter called for it, Indomitable could still power up considerably, but why for such a pale and fragile man?

Without much warning at all, four spikes of earth raised themselves from the ground around the Mand'alor, aiming to shoot his way and impale him from different directions surrounding himself. In defense, the Mand'alor got into a low position, and channeled his arm with fuuton chakra, which were in the position of a praying mantis. Due to his training in Kung Fu, his arms and hands were indestructible and proved to be a perfect defense as he chopped away at the earthen spikes aiming to kill him. His hands would emerge to be undamaged.

Taking me lightly will be your downfall, white man.

With that, the Mand'alor would activate Ceto's Consuming Curse. This would be the beginning of the end.

-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).


Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user would attain the stance where they have their arms bent and their hands pointing down. They position their footing with their right foot slightly in front and their left foor in the same manner. This stance is to mimic the praying mantis. The user will concentrate their wind chakra into their entire forearms and then will strike at the opponent by extending their arms fully so that they mimic a sword's edge. The user will strike a total of six times and by using the wind-enhanced chakra, the springing action of the extension, and their body weight, they will then attack vital areas for maximum damage.




Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 for every technique this ability is applied to)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on Forbidden Ranks
Note: Doesn't work with KG/CE variants

 

Venom

Kage in the Making 👑
Legendary
Joined
Jun 16, 2012
Messages
17,037
Reaction score
425

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




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






Quickly, the Mand'alor would activate a rudimentary form of chakra sensing as the man slapped something onto his chest. Anything that the man performed or did would be felt by the Mand'alor now. If the matter called for it, Indomitable could still power up considerably, but why for such a pale and fragile man?

Without much warning at all, four spikes of earth raised themselves from the ground around the Mand'alor, aiming to shoot his way and impale him from different directions surrounding himself. In defense, the Mand'alor got into a low position, and channeled his arm with fuuton chakra, which were in the position of a praying mantis. Due to his training in Kung Fu, his arms and hands were indestructible and proved to be a perfect defense as he chopped away at the earthen spikes aiming to kill him. His hands would emerge to be undamaged.

Taking me lightly will be your downfall, white man.

With that, the Mand'alor would activate Ceto's Consuming Curse. This would be the beginning of the end.




Rank: A
Type: Offensive
Range: Short
Chakra cost: 30
Damage points: 60
Description: The user would attain the stance where they have their arms bent and their hands pointing down. They position their footing with their right foot slightly in front and their left foor in the same manner. This stance is to mimic the praying mantis. The user will concentrate their wind chakra into their entire forearms and then will strike at the opponent by extending their arms fully so that they mimic a sword's edge. The user will strike a total of six times and by using the wind-enhanced chakra, the springing action of the extension, and their body weight, they will then attack vital areas for maximum damage.




Type: Supplementary
Rank: A
Range: N/A
Chakra Cost: N/A (+10 for every technique this ability is applied to)
Damage Points: N/A (-20 to opponent's technique)
Description: One of the spellbinding water-based techniques. The user will activate this ability (instant activation due to it being stand alone, and does not grant ability until another compatible technique is used), to apply to all types of water release techniques that logically work with this. After the technique is set, the main ability granted will be is all techniques are infused with a special kind of mist, specifically similar to the jutsu Water Release: Grudge Rain and Hiding in Mist. This creates a sort of thin veil over the body of the water composed of mist, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. It will not exactly make the user's own technique stronger, instead, it will weaken the opponent's jutsu. It will specifically absorb the chakra of the technique, decreasing its damage and weakening the technique overall. This will make it seem as if the user's technique has become stronger - on the contrary - it will just be the opponents technique that is weakened. Further more, if this special water does not touch a technique, but instead the opponent, the technique will begin to absorb the chakra of the opponent, -50 chakra will be drained. For every turn that this technique is in contact with an opponent, it will continue to drain the chakra out of the opponent by -50. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Also, when this infused water clashes with another technique or comes into contact with a sentient being, if the user so chooses, he can absorb the chakra as long as he's still in contact with his technique and as such this will not work with projectiles or similar techniques. The user can dispel this technique at any time and while active, this ability doesn't have to be applied to every compatible technique used. This misty coating will disperse after clashing with another technique, meaning the damage reduction provided by this jutsu will only apply once to each individual technique utilized by the user.

Note: Can only be taught by Noni
Note: Can only be used twice per battle
Note: Remains active for four turns
Note: Requires two turn cool down before re-use
Note: Does not work on Forbidden Ranks
Note: Doesn't work with KG/CE variants


As the Armored man began to move and not evade the spikes, Hiruko's smirk grew. He quickly dropped down while performing two hand seals and slammed both hands on the ground a bit after your first movement. Unlike the normal application, he fueled the seal with additional chakra for it to reach your location. Before you can destroy all the spikes, or rather simultaneously to you destroying the last one a sealing formula would appear beneath you. Instantly robbing you of your chakra usage and -100. This sudden effect would of course weaken you to the point of you falling to one knee or both.

Hiruko would dash forward in attempts to reach you from the right in a arc. Perhaps you might be fooled by Hiruko's movement, but directly after using chakra for the first attack he would channel his elemental wind chakra to form 4 wind assassins above you. They would fall and impale you from above in four different angles with their twin blades simultaneously. Their light bodies wont make contact with the ground and they would simply manuever around if you were to move upon them attempting to hinder you. The assassins were certain to impale you in parts of the body where you won't die...

Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom

Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used
 

Penguin

Legendary Shinobi 🐸
Supreme
Joined
Feb 15, 2013
Messages
29,918
Reaction score
1,503

As the Armored man began to move and not evade the spikes, Hiruko's smirk grew. He quickly dropped down while performing two hand seals and slammed both hands on the ground a bit after your first movement. Unlike the normal application, he fueled the seal with additional chakra for it to reach your location. Before you can destroy all the spikes, or rather simultaneously to you destroying the last one a sealing formula would appear beneath you. Instantly robbing you of your chakra usage and -100. This sudden effect would of course weaken you to the point of you falling to one knee or both.

Hiruko would dash forward in attempts to reach you from the right in a arc. Perhaps you might be fooled by Hiruko's movement, but directly after using chakra for the first attack he would channel his elemental wind chakra to form 4 wind assassins above you. They would fall and impale you from above in four different angles with their twin blades simultaneously. Their light bodies wont make contact with the ground and they would simply manuever around if you were to move upon them attempting to hinder you. The assassins were certain to impale you in parts of the body where you won't die...

Fuuinjutsu: Haisui Chakura) Sealing Arts: Chakra Draining Seal
Type: Supplementary/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (drains 100 chakra per turn)
Damage: N/A
Description:
This is a simple seal where the user does 2 simple handseals and slams his ground on a surface. Upon that surface, a 2 meter diameter sealing formula circle of kanjis and markings spreads, activating the technique. Any enemy that makes contact with the formula becomes unable to mold chakra as the sealing technique drains his chakra and his stamina. If the enemy manages to escape the seal, he will recover use of his chakra.
Note: Usable twice per battle.

[Fuuinjutsu: Boukun no Ryoudo] – Sealing Technique: Tyrant’s Dominion
Type: Supplementary
Rank: B
Range: N/A (+1 range to technique applied to)
Chakra Cost: N/A (+20 to the technique used prior to this)
Damage Points: N/A
Description: The user will have a seal on their body that can be activated whenever they use a technique that sends chakra through or into the ground. Upon activation, the seal will pump extra chakra into the technique and thereby extend it’s range by one (e.g. short-range techniques will be able to reach mid-range and mid-range techniques will be able to reach long-range). The chakra used for this technique will be added to the cost of the jutsu that preceded this. This technique counts as a move but occurs in the same timeframe as the technique it's applied to.

Note:
Can only be used three times per battle
Must have a one turn cool down the least between each usage
Seal must be place within user's bio
Can only be taught by Venom

Fuuton: Chouyaku no Shinpou) – Wind Release: Leap of Faith
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short - Long
Chakra cost: 40 (-10 chakra per turn)
Damage points: 80
Description: The user will channel their fuuton chakra into the surrounding air in order to create a number of traditional assassins composed entirely of tangible wind with a slight greenish hue. These assassins possess the natural capability of flight due to their weightlessness and are all fully equipped with twin hidden blades jutting out of their forearms. On creation, the assassins typically descend on their targets from above and stealthily dispatch them through the use of their bladed weapons by targeting vital locations on their victim's body. They don't necessarily have to land on top of their targets but can simply be created so they will land near/next to them. These assassins, regardless of the number, will always have to be created a minimum of five meters away from living beings (excluding the user and sentient creations such as the Stone Golems) and must always be created above their targets. The number of created assassins will always equal or exceed the number of designated targets (e.g. if a technique creates a fifty soldiers made of earth, at least fifty assassins of wind will be created). The maximum possible number of assassins that can be created through a single usage of this technique is a hundred and so if more than that number of targets exist, then this maximum of one hundred soldiers will be created. The power of this technique is equally divided between the number of assassins created.

Note: Lasts for four turns
Note: Can be used twice per battle
Note: No S-Rank or above Wind on the turn this is used

The Mand'alor would break apart the doton objects aiming to pierce him, but soon after, Hiruko would slam his hands on the ground. That was the trigger for a kanji to appear beneath the Mand'alor, sapping his energies at a frightening pace. Instinctively, he would simply run out of the radius of the circle and once outside, would insert Gift into his armor's anterior base. Upon the insertion, two things would happen simultaneously to the Mand'alor. The armor's motor functions would increase his speed fourfold as his sensing would double that of it's prior effectiveness.

Darting forwards at speeds that seemed surreal, the Mand'alor would re-appear in front of Hiruko, squatting with the bottoms of his palm's connected, exploding outwards towards the chest area of his opponent. If this attack connected, the end result would be an interesting thing to paint.



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.




Rank: S
Type: Attack
Range: Short
Chakra cost: 40
Damage points: 80
Description: In a close range battle, or during hand to hand combat, the user will pull both of his/her arm's back while squatting as if he were pulling back a samurai sword. While this is happening the user is focusing massive amounts of chakra within each arm. In a split second the user will thrust his/her arm's forward with great force with the bottom of the wrists together and the hands open (second knuckle's bent down). When you're hands make impact with the target the concentrated chakra is released at the same time, this causes a fierce impact that could even level Doton.
Note: Can only be used once per battle.
Note: Cannot use your hands for anything in the next two turns, including handseals.

 
Top