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Hell Autarch

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I'll use Albedo in Sig.

Lets just assume I have Mandalorian techniques mastered.

Don't expect me to put any effort in my replies. Might as well pretend you're fighting pop. Sorry ;-;

Just testing out the jutsus and what not.
 

Hell Autarch

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I could do some warmupping before the tourney starts. Alucard in signature, though he's quite outdated z.z'.
Alright. Lets have the blandest fight ever.

Passive Abilities/Weapons
(Amanozako) - Heaven Opposing Everything

Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu
This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.
(Yoroi no Mandaroa) - Armor of the Mandalore
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Mandalorian armor refers to the traditional armor worn by the elite warriors of Concord Dawn. While this armor has small cosmetic differences between the different users, this armor typically includes a helmet with a T-shaped visor that conceals their faces, and weapon armaments like blaster guns, jetpacks, and a unique weapon like natural flamethrowers or water pressure cannons. Mandalorian armor was typically made from beskar, a unique chakra metal known only to the Mandalorians, which was one of the strongest metals in the Ninja World. This metal allows the armor to reduce up to 20 physical damage from clashes and grants it’s wielder several enhancements through the indestructible armor, though this armor can vary in their abilities. Each armor at its base grants it’s user chakra sensory through their visor, tracking Chakra at 3x Jounin speeds and the ability to mark and differentiate between chakra signatures as well as communicate with one another across wide distances. These armors also come equipped with an advanced Chakra Blade weapon in the form of a laser sword, axe or spear. These blades function similarly to canon Scientific Ninja Tool with the notable enhancement of the blade’s efficiency, allowing them to be used at only 10 chakra per turn and deals 60 damage per use, counting as a move per turn.
Mandalorian armors come with a set of active abilities they can trigger, enhancing the suit and it’s abilities. However, this activation puts a toll on the body and can only be done limitedly. Through the use of triggers near the user’s hands, the user is capable of activating his armor’s Chakra Jetpacks. This allows them to release pressurized chakra to achieve flight at 30 speed, burning 30 chakra per turn of use and lasts up to 3 turns per use. Equipped on the sides of the armor are the user’s detachable energy blasters. These blasters, much like Gun Tools, fire chakra bullets but can be used to fire small laser projectiles at great damage. These follow standard gun rules and can be used once per turn. In addition to this, the user’s armors come equipped with a semi sentient A.I. inside their armors. This A.I. is used to activate the user’s abilities while he is still fighting. It also tracks the user’s health, chakra levels as well as chakra and health of targets the user is physically viewing.
Note: These armors and helmets do not impede the user’s ability to use streaming jutsu or techniques from their body. These techniques instead form on the outside of the armor.
Note: Mandalorian bios cannot have Leg Weights or their variants. While jetpack is in use, the user must keep at least one hand on the trigger to sustain.
Note: Must be worn at all times as a Mandalorian, unless custom variants are created. Only one Mandalorian armor can be held at any time
(Doroido) - Droids
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Droids, short for androids, or also called robots, were mechanical beings, often possessing artificial intelligence. Droids were categorized by function, though the lines between categories were often blurred. Many droids are grouped according to their primary factory-installed functionality. Droids designed for combat were battle droids. Droids that were used to handle diplomatic affairs, and aid in translation between various languages, were known as protocol droids. Because of their close integration with sentients, protocol droids were often given in-depth personality matrices, allowing for a variety of different personalities and behaviors. Droids were also used in the field of medical science. Meddroids, as they were known, could store detailed records on hundreds of patients, in addition to exhaustive information on diseases, wounds, and infirmities. Droids were used most commonly in combat-related roles. Droids could follow orders to the letter, taking risks no organic unit ever would yet still maintaining their calm precision. Each of these three types of Droids have their own inherent weaknesses as well as benefits, outlined below. Only one type can be had by any Mandalorian and having a droid companion prevents usage of Starship.
Meddroids - Medical droids, or meddroids, are unique droids specialized in medical and surgical operations, used in repairs for other droids and SNT and were, as their name implies, exceptionally skilled in the art of healing and medical technology. These humanoid droids are capable of repairing SNT up to A rank as well as B ranked Mandalorian Technology once every 2 turns. They are also capable of healing damage sustained from Repulsor Cannons and other similar technology, though this can only be done a total of 3 times. Meddroids have the unique ability to perform quick surgeries, allowing them access to some Medical Fuinjutsu techniques. With access to specifically are Medical Sealing Arts: Bloodline/Injury/Chakra Sealing Technique. These droids come equipped with 80 health and travel at 12 speed, and can track up to 3 times their speed.
Note: Can only be used by Mandalorians.
Note: Can only have one type of Droid at any time or have a Starship.
Note: Droids can only utilize Taijutsu, SNT as well as Mandalorian Technology depending on their type; Protocol Droids cannot make use of Repulsor Cannons, Droidekas cannot use Deflector Shields and no Droid can make use of Armor of the Mandalores
(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.
(Fukuro Sentai ) - Owl Squadron (x3)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -5 per drone each turn )
Damage: N/A
Description: Mandalorians have access to advanced droid drones known as the Owl Squadron that are used in both combat and surveillance. These owls are roughly a meter in height and half a meter in width, and appear visually as if they were metallic owls with glaring infrared eyes. These drones are equipped with cameras linked to the user’s A.I. system within their main armors, allowing them to see and track chakra through the owls, each being capable of traveling up to 1 landmark away of the user. In addition to this tracking system, these drones are able to record events spanning up to 4 turns, allowing them to record things and show them to others. The user’s drone is also capable of releasing laser blasts of A rank power, following targets until defeated or intercepted. These short range sized blasts are elementally neutral and can be fired in rapid succession. In addition to this, the user is capable of supercharging the drone and releasing a large burst of its power at one time. This burst, dealing 90 damage, short circuits the drone and causes it to crash and become unusable.
Note: The user can have up to 3 Owl Squadron drones, deployed collectively or individually.
Note: Supercharging a drone prevents the other drones from working at the same time. Supercharging ability can only be done three times an event and prevents further usage of activated drone.




Albedo activates the Fifth Gate and immediately delivers an extended drop-kick on Alucard.

(Hachimon) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns

  • ( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage per turn.
  • ( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x User suffers -10 damage.
  • ( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
  • ( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
  • ( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
  • ( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
  • ( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
  • ( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

(Koyubi Kōgeki) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 (+30)
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.

At the same time, his starship fires an energy beam directly at Lilith.

(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.

The beam is simultaneously arranged with one owl squadron drone releasing an energy blast aimed at Lilith as well.

(Fukuro Sentai ) - Owl Squadron
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -5 per drone each turn )
Damage: N/A
Description: Mandalorians have access to advanced droid drones known as the Owl Squadron that are used in both combat and surveillance. These owls are roughly a meter in height and half a meter in width, and appear visually as if they were metallic owls with glaring infrared eyes. These drones are equipped with cameras linked to the user’s A.I. system within their main armors, allowing them to see and track chakra through the owls, each being capable of traveling up to 1 landmark away of the user. In addition to this tracking system, these drones are able to record events spanning up to 4 turns, allowing them to record things and show them to others. The user’s drone is also capable of releasing laser blasts of A rank power, following targets until defeated or intercepted. These short range sized blasts are elementally neutral and can be fired in rapid succession. In addition to this, the user is capable of supercharging the drone and releasing a large burst of its power at one time. This burst, dealing 90 damage, short circuits the drone and causes it to crash and become unusable.
Note:
The user can have up to 3 Owl Squadron drones, deployed collectively or individually.
Note: Supercharging a drone prevents the other drones from working at the same time. Supercharging ability can only be done three times an event and prevents further usage of activated drone.




Speed Stats: 28 (8x3.5)
Tracking Stats: 66 (12x5.5)
Remaining Chakra: 1600 - 55 = 1545
Remaining Health: 160 - 15 = 145


Edit: Do correct me if I am using the Mandalore abilities wrong here. I am not quite entirely sure if the starship and owls can function in the same timeframe as my main character or not lol.
 
Last edited:

Skorm

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Alright. Lets have the blandest fight ever.

Passive Abilities/Weapons
(Amanozako) - Heaven Opposing Everything

Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu
This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note: The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.
(Yoroi no Mandaroa) - Armor of the Mandalore
Type: Tool
Rank: N/A
Range: N/A
Chakra: N/A
Damage: N/A
Description: Mandalorian armor refers to the traditional armor worn by the elite warriors of Concord Dawn. While this armor has small cosmetic differences between the different users, this armor typically includes a helmet with a T-shaped visor that conceals their faces, and weapon armaments like blaster guns, jetpacks, and a unique weapon like natural flamethrowers or water pressure cannons. Mandalorian armor was typically made from beskar, a unique chakra metal known only to the Mandalorians, which was one of the strongest metals in the Ninja World. This metal allows the armor to reduce up to 20 physical damage from clashes and grants it’s wielder several enhancements through the indestructible armor, though this armor can vary in their abilities. Each armor at its base grants it’s user chakra sensory through their visor, tracking Chakra at 3x Jounin speeds and the ability to mark and differentiate between chakra signatures as well as communicate with one another across wide distances. These armors also come equipped with an advanced Chakra Blade weapon in the form of a laser sword, axe or spear. These blades function similarly to canon Scientific Ninja Tool with the notable enhancement of the blade’s efficiency, allowing them to be used at only 10 chakra per turn and deals 60 damage per use, counting as a move per turn.
Mandalorian armors come with a set of active abilities they can trigger, enhancing the suit and it’s abilities. However, this activation puts a toll on the body and can only be done limitedly. Through the use of triggers near the user’s hands, the user is capable of activating his armor’s Chakra Jetpacks. This allows them to release pressurized chakra to achieve flight at 30 speed, burning 30 chakra per turn of use and lasts up to 3 turns per use. Equipped on the sides of the armor are the user’s detachable energy blasters. These blasters, much like Gun Tools, fire chakra bullets but can be used to fire small laser projectiles at great damage. These follow standard gun rules and can be used once per turn. In addition to this, the user’s armors come equipped with a semi sentient A.I. inside their armors. This A.I. is used to activate the user’s abilities while he is still fighting. It also tracks the user’s health, chakra levels as well as chakra and health of targets the user is physically viewing.
Note: These armors and helmets do not impede the user’s ability to use streaming jutsu or techniques from their body. These techniques instead form on the outside of the armor.
Note: Mandalorian bios cannot have Leg Weights or their variants. While jetpack is in use, the user must keep at least one hand on the trigger to sustain.
Note: Must be worn at all times as a Mandalorian, unless custom variants are created. Only one Mandalorian armor can be held at any time
(Doroido) - Droids
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Droids, short for androids, or also called robots, were mechanical beings, often possessing artificial intelligence. Droids were categorized by function, though the lines between categories were often blurred. Many droids are grouped according to their primary factory-installed functionality. Droids designed for combat were battle droids. Droids that were used to handle diplomatic affairs, and aid in translation between various languages, were known as protocol droids. Because of their close integration with sentients, protocol droids were often given in-depth personality matrices, allowing for a variety of different personalities and behaviors. Droids were also used in the field of medical science. Meddroids, as they were known, could store detailed records on hundreds of patients, in addition to exhaustive information on diseases, wounds, and infirmities. Droids were used most commonly in combat-related roles. Droids could follow orders to the letter, taking risks no organic unit ever would yet still maintaining their calm precision. Each of these three types of Droids have their own inherent weaknesses as well as benefits, outlined below. Only one type can be had by any Mandalorian and having a droid companion prevents usage of Starship.
Meddroids - Medical droids, or meddroids, are unique droids specialized in medical and surgical operations, used in repairs for other droids and SNT and were, as their name implies, exceptionally skilled in the art of healing and medical technology. These humanoid droids are capable of repairing SNT up to A rank as well as B ranked Mandalorian Technology once every 2 turns. They are also capable of healing damage sustained from Repulsor Cannons and other similar technology, though this can only be done a total of 3 times. Meddroids have the unique ability to perform quick surgeries, allowing them access to some Medical Fuinjutsu techniques. With access to specifically are Medical Sealing Arts: Bloodline/Injury/Chakra Sealing Technique. These droids come equipped with 80 health and travel at 12 speed, and can track up to 3 times their speed.
Note: Can only be used by Mandalorians.
Note: Can only have one type of Droid at any time or have a Starship.
Note: Droids can only utilize Taijutsu, SNT as well as Mandalorian Technology depending on their type; Protocol Droids cannot make use of Repulsor Cannons, Droidekas cannot use Deflector Shields and no Droid can make use of Armor of the Mandalores
(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.
(Fukuro Sentai ) - Owl Squadron (x3)
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -5 per drone each turn )
Damage: N/A
Description: Mandalorians have access to advanced droid drones known as the Owl Squadron that are used in both combat and surveillance. These owls are roughly a meter in height and half a meter in width, and appear visually as if they were metallic owls with glaring infrared eyes. These drones are equipped with cameras linked to the user’s A.I. system within their main armors, allowing them to see and track chakra through the owls, each being capable of traveling up to 1 landmark away of the user. In addition to this tracking system, these drones are able to record events spanning up to 4 turns, allowing them to record things and show them to others. The user’s drone is also capable of releasing laser blasts of A rank power, following targets until defeated or intercepted. These short range sized blasts are elementally neutral and can be fired in rapid succession. In addition to this, the user is capable of supercharging the drone and releasing a large burst of its power at one time. This burst, dealing 90 damage, short circuits the drone and causes it to crash and become unusable.
Note: The user can have up to 3 Owl Squadron drones, deployed collectively or individually.
Note: Supercharging a drone prevents the other drones from working at the same time. Supercharging ability can only be done three times an event and prevents further usage of activated drone.




Albedo activates the Fifth Gate and immediately delivers an extended drop-kick on Alucard.

(Hachimon) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns

  • ( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage per turn.
  • ( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x User suffers -10 damage.
  • ( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
  • ( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
  • ( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
  • ( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
  • ( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
  • ( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

(Koyubi Kōgeki) - Little Toe Attack
Type: Offensive
Rank: S
Range: Short
Chakra: N/A
Damage: 80 (+30)
Description: After opening at least the 4th Inner Gate, the user attacks the opponent with a very powerful and fast extended leg drop kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, sending it toppling over, with great force. Its powerful enough to create a large crater upon impact, destroying the nearby area.
Note: Requires the user to have opened at least four of the Eight Gates.

At the same time, his starship fires an energy beam directly at Lilith.

(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.

The beam is simultaneously arranged with one owl squadron drone releasing an energy blast aimed at Lilith as well.

(Fukuro Sentai ) - Owl Squadron
Type: Supplementary
Rank: A
Range: Short - Long
Chakra: 30 ( -5 per drone each turn )
Damage: N/A
Description: Mandalorians have access to advanced droid drones known as the Owl Squadron that are used in both combat and surveillance. These owls are roughly a meter in height and half a meter in width, and appear visually as if they were metallic owls with glaring infrared eyes. These drones are equipped with cameras linked to the user’s A.I. system within their main armors, allowing them to see and track chakra through the owls, each being capable of traveling up to 1 landmark away of the user. In addition to this tracking system, these drones are able to record events spanning up to 4 turns, allowing them to record things and show them to others. The user’s drone is also capable of releasing laser blasts of A rank power, following targets until defeated or intercepted. These short range sized blasts are elementally neutral and can be fired in rapid succession. In addition to this, the user is capable of supercharging the drone and releasing a large burst of its power at one time. This burst, dealing 90 damage, short circuits the drone and causes it to crash and become unusable.
Note:
The user can have up to 3 Owl Squadron drones, deployed collectively or individually.
Note: Supercharging a drone prevents the other drones from working at the same time. Supercharging ability can only be done three times an event and prevents further usage of activated drone.




Speed Stats: 28 (8x3.5)
Tracking Stats: 66 (12x5.5)
Remaining Chakra: 1600 - 55 = 1545
Remaining Health: 160 - 15 = 145


Edit: Do correct me if I am using the Mandalore abilities wrong here. I am not quite entirely sure if the starship and owls can function in the same timeframe as my main character or not lol.
I dont know shit about Mandalorian dude, but now i had to delete my initial post cus of that edit xD.

Noticing the opponent activating what seemed to be the Eight Inner Gates, a technique Alucard was very familiar with, thanks to his Edo Tensei, he was aware of the most lethal component of the mode, which was the speed increase. However, once the boy entered short-range, his speed was reduced and while he was in EIG, it didn't seem that bad. Alucard dropped his Leg Weights for counter-measure which increased his speed to superior one than that of his opponent. With the weights dropped, Alucard would rotate his body which in turn allowed him to free-form dodge the drop-kick while also allowing him to counter it with an attack on his own. He bent down and corkscrewed his body, having it act like a spring and landed a coiling-dragon kick on the opponents abdomen, sending him airborne. As all this was happening, he also activated two Void artifacts passively.

( Katai Omori ) - Leg Weights (Reference)
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next five offensive techniques by 20 damage.

( Taba Ryuu Roppou Ashige ) - Coiling Dragon Kick
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 + 20 + 20 = 100
Description: The user appears below their target in a burst of speed, having assumed a low stance, and then uses their hands to twist their body into a spinning motion in order to deliver a powerful kick meant to send the opponent airborne. This technique can be used to prepare for a variety of other offensive maneuvers.

Meanwhile, Lilith looked with awe towards the starship who started to fire it's guns at her. She was amazed by the technological apex but was saddened too that she was forced to immediately destroy it. She also paid attention to the drones and they all seemed to fire strong blasts at her. Using her Yin release coupled with her Dark release, she formed a singular Phantom Dragon that shielded her from all the blasts as it coiled around her when being formed. It then expanded outwards, seeking to destroy the Mando tech all-together.


(Darkiscie) (Reference)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) + 20 = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Alucard;
Speed; 32 - Tracking; 80 - Chakra; 1,590
Lilith;
Speed; 4 - Tracking; 40 - Chakra; 1,750
 

Hell Autarch

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I dont know shit about Mandalorian dude, but now i had to delete my initial post cus of that edit xD.

Noticing the opponent activating what seemed to be the Eight Inner Gates, a technique Alucard was very familiar with, thanks to his Edo Tensei, he was aware of the most lethal component of the mode, which was the speed increase. However, once the boy entered short-range, his speed was reduced and while he was in EIG, it didn't seem that bad. Alucard dropped his Leg Weights for counter-measure which increased his speed to superior one than that of his opponent. With the weights dropped, Alucard would rotate his body which in turn allowed him to free-form dodge the drop-kick while also allowing him to counter it with an attack on his own. He bent down and corkscrewed his body, having it act like a spring and landed a coiling-dragon kick on the opponents abdomen, sending him airborne. As all this was happening, he also activated two Void artifacts passively.

( Katai Omori ) - Leg Weights (Reference)
Type: Weapon/Supplementary
Rank: A
Range: Short
Chakra: 30
Damage: N/A (+20 to Kicks, 2x Running Speed)
Description: The Leg Weights used for Special Taijutsu Training with Added Weights are made through the application of a sealing formula to ordinary leg weights. The sealing formula is used to, through the use of chakra, increase the weight of the leg weights to the desired level. The seal can't be applied to anything other than the leg weights and its use is restricted to its original purpose. One can remove the leg weights but the sealing technique in them stays active indefinitely and can't be released. Additionally, the Leg Weights and their unique seal calibration makes them only usable by the ninja to whom they belong. They can't be sealed or stolen.

(Katai Omori: Doroppu) Leg Weights: Drop
Type: Supplementary
Rank: A
Range: Short
Chakra: N/A
Damage: N/A
Description: The user stops, bends over to reach his legs and unstraps his leg weights, dropping them to the ground. As a result the user gains a varying boost to his running speed and to all his Strong Fist Kick-related moves. However, this boost in strength and speed is completely nullified when releasing the EIG or when using any kind of movement speed enhancement technique or weight manipulation technique; they don't add up on each other.

Note: This can be used for either canon Leg Weights technique.

(Mukō: Fuyu no Shukufuku) – Void: Winter’s Blessing
Type: Void Infused Artifact
Rank: A
Range: Self
Chakra: N/A
Damage: N/A
Description: A Void Infused Artifact Accumulator that is activated passively; upon activation the user instantly gains a single Void Infusion. It can be activated twice per battle, once every four turns.

(Mukō: Mukō no Tsuyosa) – Void: Strength of the Void
Type: Void Infused Artifact
Rank: B
Range: Short – Long
Chakra: N/A
Damage: N/A
Description: Activated passively at the cost of one Void Infusion; Strength of the Void increases the potency of the user’s next five offensive techniques by 20 damage.

( Taba Ryuu Roppou Ashige ) - Coiling Dragon Kick
Type: Offensive
Rank: A
Range: Short
Chakra cost: N/A
Damage points: 60 + 20 + 20 = 100
Description: The user appears below their target in a burst of speed, having assumed a low stance, and then uses their hands to twist their body into a spinning motion in order to deliver a powerful kick meant to send the opponent airborne. This technique can be used to prepare for a variety of other offensive maneuvers.

Meanwhile, Lilith looked with awe towards the starship who started to fire it's guns at her. She was amazed by the technological apex but was saddened too that she was forced to immediately destroy it. She also paid attention to the drones and they all seemed to fire strong blasts at her. Using her Yin release coupled with her Dark release, she formed a singular Phantom Dragon that shielded her from all the blasts as it coiled around her when being formed. It then expanded outwards, seeking to destroy the Mando tech all-together.


(Darkiscie) (Reference)
Type: Weapon
Rank: Forbidden
Range: N/A
Chakra: N/A
Damage: N/A
Description: Darkiscie is one of the two legendary swords said to have been crafted from the era of the perfect balance of Yin and Yang was introduced and formed the universe as a replacement of the world of nothingness. This particular blade share an extremely powerful bond with its sister blade, forged at the same day. They can only be used by those who are deems worthy and have learned the ways of Yin. Darkiscie is a physical blade that is fueled with Yin and the five elements. This blade has a monstrous amount of powers that it grants its wielder. Wielding this blade surrounds and infuses the user of a pulsar system that enhances their Yin ratio. This makes the sword sturdy, being able to resist the same amount of damage as pair of truth seeking balls(Yin version) while foreign touch on the sword will not just cause tremendous amount of damage but also siphons chakra from any opponent that touches the sword. This translates to a debuff on the opponent, limiting them to use up to A-rank techniques for one turn after having being struck or touched by the sword. Since the sword radiates of a 99% Yin ratio chakra constantly towards its wielder, its user will gain abilities from Darkiscie. This translates to a major buff to any field the user has that they chose, which must be stated in their bio as an abyssal aspect.

Intrinsic Move
By spending one of the user moveslots, the user can strike the sword into the ground with the blade piercing it and the users hands resting on its hilt. Doing this, creates a huge pulse to spread through the battlefield in an omnidirectional manner(up to short-range, being channeled through the ground but also in a spherical pulse, affecting anything within the user that's close enough to them). The ground will then start to flicker and any opponent whos in contact with the ground, or in air from the sword will be affected by a strong genjutsu which manifests into their mind. This genjutsu will make it seem that the ground falls in towards itself and chunks will fall downwards into a black abyss, similar to as if the planet had lost its mantel or all layers of its crust. Unless broken this will genjutsu will force opponents to go airborne or they will be dealt an S-ranked ranked equivalent Yin ranked genjutsu mind damage. This can only be done once per battle.

Intrinsic Perk
The abyssal aspect(as mentioned above) affects a single field that the user can use and receives a buff in both chakra(+10) and damage(+20). This counts as a passive boost and must be stated in the users biography as their "black element". This enchantment can only be applied on one field on a users biography and they cannot change it unless they update the bio itself. As the weapon is infused and heavily outsourcing damage potential towards the bearers abyssal aspect.

Note: Can only be used by Skorm

(Inton: Dai Mugen Ryu) - Yin Release: Great Phantom Dragons
Type: Offensive/Defensive
Rank: S
Range: Short - Long
Chakra Cost: 150
Damage: 100 | 120 (for multi-element) + 20 = 140
Description: A more powerful version of “Yin Release Hungry Ghost Technique.” Rather than the user arbitrarily adding their Yin Release chakra to a specific technique, the user will create a number of large, elemental dragons using any of the basic elements plus their Yin Release chakra. The user can create up to 5 serpentine dragons which, once created, can act independently according to the user’s will. Due to the user being able to manipulate multiple elements at once, each dragon created can be of a different nature. Each dragon will also have the absorption properties of “Hungry Ghost,” thus becoming even more dangerous. However, due to the massive amount of chakra and control needed to use these dragons, the user can only control two dragons at any given time. While the dragons are present, the user cannot use any Yang Release or elemental techniques of the natures that currently exist within the dragons. Yin Release Specialists and Yin-Yang users can combine two natures together in order to make a multi-elemental dragon or even a dragon consisting of an advanced element or CE that they know. However, in doing so they will only be able to create two dragons.
Note: Can only be used 2 times per battle.

Alucard;
Speed; 32 - Tracking; 80 - Chakra; 1,590
Lilith;
Speed; 4 - Tracking; 40 - Chakra; 1,750
I don't even know if any of this works but what does it matter?

As Alucard dodged the attack and delivered a vicious coiling dragon-kick, Albedo reacted by turning his abdomen into sand just as the enemy was about to hit it whilst concurrently infusing the sand particles with lightning energy. This would couch the attack, paralyze the target and render him immobile altogether. The sand-body technique was deactivated soon afterwards and as his body fully reformed, Albedo threw two kunais upwards, aimed at dropping down on Alucard and Lilith's heads.

(Amanozako) - Heaven Opposing Everything
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu

This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note:
The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.

(Suna Tainai no Jutsu) - Sand Body Technique
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 ( - 10 per turn )
Damage Points: N/A
Description: The user turns his own body into sand, or simply parts of it. While in sand form, he can cross long distances by soaring as a sandstorm. In this form, he is also invulnerable to attacks based on strengths and weaknesses of Sand. However, he is unable to attack during this form.

Meanwhile, the star-ship activated burst-traveling to evade the dragon. The one owl squadron in the immediate vicinity of Lilith would have to be sacrificed.


(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note:
Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.
 
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I don't even know if any of this works but what does it matter?

As Alucard dodged the attack and delivered a vicious coiling dragon-kick, Albedo reacted by turning his abdomen into sand just as the enemy was about to hit it whilst concurrently infusing the sand particles with lightning energy. This would couch the attack, paralyze the target and render him immobile altogether. The sand-body technique was deactivated soon afterwards and as his body fully reformed, Albedo threw two kunais upwards, aimed at dropping down on Alucard and Lilith's heads.

(Amanozako) - Heaven Opposing Everything
Type: Weapon
Rank: S
Range: Short - Long
Chakra Cost: 40 [upon initial activation; -5 to maintain]
Damage Points: N/A
Description: Amanozako is a special gourd developed by the first Jinchuuriki of Shukaku, Bunpuki. The Gourd was constructed for the very purpose to aid any and all Sand users on the orders of the First Kazekage. Physically, the Gourd is the same in appearance as the Gourd normally worn by Gaara, with the only difference being that the Gourd predates Gaara's Gourd by more than a hundred years. The Gourd serves to imbue elemental chakra into Gaara's sand, and infuse with it, allowing the Sand to gain multiple new properties; each depending on which element was infused with the Sand. Therefore, it allows the user of the Gourd to access five different abilities, related to the five basic elemental natures. The Gourd passively releases chakra that it absorbs from the user into the surroundings and imbues all of the sand in the vicinity (upto mid-range) with the chakra. As such, it grants the user the power to apply the abilities of the Gourd upon Sand from the vicinity.

The Acrimony of Akurojin
This ability involves the user infusing Katon chakra with their Sand. It results in the sand heating up, and causes the sand to deliver first-degree burns to anything that it comes into contact with; with the user himself being the only exception. Unlike Red Sand, the sand does not become non-polar, nor is it hydrophobic. As such, the ability does not grant normal Sand to obtain Red Sand abilities at all, with the normal sand heating up due to the Katon infusion being the only similarity; that too to much lesser degree than the Red Sand. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Fiery Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to overpower Fire, Earth as well as Wind. Sand however continues to remain weak to Lightning, and becomes twice as weak to Water.

The Sorrow of Shiryō
This ability involves the user infusing Suiton chakra with their Sand. It results in the sand becoming mushy and clay-like, clumping together, sticking to anything in comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Little Quicksand Waterfall Flow and as such depend upon the concept of quicksand existing as a variant of Sand. It can also be used as a medium to conduct Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the quicksand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to become twice as strong to Fire and makes Water neutral to the Sand. The Sand however also loses its advantage over Earth, becoming neutral to Earth as well. Wind and Lightning continue to maintain their positions, being neutral and strong to the Sand respectively.

The Rage of Raijū
This ability involves the user infusing Raiton chakra with their Sand. It results in the sand being coated with the users chakra, allowing the sand to conduct Raiton and imbue itself with a current of unfocused Lightning, and numbs anything that the sand comes into contact with; with the user himself being the only exception. These new characteristics of the sand are based on a technique utilized by Gaara, Sand Lightning Needles which showcase and prove the ability to infuse Sand with Lightning. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Lightning Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and becomes twice as strong to Earth. The Sand also becomes neutral to Lightning, however it results in the Sand becoming weak to Wind. Water continues to retains its position, being strong to the Sand.

The Trickery of Tengu

This ability involves the user infusing Doton chakra with their Sand. It results in the sand gaining earth-like properties, and allows the user to even utilize the Sand as a medium to conduct Earth Release Techniques. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Earthen Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Fire and Earth. The Sand continues to be neutral to Wind, but also becomes neutral to Water as well. It comes at a cost however, with Lightning becoming twice as strong to Sand.

The Greed of Gaki
This ability involves the user infusing Fuuton chakra with their Sand. It results in the sand becoming 2x as fast as Gaara's normal sand, and imbues Fuuton abilities to the Sand. The ability does not lighten the Sand at all, and the Sand continues to maintain the same impact force. However, the true purpose of this infusion lies in the fact that infusing the chakra with the Sand alters the interaction of Sand with the Basic Five Elements. By invoking this ability, it allows the Sand to retain its advantage over Earth, and makes Lightning neutral to the Sand. The Sand however also loses its advantage over Fire, becoming neutral to Fire as well. Wind and Water continue to maintain their positions, being neutral and strong to the Sand respectively.

Note: Interaction between a KG/CE/Advanced Element neutral to Sand, and an elementally-infused Sand depends directly upon the element selected by the user
Note: Infusing the Sand with an element is instant and can be part of the same timeframe as a Sand technique, however it costs as a move slot upon activation.
Note:
The user can passively maintain any ability for as long as he chooses, until he decides to either deactivate the technique or infuse the Sand with another element.
Note: The user can infuse the Sand with only a single element at any given time.
Note: The user can infuse the Sand with an element upto five times per battle. It depends entirely upon the user which element he prioritizes in his selection.
Note: Can be only be worn by pop123 and those he allows, with only Sand users capable of using the Gourd.

(Suna Tainai no Jutsu) - Sand Body Technique
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 ( - 10 per turn )
Damage Points: N/A
Description: The user turns his own body into sand, or simply parts of it. While in sand form, he can cross long distances by soaring as a sandstorm. In this form, he is also invulnerable to attacks based on strengths and weaknesses of Sand. However, he is unable to attack during this form.

Meanwhile, the star-ship activated burst-traveling to evade the dragon. The one owl squadron in the immediate vicinity of Lilith would have to be sacrificed.


(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note:
Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note: Can have either a Starship or a Droid, but never both.
As Alucard was about to land his kick, the foe dispersed into sand. But, that wasn’t all, he also sensed lightning chakra being channeled into it. Was this it? They possessed the Hachimon Tenkai and relied on sand? He sighed internally as he gethered up his chakra and transformed his body into that of Palladium Foam.

(Parajiumufōmu: Inshiriko | Palladium Foam release: InSilico)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch) + 20 = 100
Description: InSilico is an advanced application of the palladium foam release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into the metal foam while still maintaining their original size they become quite light and flexible but also very sharp. This is an extremely good counter for taijutsu, kenjutsu and any sort of elemental interaction that is weak towards the metal foam. The user will become faster than before and become very flexible as they are very spongy. A speed boost of 1.5x is granted as well as good evasive manouvers since the user can flex into forms that a metal foam can be compressed/stretched to. In this form, the user can only utilise elements that palladium foam is made out of. This includes fūton/katon/doton. The user can compress themselves to maintain an exremely sharp surface at certain areas or decompress and be able to take on huge kinetic damage as the air spores in the metal foam will absorb and constraint on impact. The user may reform to normal at any time after taking this form.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above parajiumufōmu and no S rank and above Fire/Earth techniques after usage for one turn.
Note: Can only be taught by Skorm.

This granted him a shield against the lightning and a general speed boost of 1.5, enough for him to still retain an advantage in speed (24 v 21). He cut through the opponents body as their sand technique ended. At this point, Alucards entire body was that of a Katana.

Meanwhile, Liliths dragon has chased off the threats but remained beside her just in case. It wouldnt attack the main opponent, she would leave that to Alucard.
 
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As Alucard was about to land his kick, the foe dispersed into sand. But, that wasn’t all, he also sensed lightning chakra being channeled into it. Was this it? They possessed the Hachimon Tenkai and relied on sand? He sighed internally as he gethered up his chakra and transformed his body into that of Palladium Foam.

(Parajiumufōmu: Inshiriko | Palladium Foam release: InSilico)
Type: Offensive/Defensive/Supplementary
Rank: S-rank
Range: Short-mid
Chakra: 40(-20/turn)
Damage: 80(on touch) + 20 = 100
Description: InSilico is an advanced application of the palladium foam release and lets the user take the form of the initial release to benefit from its S/W upon facing a jutsu or otherwise. The user will transform themselves into the metal foam while still maintaining their original size they become quite light and flexible but also very sharp. This is an extremely good counter for taijutsu, kenjutsu and any sort of elemental interaction that is weak towards the metal foam. The user will become faster than before and become very flexible as they are very spongy. A speed boost of 1.5x is granted as well as good evasive manouvers since the user can flex into forms that a metal foam can be compressed/stretched to. In this form, the user can only utilise elements that palladium foam is made out of. This includes fūton/katon/doton. The user can compress themselves to maintain an exremely sharp surface at certain areas or decompress and be able to take on huge kinetic damage as the air spores in the metal foam will absorb and constraint on impact. The user may reform to normal at any time after taking this form.

Note: Usable twice per battle, lasting up to three turns per use.
Note: No A rank and above parajiumufōmu and no S rank and above Fire/Earth techniques after usage for one turn.
Note: Can only be taught by Skorm.

This granted him a shield against the lightning and a general speed boost of 1.5, enough for him to still retain an advantage in speed (24 v 21). He cut through the opponents body as their sand technique ended. At this point, Alucards entire body was that of a Katana.

Meanwhile, Liliths dragon has chased off the threats but remained beside her just in case. It wouldnt attack the main opponent, she would leave that to Alucard.
When his opponent suddenly transformed into strange metal, which stood seemingly unaffected by the stream of lightning, Albedo chose to maintain his Sand Body technique rather than deactivate it. As he realized that the enemy was far stronger than he had expected, he recalled his starship, soared right into it, activated hypertravel and fled the battlefield altogether.

(Suna Tainai no Jutsu) - Sand Body Technique
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 ( - 10 per turn )
Damage Points: N/A
Description: The user turns his own body into sand, or simply parts of it. While in sand form, he can cross long distances by soaring as a sandstorm. In this form, he is also invulnerable to attacks based on strengths and weaknesses of Sand. However, he is unable to attack during this form.

(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note:
Can have either a Starship or a Droid, but never both.
 
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When his opponent suddenly transformed into strange metal, which stood seemingly unaffected by the stream of lightning, Albedo chose to maintain his Sand Body technique rather than deactivate it. As he realized that the enemy was far stronger than he had expected, he recalled his starship, soared right into it, activated hypertravel and fled the battlefield altogether.

(Suna Tainai no Jutsu) - Sand Body Technique
Type: Defensive/Supplementary
Rank: B
Range: Short - Long
Chakra Cost: 20 ( - 10 per turn )
Damage Points: N/A
Description: The user turns his own body into sand, or simply parts of it. While in sand form, he can cross long distances by soaring as a sandstorm. In this form, he is also invulnerable to attacks based on strengths and weaknesses of Sand. However, he is unable to attack during this form.

(Sutāfune) - Starships
Type: Tool
Rank: S
Range: N/A
Chakra: 50
Damage: N/A
Description: Although Mandalorians generally have a jetpack attached to their main armor, they are also capable of utilizing vehicles known as starships for larger travel. A starship, also known as a starcruiser, or simply just craft or ship, is distinguished by the inclusion of a hyperdrive, a piece of equipment that makes space/time travel possible. Highly advanced and variable vehicles, Starships come in one of two forms; the speeders that only one person can ride, or starfighters, named for their more prominent ability to battle and have more passengers aboard. Shared characteristics amongst both are their 100 health pools, their ability to travel the Ninja World at 20% reduced travel as well as fire Repulsor Energy from their cannons at the targets. This energy, dealing 80 damage, counts as an S ranked attack and counts as a move per turn to use. Should a starship reach 50 health, Hyperdrives will be unable to be used. Should they reach 0 health, they will explode in a mid range A ranked explosion
Starfighters, as the name implies, are fighter starships that sacrifice defense and rapid speed for offense. Equipped with standard and stronger Repulsor Cannons, these ships can deal 100 damage per blast, counting as an S ranked attack. Starfighters have 25 speed but are able to fly across the skies, reaching unparalleled heights amongst any vehicle. They also have full Hyperdrives, allowing for Hypertravel. Much like other forms of space/time, these vehicles can travel across different landmarks and locations they have coordinates for. This allows the Mandalorian and up to 3 others to quickly navigate the Ninja World if they need to. Lastly, these Starfighters are able to deploy up to two Owl Squadron drones from the ship to assist it in battle. This does not cost a turn but abilities used by the Owls do.
Note: Can only be used by Mandalorians.
Note: While Mandalorians can have access outside of the required Specialty, this consumes two Tool slots on their bio. Only one vehicle can be obtained, either a Speeder or a Starfighter.
Note: Burst Traveling can be done four times per arc and once per battle, but prevents use of other functions during use. After use, it cannot be done for 4 turns.
Note: Hyper Travel can be done 5 times an arc, once every 4 turns. The user can only travel to locations he has already traveled to, unable to use this to go to places he has never been.
Note:
Can have either a Starship or a Droid, but never both.
With the opponent using his sand body yet again only to try and and disperse he fled back to the starship which attempted to take off. Alucard retracted his form.

I think not.

Alucard wouldnt let him leave, and as they entered the ship, Alucard raised his hand and created a gravtiy pull that affected the ship. Acting as a singularity for it alone, it pulled the ship helplessly towards Alucard. At this point, Liliths dragon was sent to intercept and smashed into the ship, destroying it entirely and dealing heavy damage to its.. cargo.

( Tensei Hōyō ) - Reincarnated Embrace
Rank: S-Rank
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using his Tenseigan, the user is able to use gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Comparative to Banso Tenin, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Tenseigan Bios.

Show me the true power of the Hachimon Tonkou or i will kill you myself, you little bitch.
As he spoke, he activated his chakra cloak

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: N/A
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on their collar, dark markings over their eyebrows and lower eyelids, and a single horn shaped like Kaguya's, extending from their forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user's strength is significantly increased, adding +40 damage to their Ninjutsu and Taijutsu techniques. Their speed is also enhanced, increasing it by four times their base.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 4 additional turns before using again.
Note: Can only be used by Otsutsuki Tenseigan wielders while the Tenseigan is active.
Note: If the Tenseigan is deactivated or reverted back to its Byakugan state then the mode is forcibly ended.
 
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With the opponent using his sand body yet again only to try and and disperse he fled back to the starship which attempted to take off. Alucard retracted his form.

I think not.

Alucard wouldnt let him leave, and as they entered the ship, Alucard raised his hand and created a gravtiy pull that affected the ship. Acting as a singularity for it alone, it pulled the ship helplessly towards Alucard. At this point, Liliths dragon was sent to intercept and smashed into the ship, destroying it entirely and dealing heavy damage to its.. cargo.

( Tensei Hōyō ) - Reincarnated Embrace
Rank: S-Rank
Type: Supplementary/Defense/Attack
Range: Short-Long
Chakra: 40
Damage: N/A
Description: Using his Tenseigan, the user is able to use gravitational abilities to pull something to them. The user will use his hands to focus the direction and the target his wishes to pull towards him. Comparative to Banso Tenin, this technique isn't an omnidirectional effect but rather a precise one. The user is able to pull anything he can perceive towards him. In certain uses, the user will be able to direct the pulled target as its being pulled into large arc-like movements, but will always end up pulling them towards him.
Note: Once used, takes 1 turn cool down to use gravitational related techniques again.
Note: Can only be used by Tenseigan Bios.

Show me the true power of the Hachimon Tonkou or i will kill you myself, you little bitch.
As he spoke, he activated his chakra cloak

( Tenseigan Chakura Mōdo ) - Reincarnation Eye Chakra Mode
Type: Mode
Rank: S
Range: N/A
Chakra: 40 ( -15 per turn )
Damage: N/A
Description: Tenseigan Chakra Mode is a heightened transformation unique to those who possess the Tenseigan. Upon activating this form the user gains a cyan-colored chakra shroud with six magatama markings on their collar, dark markings over their eyebrows and lower eyelids, and a single horn shaped like Kaguya's, extending from their forehead. The shroud constantly radiates flickering flames of chakra, and the user's clothing and hair continuously billow upwards. The user's strength is significantly increased, adding +40 damage to their Ninjutsu and Taijutsu techniques. Their speed is also enhanced, increasing it by four times their base.
Note: Can only be used twice per battle, each use lasting 6 turns. After using, the user must wait at least 4 additional turns before using again.
Note: Can only be used by Otsutsuki Tenseigan wielders while the Tenseigan is active.
Note: If the Tenseigan is deactivated or reverted back to its Byakugan state then the mode is forcibly ended.
As Albedo made it out of the starship unharmed (because why not?), he realized that his enemy was not going to let him leave that easily. "So be it" he thought to himself.

"How about this? We will fight one on one. That girl and her dragons stay out of it". As he spoke these words, he activated the seventh gate and prepared to fight to the death.


(Hachimon) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns

  • ( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage per turn.
  • ( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x User suffers -10 damage.
  • ( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
  • ( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
  • ( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
  • ( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
  • ( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
  • ( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

Speed Stats: 8x7 = 56
Tracking Stats: 12x5.5 = 66
Remaining Chakra: 1335
Remaining Health: 145 - 40 = 105
 
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As Albedo made it out of the starship unharmed (because why not?), he realized that his enemy was not going to let him leave that easily. "So be it" he thought to himself.

"How about this? We will fight one on one. That girl and her dragons stay out of it". As he spoke these words, he activated the seventh gate and prepared to fight to the death.


(Hachimon) The Eight Inner Gates
Type: Mode
Rank: Forbidden
Range: Short
Chakra: N/A
Damage: N/A
Description: The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body. The user opens the gates in sequence, up to the desired gate to achieve its effects. Opening the gates is a fast process and can be done in mere moments up to the 7th gate. When one initially opens up to a given EIG, that opening lasts up to 4 turns. After completing training, users are capable of opening up to the 5th Gate passively. Opening additional gates after initial activation adds 2 turns per activation. However, there is an exception; opening the last and 8th gate can only lasts for 3 turns

  • ( Kaimon ) - The Gate of Opening: The user activates The Gate of Opening or First Gate, which is located in the brain. This gate removes the restraints of the brain on the muscles so he can begin to access 100% of their strength. Unlocking this gate allows the user to use the Front Lotus. This gate adds +5 damage to Taijutsu and the user becomes 1.5x faster. User suffers -5 damage per turn.
  • ( Kyūmon ) - The Gate of Healing: The user activates the Gate of Healing or 2nd Gate (also named Rest Gate) which is located in the brain. Forcibly increases one's physical strength and temporarily re-energizes the body. This gate adds +10 damage to Taijutsu and the user becomes 2x User suffers -10 damage.
  • ( Seimon ) - The Gate of Life: The user activates the Gate of Life or 3rd Gate which is located in the Spinal cord. The increased blood flow turns the skin red. Allows the user to use Hidden Lotus. This gate adds +15 damage to Taijutsu and the user becomes 2.5x faster. User suffers -15 damage.
  • ( Shōmon ) - The Gate of Pain: The user activates the Gate of Pain or 4th Gate (also named Wound Gate) which is located in the Spinal cord, lower than the Seimon. Increases the user's strength and speed. May cause muscle tissue to begin to tear on use. This gate adds +20 damage to Taijutsu and the user becomes 3x faster. User suffers -15 damage.
  • ( Tomon ) - The Gate of Limit: The user activates the Gate of Limit or 5th gate, which is located in the abdomen. Increases the user's speed and power. This gate adds +30 damage to Taijutsu and the user becomes 3.5x faster. User suffers -15 damage.
  • ( Keimon ) - Gate of View: The user activates the Gate of View or 6th Gate, located in the stomach. Increases the user's speed and power. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user. Allows the user to perform the Morning Peacock. This gate adds +40 damage to Taijutsu and the user becomes 4x faster. User suffers -25 damage.
  • ( Kyōmon ) - The Gate of Wonder: The user activates the Gate of Wonder or 7th Gate which is located below the stomach. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. However, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds after exiting this gate, causing intense pain if anything or anyone touches him. Allows the user to perform the Daytime Tiger. This gate adds +60 damage to Taijutsu and the user becomes 7x faster. User suffers -40 damage.
  • ( Shimon ) - The Gate of Death: The user activates the Gate of Death or 8th Gate, located at the heart, requiring the user to puncture their chest just above the heart in order to open it, enabling the user to achieve what is described as The Eight Gates Released Formation" ( Hachimon Tonkō no Jin ). Opening this gate will cause the user's blood to emanate a flaming aura of red steam, the so-called Steam of Blood ( Chi no Jōki ) from all pores of their body, hair, and eyebrows. Releasing this gate uses up all of the body's energy while making the heart pump at maximum power. Exceeding the power of every other gate, the user is temporarily granted power far exceeding their normal power, far beyond that of the five Kage. Once activated, those who are capable can perform the Evening Elephant and the Night Guy. The side effect of opening this gate is that it comes at the expense of the user's life, causing the user to crumble to ash after their chakra runs out, having virtually cooked themselves from the inside-out. This is unlike opening the other gates, which simply injure or damage the body. This gate adds +120 damage to Taijutsu and the user becomes 8x faster and allows the user to warp space with his Taijutsu and its speed.
Note: The EIG users can only open the gates twice per fight, meaning that if he allows the EIG opening to time out, he can only open the EIGs once more during the match.
Note: Starting with the fifth gate, EIG users begin to feel the side effects of each gate as they time out.
Note: The user cannot use other self powering techniques (such as custom variations of Lightning Armor, Sage Mode, etc) while he has EIG opened
Note: After use of the 8th Gate, the user will pass away.

Speed Stats: 8x7 = 56
Tracking Stats: 12x5.5 = 66
Remaining Chakra: 1335
Remaining Health: 145 - 40 = 105
Alucard looked at the seventh gate opening as he had flung the starship back to the ground, crashing it in the process. There was no escape for this opponent.

Why.. Can't handle a child? Pft, i don't need any help taking you down.
With that being said, Alucard rushed towards the opponent in speeds they could not comprehend. As he closed the gap, their speed would also decrease thanks to his speed resistance specialty, making him faster than the opponent even if they used the Eight inner gates. As he flung around the opponent, he unleashed his sword and performed a large slashing manouver, aiming to decapitate the opponent. The ferocity and speed of the strike would leave it dealing critical damage too as the opponent wouldn't be aware of his movements.

(Kumo-Ryū Mikazuki Kiri) - Cloud-Style Crescent Moon Beheading
Rank: A
Type: Offensive
Range: Short
Chakra cost: N/A
Damage points: 60 + 60 = 120 x 2 = 240
Description: The user utilizes a large extent of their physical capabilities to swing their sword in a single large arc, which occurs with such ferocious velocity that the technique can be employed in situations where only a very limited time to react is available. The swing can be used to counter attacks from multiple opponents simultaneously. The technique receives its name due to the entire movement being reminiscent of a crescent moon.

Speed: 16x4 = 64
Tracking: 10x9 = 90
 
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