[CC] Re-Doing this Mandalore Shiz Again >_>

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,918
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Gotcha

Mandalorian Smackdown (Mandalorian Ekisaitingupuroresu)
Rank: S
Type: Attack
Range: short
Chakra cost: 0
Damage: 80
Description: Using the increased speed and power his armor grants him the user comes under the opponant and elbows him on the place thats below his chin sending the opponant flying into the air. Then as the opponant is unable to move in air the user jumps behind him and kicks him in his back multiple times sending him even more to the sky finnaly the user jumps again and punches the opponant into the ground. Making a 15 hit attack.
*Can only be used by Mandalorian Champions and above rank
*can only be used once per battle
* Created by Rain Of Hell

So pretty much, this technique is used to deliver a crushing blow to the enemy by using the armor-given speed and strength to unleashing a barrage of Taijutsu -based attacks. First, is the elbow uppercut, followed by a combo of 13 kicks and finished with a punch that sends the opponent crashing into the ground.
(Mandalorian Senpai Yoroi : Seijin Tomo kouyou) - Elder Mandalorian Armor : The Sage of All Elements
Rank : S
Type : Supplementary
Range : Self
Chakra cost : 40 (+15 each turn active)
Damage points : N/A
Description : By focusing a great amount of a specif chakra within the user's armor (depends on the element's nature) , the user gains the ability to become a legend in this specific elements, meaning the user gets a pass to the master of this specific element which is the ability of using any technique of this specific element with the usage of one single handseal, being able to perform it faster than the normal shinobi and addition abilities which depends on the user's rank within the Mandalorian clan. Once the user channels his chakra within his armor, his armor gets the color of the specific element and when activating two elements at the same time the color of the armor becomes a combination of the two specific elements.
Fire Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +5 damage to every fire technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below fire techniques in addition to gaining +10 damage to every fire technique he uses

Water Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any water technique without water source
Mandalorian Master : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use any water technique without a water source and he gains +5 damage to all water techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use all water techniques without a water source and he gains +10 damage to all water techniques

Earth Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground
Mandalorian Master : In addition to the basic abilities he gets, He can break through B rank and below earth techniques with sheer earth chakra through the hands
Mandalorian Hunter : In addition to the basic abilities he gets, any earth technique without having to be in contact with the ground and he gains +10 damage to all earth techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use any earth technique without having to be in contact with the ground he gains +20 damage to all earth techniques

Lightning Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques
Mandalorian Master : In addition to the basic abilities he gets, he becomes immune to C-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +5 damage to every lightning technique he uses
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes immune to B-rank and below lightning techniques in addition to gaining +10 damage to every lightning technique he uses

Wind Element:

Mandalorian Champion : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang
Mandalorian Master : In addition to the basic abilities he gets,he becomes able to use wind techniques that requires a fang without the fang in addition to +5 damage to wind techniques
Mandalorian Hunter : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Mandalore/CIC Mandalore : In addition to the basic abilities he gets, he becomes able to use wind techniques that requires a fang without the fang in addition to +10 damage to wind techniques
Note : The user can only activate two elements a time
Note : The activation of an element can only be used once per battle
Note : The user cannot activate two elements that possess elemental weakness at the same time, meaning no water and earth at the same time, no fire and water at the same time etc...
Note : Cannot be used unless having a special permission from the General Mandalore and CIC Mandalore
Each Elemental Armor can last a max of 2 turns, With a 3 turn cool down period and can only use each elemental armor Twice pr battle

You've stuck with the clan to unlock one of it's most powerful/oldie customs. Pretend I was the one learning this, and explain to me how this jutsu works. I want to mix it up a bit.
 

Yanks

Active member
Legendary
Joined
Jun 20, 2013
Messages
11,787
Kin
5💸
Kumi
0💴
Trait Points
0⚔️
Awards
This is a neat boosting technique if I don't say so myself. The sole purpose of this jutsu is to grant the user elemental abilities in regards to mastering a specific element or in other words, treating it like a specialty. Of course this only applies to the basic five, but the level of power and immunities given entirely depend on the individual's rank in the clan — you need to be Champion and above to use this technique freely. However, there are some limitations. You can only activate two elements at a time and one cannot be weaker than the other (i.e. water and fire). In addition, the elemental upgrade only lasts for two turns, requires a cool down time of three turns and each variation of the technique can only be activated twice per battle.

Any questions?
 

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,918
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
This is a neat boosting technique if I don't say so myself. The sole purpose of this jutsu is to grant the user elemental abilities in regards to mastering a specific element or in other words, treating it like a specialty. Of course this only applies to the basic five, but the level of power and immunities given entirely depend on the individual's rank in the clan — you need to be Champion and above to use this technique freely. However, there are some limitations. You can only activate two elements at a time and one cannot be weaker than the other (i.e. water and fire). In addition, the elemental upgrade only lasts for two turns, requires a cool down time of three turns and each variation of the technique can only be activated twice per battle.

Any questions?
Not bad. You know your stuff. Consider yourself a general for this jutsu btw. Break it down for me t-t


Type: Supplementary
Rank: Forbidden
Range: N/A
Chakra: 50
Damage: N/A
Description: Every Mandalorian's armor works in such harmony with its user's body and chakra system that it is often times referred to as a second skin. Realizing the unique way that the armor worked with their bodies and chakra system, the Mandalore developed a technology to cause the armor to disrupt this balance as a means to temporarily increase their combat capabilities, heightening them to a frightening degree. At the anterior base of each Mandalore's helmet there is a slot for a chip to be inserted. This space serves as a means for a Mandalore to temporarily completely rewrite the way that their armor utilizes and expends their chakra, though upsetting the armor's delicate relationship with their chakra system is obviously a dangerous prospect.

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

Helmet

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

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

Body Armor

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

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

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

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

 

Yanks

Active member
Legendary
Joined
Jun 20, 2013
Messages
11,787
Kin
5💸
Kumi
0💴
Trait Points
0⚔️
Awards
Neat

So for this technique, the main purpose is to increase your armor's technological capabilities in regards to your strength, speed, sensing and vision. The way that it's activated is by a chip which can be inserted (and removed) into the user's armor at will. Depending on the individual's rank in the clan, the least amount of abilities that can be activated is one, while the most amount is all 4 — which is reserved for Mandalore of course. As cool as this upgrade sounds, it can lead to negative side effects as it disrupts the balance between the armor and the user. Besides the fact that you'd need more chakra to use things, when the chip is deactivated, you won't be able to use any of your armor's active abilities anymore (well, until your next battle or NW event) — As such, it's important to use it when absolutely needed.
 

Penguin

Active member
Supreme
Joined
Feb 15, 2013
Messages
29,918
Kin
0💸
Kumi
0💴
Trait Points
0⚔️
Awards
Neat

So for this technique, the main purpose is to increase your armor's technological capabilities in regards to your strength, speed, sensing and vision. The way that it's activated is by a chip which can be inserted (and removed) into the user's armor at will. Depending on the individual's rank in the clan, the least amount of abilities that can be activated is one, while the most amount is all 4 — which is reserved for Mandalore of course. As cool as this upgrade sounds, it can lead to negative side effects as it disrupts the balance between the armor and the user. Besides the fact that you'd need more chakra to use things, when the chip is deactivated, you won't be able to use any of your armor's active abilities anymore (well, until your next battle or NW event) — As such, it's important to use it when absolutely needed.
Boom, you are done t-t
 
Top