Penguin vs Teno

Penguin

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Official fight for the Mandalorian Clan.
Insults of any kind (whether it's VMs or in this thread) will cause the person to lose automatically
Five day reply limit
A river five meters to my right and your left that is five meters wide would run throughout the grassy plains we fight on
All out
No quoting limit. No party should be punished for quoting legitimate mistakes

I will be using Ashitaka Emishi in the approved biography section.

Post your bio and then I will make a move. Posting after me shows you accept the rules stated above.
 

BusinessManTeno

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Hakumen Mandalore.
If the one in my bio is declined the updated one is in the approved section.

I agree to all said rules
 

Penguin

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

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

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

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




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






Ashitaka found his way into the grassy plains, with his Akatsuki robe draped over his armor. The leader of the Mandalorian clan was going to have a word with one of his generals, Hakumen. The General wanted a meeting with Ashitaka. Who knew what would come of this endeavor?

Hakumen, why do you call me here alone? It's no secret for your dislike of my leadership of the clan.

As Ashitaka said this, he silently put his hands together under the hood of his Akatsuki robe in a stealthy fashion, not wanting to tip off Hakumen. Ashitaka's water chakra was being exerted into the air. Due to this, if any outbreak of fighting were to occur, his water techniques would have a distinct advantage compared to other elements.


Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source

 

BusinessManTeno

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

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

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

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




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






Ashitaka found his way into the grassy plains, with his Akatsuki robe draped over his armor. The leader of the Mandalorian clan was going to have a word with one of his generals, Hakumen. The General wanted a meeting with Ashitaka. Who knew what would come of this endeavor?

Hakumen, why do you call me here alone? It's no secret for your dislike of my leadership of the clan.

As Ashitaka said this, he silently put his hands together under the hood of his Akatsuki robe in a stealthy fashion, not wanting to tip off Hakumen. Ashitaka's water chakra was being exerted into the air. Due to this, if any outbreak of fighting were to occur, his water techniques would have a distinct advantage compared to other elements.


Rank: Forbidden
Type: Supplementary
Range: Short-Mid
Chakra Cost: 80
Damage : (15 damage per turn )
Description: The user puts their hands together as if they were praying but is actually releasing large amounts of water chakra into the water molecules in the air so that now all fire attacks lose -15, sand is reduced to mud, lightning used becomes instantly conducted and all water or elements containing water gain +15
Note: can only be taught by Axle
Note: lasts 5 turns
Note: can only be used once per battle
Note: after this technique is done the user can't user any A-rank and above water jutsus for 3 turns
Note: can be used as a water source




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Hakumen standing on a huge rock as he saw the person he invited onto the battle field. As he suspected, the guy was indeed part of the akautski. Though, to say he simply want the reign of leadership in his hands simply cause of the guy being an akautski member would be a lie. Getting off of the rock, standing mid range from the head clansmen.

Your deeds as an akautski member. That is not one that should be the leader of such a refine clan. We soil our hands with the blood of sinners...

As Hakumen said this, he paused for a brief moment, standing completely still before he touched his forhead letting out a brief sigh.

But some things have to be done behind the scenes for the greater good. This is a judgement call I made myself, and will live with the outcome..

As Hakumen said this, his chakra slowly began to spike up, moments later in a swift motion, his chakra emitted from his body. It was so powerful that birds in the nearest trees fled away while activating his armor all the while, ignoring the chakra that surrounds him..

You are no fit to be a King among such a kingdom.. Im here to take that crown, and strike you down with my own hands. Such sin im willing to commit for the greater good! Lets Go!

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S A
Range: Short - Long
Chakra: 5 - 40 30
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever


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

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

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

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

 

Penguin

Legendary Shinobi 🐸
Supreme
Joined
Feb 15, 2013
Messages
29,918
Reaction score
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You must be registered for see images
Hakumen standing on a huge rock as he saw the person he invited onto the battle field. As he suspected, the guy was indeed part of the akautski. Though, to say he simply want the reign of leadership in his hands simply cause of the guy being an akautski member would be a lie. Getting off of the rock, standing mid range from the head clansmen.

Your deeds as an akautski member. That is not one that should be the leader of such a refine clan. We soil our hands with the blood of sinners...

As Hakumen said this, he paused for a brief moment, standing completely still before he touched his forhead letting out a brief sigh.

But some things have to be done behind the scenes for the greater good. This is a judgement call I made myself, and will live with the outcome..

As Hakumen said this, his chakra slowly began to spike up, moments later in a swift motion, his chakra emitted from his body. It was so powerful that birds in the nearest trees fled away while activating his armor all the while, ignoring the chakra that surrounds him..

You are no fit to be a King among such a kingdom.. Im here to take that crown, and strike you down with my own hands. Such sin im willing to commit for the greater good! Lets Go!

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S A
Range: Short - Long
Chakra: 5 - 40 30
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever


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

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

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

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


Live with the outcome...

Ashitaka felt Hakumen's pressure. His body was heavier, and the bloodlust was there. This man had some powerful chakra indeed. Did it scare Ashitaka? Not in the slightest, impressive as it was.

I will make you understand my ways, my ignorant Mandalore General.

Instantly, Ashitaka activated Ceto's Consuming Curse; a spellbinding water technique that Lancer had gifted the young Mandalore in his time with Kirigakure. Ashitaka performed three hand seals, then held the tiger hand seal, causing the water to his right to form into a gigantic penguin the size of a great stone golem holding a war hammer proportionate to it's size. The penguin, covered in a viel of mist (from Davy and Ceto), slams it's warhammer down on Hakumen, crushing him with great force, flattening him like a pancake.


Show
Type: Offensive/Defensive
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 to sustain)
Damage: 80 (+15) (-20 to opponent's jutsu [Ceto]) (immunity to F-rank elements weak to water / S-rank elements neutral to water / A-rank elements strong to water [Davy])
Description:
After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.
Note: Can only be used by bios with a primary water specialty




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

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




Type: Supplementary/Defense
Rank: A (S-rank)
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user will focus their water chakra into their water based techniques, creating a veil of mist around the water techniques. The creation of the veil can be created within the same time-frame the attack is sent by simply performing an extra hand seal during performance. The veil over the body of water is thin, so the user can still keep relatively easy visual on the opponent and the mist is easily noticeable by regular eyes. This mist has absorption abilities (similar to grudge rain), but not of chakra, it absorbs the specific traits of elements within the mist, and from their since the mist is closely in contact with the water technique, it will in a way 'transfer' these traits onto the water technique. When the users water technique clashes with fire, the mist will absorb the heat, transfer it to the water technique, from there the water becomes scolding hot to touch. Lightning has more potential to conduct through water without it overpowering it. Wind element can sharpen the water, making it similar to Water Release: Severing Wave. This transfer will only work on techniques A-Rank and below (S-Rank and below for Fire and other elements weak to Suiton ; B-Rank and below for elements strong to Suiton). This way the original water technique will not be weakened, and retain the fullest of capabilities. Due to the mist veil being A-Rank, and have specific chakra harboring. This technique works under logical elements, not all elements will be able to cope with this, such as, solid earth, most water, wood, steel, etc. Solid elements that might have a chance to be absorbed (lava, mud, etc), after absorption will exist as material devoid of chakra. Elements that do not reciprocate with the technique at all, will not be effected, and clash with the original technique without resistance. This also means the abilities absorbed, and transfer will grant the water logical traits in correspond with the element it touches. This technique allows infusion to be done on streams, projectiles, humanoids, self-sustaining techs, etc. As well as able to use with the variants of Water Release such as sticky water and mist. Use of this technique does not manipulate elemental strength and weakness, but simply gives it special traits. After the mist does its job, it disperses, it will remain dormant around the technique until interaction with an element.

Note: Can only absorb and transfer elements that work logically (KG and CE alike)
Note: Can not be used on KG/CE water based elements
Note: Can only be used three times per battle
Note: Cannot be used on Forbidden Rank Techniques

 
Last edited:

BusinessManTeno

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Look at the very first jutsu you did.. It says you cant use any A rank or above water jutsu for 3 turns.. You just did an S rank water jutsu... :|




As Hakumen body stood stiff, listening to the words of his opponent. He didnt say a word. He thought it was time for his actions to take place. He then begins to see you do several handseals causing a huge thing of water begin to form. Hakumen didnt want to wait, so he quickly slammed his hands on the ground causing the ground to quickly go in the ground 2 meters, then sky rocket into the air with you and the water penguin (lel) above it. This was meant to give it momentum, to not only will it restrict you from moving but the force from it sky rocketing up from below you right as you lose footing, would be enough to break several bones in the body. This of course would disperse the water penguin too. :| Hakumen did it so the earth was 5x5 meter pillar and went up to 100 meters into the sky

(Doton: Daichidōkaku) - Earth Release: Great Moving Earth Core
Rank: S
Type: Defensive/Supplementary
Range: Short - Long
Chakra Cost: 40
Damage Points: N/A
Description: This technique grants the user the ability to freely lower or raise the terrain within a specific area surrounding them, in a similar manner to its parent technique, albeit on a much larger scale. The user will slam his hands on the ground which he can then lower or raise the ground up to 100 meters in a large section. The rise will be fast enough to pin enemies to the ground, restricting their movements as they struggle to get up and the drop will be fast enough to leave almost all enemies without a footing (albeit not airborne). Because of the large chakra needed to alter such a large area of the terrain, the user will be able to use it only a limited number of times.
Note: Can only be used twice.

As Hakumen did this, he quickly stomp his feet on the ground, causing the ground from beneath you to spring in a sideways motion, causing you to spring upwards towards the direction of the river, making it that, you would not only be over water, but you would land on water once you reach the ground.

(yochi haru) Earth Spring
Show
Rank-A
Range-Short-Long
Type-Defensive/Supplementary
Cost-30
Damage-N/A
Description-
The user manipulates the earth with his chakra beneath him or his opponent by stomping, sending his chakra through the ground causing the ground to spring up(like a catapult) ,causing who ever the justu is used on to be propelled rapidly through the air in the direction of the users choice.

*Can Only Be Used Three times*
*Can Only Be Taught By Icemyster*

The moment Hakumen does this, he already begins dashing to the river himself, now being on the river, but right before he comes to a halt, he channels sound chakra into his hands while right after, clapping them together, causing a loud cymbal sound to resonate throughout the whole battle field, causing slight pain to you, with your ears bleeding, while rendering you immobile as you fall through the sky with hakumen now on the river, awaiting your move.

( Ototon: Midasu no koe ) Sound Release: The voice of Midas
Rank: A
Type: Offensive
Range: Short - Long
Chakra Cost: 30
Damage Points: N/A
Description: The user charges sound chakra into each of their hands and slams them together, creating a sound similar to two heavy golden cymbals crashing together. As the hands slam together, it releases a high pitched, high frequency sound wave, resonating in the enemies ear, and causing muscle paralysis upon hearing it. As the loud sound happens, it creates an echoing amongst the field, trapping any who hear it under paralysis, causing slight pain to them, causing their ear drums to bleed. Paralysis lasts one turn but the user cannot use any other sound techniques for 2 turns after using it.
 

Penguin

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As agreed on skype, you misread the restriction. It says when the jutsu ends, not after it's activated.

Also, you are abusing that earth technique from your wording. In no way can that jutsu damage someone to a degree worth mentioning (maybe some scrapes or a bruise), especially to the degree you specified. I would advise against things like that for future references in this fight.

Also, since you didn't do anything to "attack" the water, only opting to break the hand seal I was forming, Ceto and Davy are still active in that water from before.




As Ashitaka held the hand seal, manipulating the river to form into a gigantic penguin coated in two viel's of chakra sapping mist, Hakumen would slam his hands onto the ground. Before he could physically react, Ashitaka already knew what element Hakumen favored, and slamming his hands like that on the ground all but assured him that an earth jutsu was incoming. Immediately after the note, Ashitaka lost his footing and began to fall backwards. As Ashitaka was falling down, he injected chakra into Hakumen's brain, disrupting his flow of chakra, ceasing the technique before it would travel upwards due to Hakumen being unable to sustain the jutsu. Immediately as the genjutsu is induced, the snakes would begin to crawl all over Hakumen, starting with his arms that were connected to the ground as well as his legs. They would begin to crush and constrict the Mandalorian general, keeping him right where he was, making sure not inflicting enough pain from the snakes grip to break the genjutsu.

While Hakumen was put under the illusion, Ashitaka got back up and went on the offensive, continuing with his previous action by injecting his chakra into the mass of falling water (still covered in the viels of mist) via the tiger hand seal. However, instead of keeping one solid shape, Ashitaka willed the water to form into hundreds of swords that had one objective; impaling the Mandalorian General with haste!


Rank: B
Type: Offensive, Supplementary
Range: Short-Mid
Chakra Cost: 20
Damage points: 40
Description: The user puts the opponent into a genjutsu which has snakes appear beneath the opponent to constrict them and with the users command, they crush the opponent. In reality, the opponent is immobilized and takes damage due to the stress on his mind.




Type: Offensive/Defensive
Rank: S Rank
Range: Short-Long
Chakra: 40 (-10 to sustain)
Damage: 80 (+15 from molecules) (-20 to opponent's jutsu from ceto) (immunity to F-rank elements weak to water / S-rank elements neutral to water / A-rank elements strong to water Davy)
Description:
After performing the Dragon → Tiger handseals, this technique will summon a large amount of water near the user that will then be used to strike at the opponent in several versatile ways. Shizuku has been known to transform it into a dragon with a gaping mouth to attack though the user can shape it in any way he needs for his intended purpose. The water used will be stationary till it is sent offensively toward the opponent and as long as the user fuels it and the technique isn't fully negated, the Tiger handseal can be sustained and the water manipulated and used. The technique can also be used from nearby water sources, including low rank water techniques, for the same effect. Due to the immense control needed, the technique is considered a highly advanced use of water release, requiring the user to possess a primary water specialty to use.
Note: Can only be used by bios with a primary water specialty

 
Last edited:

BusinessManTeno

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There is two things wrong with your move.. or one.. But not in the mood to argue, much less bring it up here. By that way, Hakumen specialty is water, not earth. Thats Asch.. :|





As Hakumen slams his hands on the ground, he takes notice to snakes crawling up his body starting from his arms. When exactly did his opponent form blood, or do handseals to create such summons. But of course the most obvious reason hakumen knew this was because he could see the disruption in chakra due to his helmet sensing. Without much effort, he exerting a large amount of chakra from his body that once again reached up to long range. This is similar to what he used at the start of battle but not that powerful.

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever

Such illusions wont work on me. Foolish of you to even try.

As Hakumen says this, he notices the water beside his opponent began to take on several or rather hundreds of sword shapes made of water. Hakumen didnt even wait for the full assault, before he channels chakra into his opponents mind inducing his opponent into a genjutsu causing the fueling of chakra into his water to no longer be there causing the water technique to disperse. The opponent will see earth cords constrict around their legs causing major pressure and damage to the opponents mind mentally as the process is taking place

(Genjutsu: kinaga uxe-to)Illusion: Lying in wait
Show
Type: supplementary / Offensive
Rage: Short - Mid
Rank: S
Damage: 40
Chakra: 80
Description: the user places the opponent in an illusion where they witness no change of any sort, at the users will the opponent will then see earth cords constrict their feet if they are standing still. and if they are in motion they think the muscles in their legs contract forcibly causing them to capsize and then earth cords constrict them. the effects of this jutsu can be activated turns after the opponent has been placed in the illusion.

Note: this jutsu's effects must be used two turns after the casting of the illusion or it wears off altogether.
Note: can only be used once per battle
Note: Further Genjutsu or Lightning/Fire techniques cannot be used by the user during the two turns of the Genjutsu
Note: can only be taught by Iseris...

Soon as this happens, Hakumen branch several handseals while causing large tentacles to protrude from the ground 10 meters high around you wrapped with two doused in sticky water. Hakumen made sure to cause the two tentacles wrapped in sticky syrup to wrap around you in haste while the rest of the cork tentacles coming from above you, landing on your position to impale your whole body

(Koruton/Suiton: Koushin Betashibu ) - Cork/Water Release: Rise of the Sticky Branch
Show
Rank: A
Type: Supplementary/Attack/Defence
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing a set of three handseals the user pools his Cork chakra into the ground and creates a large amount of branch/tentacle-like apendages of cork to rise from the ground and swarm around. Large enough to wrap and entangle even a large summon or crush opponents; the ends are made sharp enough to pierce flesh with enough force behind them. The technique can he used either to defend by creating a wall formation with them, attack, or distract. If wanted, the user can further empower the technique by casting a handseal, causing sticky liquid to ooze out of the cork pres and basically attach to anything that comes into contact with the cork, and this can be activated as the techniques is growing. Sticking to people and suffocating them with the excessive sticky 'syrup'.
✖ Can only be used thrice per battle.
 

Penguin

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There is two things wrong with your move.. or one.. But not in the mood to argue, much less bring it up here. By that way, Hakumen specialty is water, not earth. Thats Asch.. :|





As Hakumen slams his hands on the ground, he takes notice to snakes crawling up his body starting from his arms. When exactly did his opponent form blood, or do handseals to create such summons. But of course the most obvious reason hakumen knew this was because he could see the disruption in chakra due to his helmet sensing. Without much effort, he exerting a large amount of chakra from his body that once again reached up to long range. This is similar to what he used at the start of battle but not that powerful.

(Ninjutsu: oshi kokuou) Ninja Art: Pressure Of A King
Type: Supplementary
Rank: E - S
Range: Short - Long
Chakra: 5 - 40
Damage: N/a
Description: This technique is used as another form of intimidation, by showcasing the amount of chakra the user currently wields/posses. The user will exert chakra from all over their body releasing their chakra causing it to take on a transparent hue but visible to the eye. Resembling a distortion in the air. This chakra due to it being very powerful becomes very dense, meaning others though its not offensive, can feel it. As if their body got slightly heavier then normal. Depending on how much chakra is released, depends on how far the chakra can be felt from a distance.

Note: This jutsu is mainly for rping purposes but the effects of S rank can stun a chounin and genin
Note: The S rank can only be used twice
Note: A-S rank reaches up to long range C-B reaches up to mid range E-D Short range
Note: This is offensive in no way at all. This jutsu though it makes the opponent feel slightly heavier its for cosmetic purposes and does not effect the speed what so ever

Such illusions wont work on me. Foolish of you to even try.

As Hakumen says this, he notices the water beside his opponent began to take on several or rather hundreds of sword shapes made of water. Hakumen didnt even wait for the full assault, before he channels chakra into his opponents mind inducing his opponent into a genjutsu causing the fueling of chakra into his water to no longer be there causing the water technique to disperse. The opponent will see earth cords constrict around their legs causing major pressure and damage to the opponents mind mentally as the process is taking place

(Genjutsu: kinaga uxe-to)Illusion: Lying in wait
Show
Type: supplementary / Offensive
Rage: Short - Mid
Rank: S
Damage: 40
Chakra: 80
Description: the user places the opponent in an illusion where they witness no change of any sort, at the users will the opponent will then see earth cords constrict their feet if they are standing still. and if they are in motion they think the muscles in their legs contract forcibly causing them to capsize and then earth cords constrict them. the effects of this jutsu can be activated turns after the opponent has been placed in the illusion.

Note: this jutsu's effects must be used two turns after the casting of the illusion or it wears off altogether.
Note: can only be used once per battle
Note: Further Genjutsu or Lightning/Fire techniques cannot be used by the user during the two turns of the Genjutsu
Note: can only be taught by Iseris...

Soon as this happens, Hakumen branch several handseals while causing large tentacles to protrude from the ground 10 meters high around you wrapped with two doused in sticky water. Hakumen made sure to cause the two tentacles wrapped in sticky syrup to wrap around you in haste while the rest of the cork tentacles coming from above you, landing on your position to impale your whole body

(Koruton/Suiton: Koushin Betashibu ) - Cork/Water Release: Rise of the Sticky Branch
Show
Rank: A
Type: Supplementary/Attack/Defence
Range: Short-Long
Chakra: 30
Damage: 60
Description: After performing a set of three handseals the user pools his Cork chakra into the ground and creates a large amount of branch/tentacle-like apendages of cork to rise from the ground and swarm around. Large enough to wrap and entangle even a large summon or crush opponents; the ends are made sharp enough to pierce flesh with enough force behind them. The technique can he used either to defend by creating a wall formation with them, attack, or distract. If wanted, the user can further empower the technique by casting a handseal, causing sticky liquid to ooze out of the cork pres and basically attach to anything that comes into contact with the cork, and this can be activated as the techniques is growing. Sticking to people and suffocating them with the excessive sticky 'syrup'.
✖ Can only be used thrice per battle.

Need to check something with you.
 

ZandaT

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Teno's poor wording and lack of jutsu rank clarification when performing said jutsu has crippled him in this instance.

Without much effort, he exerting a large amount of chakra from his body that once again reached up to long range. This is similar to what he used at the start of battle but not that powerful.

Last time you used the jutsu it was at A rank, so the bold would imply that you used B rank instead if anything but then the red part implies that you wanted to use the S or A rank version overall. Since you didn't clarify in the jutsu when using it, judging between the red and bolded, one can say at most you use the technique at A rank again which is not enough to break the B ranked gen.

Since its a wording mishap Penguin you should give him another chance, but it is up to you.
 

Penguin

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Teno's poor wording and lack of jutsu rank clarification when performing said jutsu has crippled him in this instance.



Last time you used the jutsu it was at A rank, so the bold would imply that you used B rank instead if anything but then the red part implies that you wanted to use the S or A rank version overall. Since you didn't clarify in the jutsu when using it, judging between the red and bolded, one can say at most you use the technique at A rank again which is not enough to break the B ranked gen.

Since its a wording mishap Penguin you should give him another chance, but it is up to you.

I should, but I mean, being the savage that I am; not a chance. I am not the kind of person to let my opponent re-try after I kill him once.



Thanks for the fight!
 
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