₪ The Art Collection ₪

Rust

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Earth Release
(Doton: Hokori Koeda no Jutsu) - Earth Release: Dust Spray Technique
(Doton: Numachi Kengen no Jutsu) - Earth Release: Swamp Manifestation Technique
(Doton: Iwa no Ryūiki) - Earth Release: Earth River Basin
(Doton: Fūjikomeru Ori no Jutsu) - Earth Release: Containment Cell Technique
(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
(Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
(Doton: Doro Meisai no Jutsu) - Earth Release: Mud Camoflauge Technique
(Doton: Tsuchi Uirusu no Jutsu) - Earth Release: Earth Virus Technique
Lightning Release
1.
Ninjutsu
(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Clay
Storm Release
Algae Release
Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
(Sōruiton ♦ Mede~Yūsa) – Algae Release ♦ Medusa
(Sōruiton ♦ Hōshi Hōdan) – Algae Release ♦ Spore Cannon
(Sōruiton ♦ Ewa ) – Algae Release ♦ Eywa
(Sōruiton ♦ Sentorī) – Algae Release ♦ Sentinel
(Sōruiton ♦ ) – Algae Release ♦ Synchronisation
Cyborg
9. (Uindorēsā X650) - Wind Racer X650
10. (Kuraudojanpā GX 1060) - Cloud Jumper GX 1060
11. (Orakuru RX-541) - Oracle RX-541
12. (Nerozurīchi) - Nero's Reach

Kumi Accounting
Starting base: 1000 Kumi
- Received 1k from Imperfect
-Bought Cyborg

 
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Rust

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Earth Release

(Doton: Hokori Koeda no Jutsu) - Earth Release: Dust Spray Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 20
Damage points: (-15 due to minor damage from technique)
Description: By moulding their earth natured chakra into their mouth the user has shown to release a heavy dust - like spray at the Target. This technique will temporarily blind the target and afflict small wounds to the targets skin.
(Doton: Numachi Kengen no Jutsu) - Earth Release: Swamp Manifestation Technique
Rank: C
Type: Supplementary
Range: Short - Mid
Chakra cost: 15
Damage points: N/A
Description: The user makes the ram hand seal and then releases from their mouth the same substance that creates the swamp of the underworld but on a much smaller scale and they can use this to restrain their targets movements as it weights down on their body.
(Doton: Iwa no Ryūiki) - Earth Release: Earth River Basin
Rank: B
Type: Supplementary
Range: Short - Long
Chakra cost: 20
Damage points: N/A
Description: The user will make a set of three hand seals and then create a section of earth to split open and form a river bed in which can be made to flow anywhere. This technique is primarily used to defend against opponents water techniques and re-direct their flow to the users desired location.
(Doton: Fūjikomeru Ori no Jutsu) - Earth Release: Containment Cell Technique
Rank: B
Type: Supplementary
Range: Short - Mid
Chakra cost: 25
Damage points: N/A
Description: User infuses the ground beneath the target with his chakra. The farther away that target is, the more charge time is needed. After charging, the ground forms into a ball around the target, trapping them.
(Doton: Idō Tsuchi no Jutsu) - Earth Release: Shifting Earth Technique
Rank: B
Type: Supplementart
Range: Short - Mid
Chakra cost: 20
Damage points: N/A
Description: When performing this jutsu the shinobi places his/her hands on the ground and causes it to move rapidly away as if it were a conveyor belt. As the shinobi increases in skill and rank the size, speed, and range of this jutsu all increase. This makes it a perfect defensive technique and a good means to gain distance from a target by forcibly moving them away.
(Doton: Dai Iwa no Damu) - Earth Release: Great Earth Dam
Rank: A
Type: Supplementary, Defence
Range: Short - Long
Chakra cost: 30
Damage points: N/A
Description: The user will make a set of 4 hand seals and then will create a large segment of earth to rise up with a large bowl like formation in the center inwhich can be used to trap an opponent or up to a very large water source.
(Doton: Doro Meisai no Jutsu) - Earth Release: Mud Camoflauge Technique
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30 (+5 per turn active)
Damage points: N/A
Description: The user will make the snake hand seal and then they will begin excreeting earth chakra out their skin covering their body. This earth has special properties in which can mask chakra and heat signals being given from the users body, effectively masking their presences to sensory based ninja.
Note: Activation lasts 3 turns and must wait another 1 turn before activation again.
(Doton: Tsuchi Uirusu no Jutsu) - Earth Release: Earth Virus Technique
Rank: A
Type: Offensive, Supplementary
Range: short - Mid
Chakra cost: 30
Damage points: 60
Description: After performing the Bird Hand Seal, the user will manipulate their chakra and fire a rock at the target from their palm or an extention of their body. If the rock hits the targets body it will then stick to them and over a period of several seconds it will begin spread across the targets body to eventually encase them in stone. However this technique can easily be counterd by administering a electrical current to negate the advance of the earth stone.
Note: Usable 3 times per battle
 
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Rust

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Lightning Release

1.
Type: Supplementary
Rank: B rank
Range: Short - Mid range
Chakra: 20
Damage: N/A (40 if used offensively)
Description: A peculiar technique that utilizes the concept of (Raiton: Shichu Shibari) - Lightning Release: Four-Pillar Bind to use Lightning to forcefully shape the Earth into particular shapes, combined with (Raiton: Inazuma ken Fudou) - Lightning Release: Lightning Blades Levitation that utilizes Lightning to allow objects to float/levitate. Through the use of this technique, the user will form 2 hand seals and focus their Lightning chakra into the ground/air. This allows them to form a large, flat sigil in the shape of a circle, which beams upwards, and focuses on an area either short range or up to Mid range (can be specified) of harmless Lightning instantly, in a bright flash colored in a light blue hue. This causes any unused/chakraless Earth or Earthen techniques up to C rank, to be shaped by Lightning into various shapes, most commonly into the shape of large boulders, but it is limited to the users' imagination or use. This levitating piece of Earth can be used to create a make-shift staircase, dodge incoming projectiles, or perhaps creating an elevated position for the user. The objects infused with this, will remain in a levitating position for up to 2 turns at a time, and can slightly move around within the area of the affected space (where the Lightning initially spanned). This technique can also be used offensively, to create make shift defenses, that come into the users' line of sight to block objects, etc. However, the rocks merely maintain a C rank level strength. Offensively, the technique can be used to drop large rocks on the opponent, as with a single hand seal, the user is able to prematurely cut the Lightning's effect, causing the affected rocks to simple fall down with great force.
Notes:
₪The technique can only be used 4 times, with a single turn cool-down in between.
₪The technique lasts 2 turns, but can be ended prematurely.
₪No S rank and above Lightning techniques in the same turn that it is used.
₪Can only be taught by Rust.
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Rust

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Ninjutsu

(Ninpo: Hissori Buki no Jutsu) - Ninja Art: Silent Weapon Technique
Rank: C
Type: Supplementary
Range: Short - Long
Chakra cost: 15
Damage points: N/A
Description: Using the Ram - Boar hand seals the user will project their voice similar to the empty cascada shell technique to a different location and can cause a enemy/s to to believe that a thrown ninja tool/s is comming from another location allowing to cover the ninja tool/s true tragectory

 
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Rust

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Clay
Type: Supplementary
Rank: A rank
Range: Short - Mid range
Chakra cost: 30
Damage points: N/A
Description: A technique where the user will place their hands into the clay and mold it. Through the formation of a Clay creation, the user will cause an extra layer of clay to be formed around their creations. This allows their creations to have an extra defense and offense. The thick layer of clay is able to be formed into any form of armor that the user can think of. This clay is capable of dragging opponents, summons, and the like into it through direct physical contact much akin to the Clay Clone technique. The clay layer also softens the impact of physical elements B rank and below, causing a -20 damage from them upon impact with the enhanced creations. With the incantation of Katsu, the armor formed around the Clay creation can be caused to explode outwards, leaving the creation formed within unharmed and untouched, the strength of the explosion is B rank and encompasses a short range radius around the creation. This technique happens in the same time frame as the creation is formed.
Note:
Can only be used by Deidara bios
Can only be used three times per fight with a turn cool down in between.
Lasts for 2 turns
Can only be used by Rust
 
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Rust

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Storm Release

Type: Supplementary
Rank: B rank
Range: Short - Mid range
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: Through the formation of two hand seals, the user will focus their chakra into their Storm technique. This allows the user to forcefully shape any existing or created Storm technique on the field into a familiar of their choosing. A dark cloak of black clouds form over the technique as it transforms within an instant. This familiar formed retains the shape and form of the initial storm technique (either in a shifting thunder cloud like shape or in a beam like form) but remains solid and tangible. This familiar is capable of impacting the opponent with the force of the parent technique and causing subsequent damage. The familiar also gains the capabilities of the animal it was transformed into, being able to fly when it has wings, for example. However, the damage remains the same as the initial technique that the familiar is based on. The familiar is capable of being smaller than the initial technique but not larger, and follows the same speed. The shape of the familiar is up to users' imagination. This technique can be performed with another to bring shape to a technique, or it can be initiated mid battle.
Notes:
Can only be used up to 4 times
Lasts up to three turns per use, with a two turn cool down in between.
No A rank and above Storm techniques in the same turn.
Can only be used by Rust
Type: Offensive/Supplementary/Defensive
Rank: A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: A technique initiated through the formation of three hand seals. The user will then gesture with a weapon, limb or object unleashing a massive amount of chakra. Through this, the user will manifest a stable halo of Storm to form around the chosen weapon/hand. From this halo, the user will unleash a maelstrom of Storm beams. These beams however, burst outward in the shape of the chosen weapon or object used to initiate, creating a far larger replica of it (around three times the size of the weapon/object or limb). For example, if a sword is used, a massive sword of Storm energy would be created and blast towards the opponent. This can be manifested and launched, or through the payment of an amount of chakra per turn, the user is able to sustain it.
Can only be used up to 4 times and lasts up to two turns per use.
Requires a turn cool-down in between
No A rank and below Storm techniques in the turn after this has been activated.
Can only be used by Rust
Type: Supplementary/Defensive/Offensive
Rank: A rank
Range: Short - Mid range
Chakra cost: 30 (-10 per turn)
Damage points: 60
Description: Through the formation of three hand seals, the user will focus their Storm chakra into the area before them. Through manipulation, the user is able to create several rings of Storm chakra around an oncoming object or solid technique. This allows the user to cause the rings to manifest around the object and then compress inward, causing the rings of Storm to spin violently and create static electricity within it. With its capability of cutting, the Storm energy will rip through the solid object, effectively breaking it apart. This technique can be used to defend against solid techniques according to the strengths and weakness of Storm. This can further be used offensively to manifest the rings around the foe and cause it to come inwards. This can be focused around singular limbs, or the opponent's entire body. The user has the freedom on the size of the orbital rings, however they will not go far beyond what the rank allows for the size (no Golem size rings).
Can only be used three times with a turn cool-down period in between
No A rank and above Storm techniques in the same turn
Can only be used by Rust
Type: Supplementary ~ Defensive ~ Offensive
Rank: B rank
Range: Short - Mid range
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: An initiation technique, done with the formation of three hand seals. The user will manifest forth thick clouds of Storm energy. These thick clouds can be manipulated to form into shapes that the user wants to, for cosmetic purposes. These clouds remain stationary, shifting and crackling with Storm energy, a deep dark blue color. Throughout their existence, the user will be able to pull from them via hand gestures, Storm energy that can be used to perform rudimentary tasks like firing small bolts of Storm energy that are C rank in nature. This action is usable once every two turns, and don't cost a move. The user will however be able to perform certain Storm based techniques from these thick clouds of Storm. These are limited only to projectile based techniques which can effectively be shot from the thick clouds with a sudden surge, instead of from the user. This can be done with the initiation of a single hand seal.
Can only be used three times with a two turn cool down in between
Lasts three turns
No S rank Storm techniques in the same turn this is activated
Can only be used by Rust
Type: Supplementary
Rank: B rank
Range: Short
Chakra cost: 20 (-10 per turn)
Damage points: N/A
Description: A rather simple technique that is passive in nature, however it requires a move slot. With three hand seals, the user will initiate it. This technique focuses on the manipulation of the dark cloud like energy of Storm Release. The user will focus their chakra into an existing cloud variant, and be able to manipulate it. This allows the user to move a stagnant, stationary cloud like formation through hand gestures. While higher ranked techniques can be manipulated via this technique, it does not enhance them in any way. This technique merely allows for the manipulation of the technique in terms of its position, as well as its size and purpose. The user can use this technique to position the clouds around themselves for a defense, for example. Or to place it in the way of an oncoming technique, where the technique manipulated will fare according to the S/W of Storm Release. Its height and width can be manipulated, making clouds extremely thin or making them square shaped, is all within the limits of the technique. However, the techniques manipulated cannot fare too far from the original size (as in, it can't become too small nor too big, in relation to the size of the original technique).
Can only be used 5 times with a turn cool-down in between
Lasts as long as the technique it is being used on
Can only be used by Rust
 
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Rust

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Algae Release
Custom element English name: Algae Release
The element is based on:
Water + Earth + Advanced Chakra Control.
Algae, like most other organic elements, is created by using the Earth element as a physical base and the Water element as a life-giver. The element follows the basic principles of Wood Release, but where wood primarily favors the characteristics of the Earth element; Algae are aquatic in nature.
Facts that prove the element to be possible (in the manga context):
In the manga we’ve seen Hashirama and Shinobi with his cells in their bodies demonstrate the ability to create living trees and wooden structures by combining the Earth and Water elements. The Algae element functions in a similar fashion, combining the same elements in order to create something quite different, yet with the same concept in mind.
The Narutoverse has revealed itself to be very similar to our own world. With the confirmed presence of large bodies of water, diseases and infections that imply the existence of microorganisms and even plants that resemble seaweed; it’s not a great stretch to place Algae in Kishimoto’s universe.
Furthermore, the Three-Tailed Beast had the ability of using it’s water chakra to create Coral from it’s body as a means of attacking. Seeing as how Algae and Coral share a symbiotic relationship in nature, with some Algae living within coral and viceversa, the existence of Coral and its creation through chakra can serve as further proof for the existence and the possible creation of Algae.
How it works:
As mentioned before; the Algae element functions through the combined properties of the elements Earth and Water.
What sets Algae apart from already existing elements is that while Mokuton, Root release and so on all have an identifiable and defined structures, Algae instead has an unstructured form. Essentially, Algae’s countless algal blooms form an amorphous mass of vegetation that has a sludge-esque consistency; and, unlike Mokuton that grows into a rigid or turgid shape, Algae instead flows and oozes as if it were mud. The formless algae that is produced can, in a similar manner to Water techniques, be sculpted by chakra into a variety of structures for attack and defense and condensed to hold a specific form.
The liquidos nature of Algae, in many cases, restricts it to growing from only moisture rich environments - i.e, Water, but can also extend to encompass growth from mist, swamps, or even just soaked earth. Essentially any source that’s damp or saturated enough to give Algae the moisture rich kick-start it needs to thrive on dryer terrestrial grounds as it spreads will work, and allow Algae to perform it’s maximum capacity.
The Algal element can be divided into Three Releases.
The Main Release:
Consists of formless, sludge like Algae with color(s) depending on the user’s chakra. The Main Release of the Algae element covers entities made of autotrophic Algae that are capable of being grown both from the user’s body and water sources due to Algae’s aquatic nature. The Main Release possesses immense ‘growing abilities’, being able to feed off of water to amplify its already intense growth-rate. Being largely photosynthetic and asexual in nature; the Main Release has everything it needs on the field and in itself.
A special ability of the Main Release is that it continues to grow even after the techniques that creates it has run out of momentum or been stopped/completed. Algae that hasn't been destroyed continues to divide itself and spread across the terrain (as long as there is sufficient water around), although at a slower rate. This feature is what gives Algae its terrain-changing properties.
The unique aspects that many Algae species may have can all fall under the umbrella of the Main Release and be exploited through use of specific techniques. Like water, which can be altered to be sticky, flammable, volatile and so on, Main Release Algae can be altered through use of techniques to gain abilities attributed to some of its genera and species, (I.e frost resistance and etc), and very rarely it may exhibit physique based changes or growths, such as algal flowers. However Algae does not produce replicas of every single species as Plant or Mushroom release might, instead the sludge forms an umbrella in which the varying abilities of all Algae can be encompassed.
The user can also create structured, seaweed like Algae. The alternative release essentially consists of slimy tendrils of seaweed of the brown algae variety, such as kelp, that can be shaped and sized to the user’s preferences, in essence the main difference between this, and the main release, is that the Alternative release takes on a more defined form by being comprised of larger algae species rather than the smaller, aggregated blooms of the Main Release, outside of that they are virtually identically in terms of abilities.
The user can also create spores which will grow into Algae release structures and techniques, however on occasion spores will develop into a select few algae species that the CE will utilise, as it will not aim for the breadth that Mushrooms and Plant release have in terms of invoking exact replicas of every specific plant or mushroom observable in nature.
Usage Examples:
Conditions to be able to use it:
Mastery of the Earth Element.
Mastery of the Water Element.
Advanced Chakra Control.
Is Weak to:
Dust: The Dust elements boasts the unique and devastating capability of being capable of piercing, tearing and shredding matter on a molecular level. Of course the Algae element would also fall victim to this ability, being torn to microscopic shreds. While the regenerative abilities of Algae may attempt to resist this; the overall overwhelming abilities of Dust that were shown to be capable of completely eliminating earthen structures would easily overcome this aspect.
Storm: The Storm element has shown beam-like capabilities which exhibit prominent blasting-like piercing properties. It's the high-powered piercing aspect that grants the Storm element an edge over the Algae element, similar to the Algae element's weakness to Lightning.
Lightning and Custom Piercing Variants: The piercing properties of the Lightning element offers it a significant edge when faced with Algae. Though the organisms are hardly conductive by themselves, the often aquatic and organic features of Algae leaves Lightning with an elemental advantage. The same concept applies to custom variations of the Lightning element with great piercing power.
Wind and Custom Variants: Like Lightning, the Wind element’s ability to pierce through most materials poses a significant threat to the Algae element. The same concept applies to custom variations of the Wind element.
Is Strong Against:
Earth: Similar to Wood Release, Algae can infiltrate and break Earth apart from within.
Fire and some Custom Variants: Being both autotrophic, photosynthetic and aquatic in nature; Algae have a rather unique relationship with fire-based elements. Though Fire holds a significant advantage over most organic elements, Algae’s ability to undergo rapid growth when exposed to carbon dioxide and light, both of which are byproducts of fire, puts the two at somewhat of a stalemate. The offset to this stalemate lies within Algae’s aquatic nature, being that the element largely favors Water in its creation. When exposed to the Fire element and most of its variations; Algae responds to the drastic increase in heat by forcefully absorbing nearby moisture as to keep itself saturated with water. Since Algae is very damp, it is virtually impervious to burning.
Note that superheated variations of the Fire element may bypass this elemental weakness. I.e. Sun Fire.
Ice: Algae naturally displays an immense resistance to cold, being capable of growing on and near Ice and snow. This resistance is personified in the Algae element, thus rather than viewing Ice as Ice; Algae simply views Ice as frozen water, looking upon the Ice as simply another source of food to supply its growth. This paired with the fact that it can destroy ice much like it does Earth results in this particular elemental strength.
Water: Since the Algae element uses Water as a foundation for its creation; Algae would, much like Mokuton, feed off of Water in its attempt to grow, thus making it strong against Water.
Co-creator: Zero Kelvin
Students I passed this custom element on too: ??? & ???
Approved Techniques:
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: By compressing the standardized sludge of the element this technique allows the user to create a solid, defensive structure of algae originating from their person or a preexisting source of algae. Highly dense, the structure itself constitutes as a strong defense, bolstered further by the fact that when enemy techniques connect with the structure the impact will trigger the structure’s latent ability; a rapid algal bloom. Depending on the nature and power of the impacting technique the algae bloom will either occur faster or slower than normal, as the structure expands outwards into masses of algal sludge designed to either metabolise or smother the incoming threat. Elements weak to algae will increase the speed with which the algae proliferate and vice versa. The user can somewhat influence the appearance and nature of the algae bloom, but in general it will result in a damp landscape abundant with layers of sludgy algae, seaweeds and spores. The potency of this defence can be increased further when the user is in direct contact with the structure. In which case the user can, by funnelling chakra into the Algae structure as it blooms, facilitate the cellular division and expansion of the Algae to produce a perpetually regenerating and expanding defence capable of withstanding the onslaught of any attack regardless of their damage value (Techniques Algae is weak to will be capable of destroying Algae faster than it can proliferate, easily overcoming this clause). This deducts 20 chakra per turn, and while in use the user cannot mould chakra for other techniques - making it best utilised as a singular defence. Alternatively, Pandora can be utilised before (same time-frame) the usage of a second Algae technique so as to implant the impact-bloom response of Pandora onto the next Algae technique used. This does not increase the technique's strength. In this case Pandora's potency will be relative to that of the infused Algae techniques strength.
Notes: The user cannot use S-Rank or above Alage in their next turn and this technique can only be used three times per battle

Sōruiton ♦ Jeneshisu) – Algae Release ♦ Genesis
Type: Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: N/A
Description: This technique involves the creation of masses of algal sludge from either a water source, moisture rich earth, or through the release of rapidly proliferating algal blooms that will spread out from the user's body into layers of expanding algal sludge. The sludge will exhibit an incredible growth rate that will have it multiply in size several times per second - the end result will be perhaps the most powerful terrain-change afforded by Algae techniques. The battlefield will morph so that every square inch is covered by thick, expanded layers of algae sludge that will blanket unevenly across the terrain. At certain points the blanket of sludge will peak into giant twists and tangles of seaweed that will spire up from the layer of sludge high into the air. While numerous spores will be released from the sludge and spires to harmlessly float about the battlefield. Ultimately, this technique will bear resemblance to the birth of an algae forest, or perhaps world. While the user will be capable of traversing over the layers of sludge unencumbered, opponents will find their footing unstable and the viscosity of the sludge precarious, resulting in a 5 point reduction in their base speed and halves the effectiveness of any further speed boosts while traversing across the sludges surface. Furthermore, the sludge will cut contact with the ground below and passively metabolise both earth and water, therefore preventing the use of earth or water techniques from the ground below (excluding those above S-Rank), and, the algae, being especially predatory towards water will prevent the materialisation of water from the air by rapidly absorbing any precipitation to remain hydrated. Water or Earth released from elsewhere will, if in contact with Genesis Algae for a turn be passively metabolised and transformed to become a part of the Algae forest. The Algae forest can be easily destroyed by a suitable lightning or wind natured technique of adequate scale. The sludge and seaweed can be passively manipulated for supplementary and obstructive purposes, such as binding and defense.
-Can only be used twice, lasts until destroyed and upon destruction has a four turn cooldown between uses.
-Any spores on the battlefield will be triggered by the initiation of Genesis, and will rapidly proliferate and expand into Genesis sludge so as to facilitate a faster creation of an Algal world.
-No Algae techniques above A rank for the rest of the turn.

(Sōruiton ♦ Mede~Yūsa) – Algae Release ♦ Medusa
Type: Offensive/Defensive/Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A (60)
Description: This technique allows the user to produce an algal bloom within a desired water source. During the algal bloom the algae will proliferate across the targeted water source at a rapid rate and can be made to either metabolize it, converting it entirely into an algae structure, or infest it, in which case the water source will largely remain intact, but will be infested with algae to such an extent that it will be non-manipulable to those unable to use algae release. (The user, however, will be capable of manipulating the new water source through either algae techniques or water jutsu). The user can then control the product of Medusa through use of hand movements for either offensive or defensive purposes. This technique is applicable to S rank and below water sources, and is efficient enough to convert immense sources of water such as those produced by ‘Great Exploding Colliding Wave’ in moments, furthermore, Medusa will possess and exhibit any special properties or effects that the metabolised water had, now tailored towards the users benefit and the enemies deficit.
- Can only be used four times.
- Is also effective against water-based liquids, or earth based semi-liquids (such as mud), and aggregate sources of liquid.
- Sustaining the technique for manipulation drains 10 chakra per turn and limits the user to Algae techniques and elements it's composed of.

(Sōruiton ♦ Hōshi Hōdan) – Algae Release ♦ Spore Cannon
Type: Offensive/Supplementary
Rank: A-Rank
Range: Short-Long
Chakra cost: 30
Damage points: 60
Description: This technique allows the user to manipulate an existing source of algae from which a large structure can be formed, or create one where it is logically possible to do so. The structure can take many forms to suit the user’s needs and can be freely manipulated through mental commands. No matter its shape, however, the structure always consists of layers of compressed algal sludge, or alternatively any type of seaweed, covering huge amounts of spores. The structure possesses no inherent offensive abilities, but when the user wishes it to be so, or when a ranked attack connects with it, the structure dissolves, essentially exploding outwards as the spores spread across mid range. This technique is thus two-pronged, in that even if an opponent overwhelms the structure the spores will still explode outwards. This can be avoided, though it requires the complete destruction of the structure on impact. The spores themselves can be activated or deactivated at will. They quickly germinate, feed, proliferate and then die, resulting in a high concentration of thriving dying, dead and decaying organic matter that rapidly consumes any substance it can metabolise. If only positioned externally the algae simply proliferates wildly, essentially crushing its target, though this can be ineffective against many energy-based techniques. Alternatively, Spore Cannon can be utilised before the usage of a second Algae technique so as to implant spores, and the effects of Spore Cannon, onto the next Algae technique used. In this case Spore Canon’s potency will be relative to that of the infused Algae techniques strength.
-Can only be utilised as an infusion twice. When utilised as infusion, because it will have no inherent power in, and of itself, it will be useable in the same time-frame as the next performed Algae technique.
-The structure can remain active on the field until it is detonated.
-Can only be used four times per battle.
(Sōruiton ♦ Ewa ) – Algae Release ♦ Eywa
Type: Offensive/Defensive/Supplementary
Rank: D-S Rank
Range: Short-Long
Chakra cost: 10-40
Damage points: 20-80
Description: Eywa encapsulates the user's universal control over Algae. Through the use of a single handseal, the user can birth algae, or re-shape preexisting algae into various offensive, defensive, or supplementary structures of varying strengths and sizes. By exploring the full spectrum of Algae’s semi-solid, formless and aggregate nature various effects can be achieved, such as waves and blasts of sludge-esque algae, densely packed algae for hard walls, rigid spears, spikes and the like, or shaped yet flexible structures such as whips or tendrils and so on. Algae can adopt various hues and colours, continuously grow and proliferate if left unattended. Birthed algae can either be released from the user's’ body, from a source of water (whole or aggregate), a pre-existing source of algae, or from moisture saturated earth, and its strength and size will vary according to the amount of chakra utilised to create it. In the case of reshaping existing algae however, the size and strength will correlate to that of the original structures. Eywa also facilitates the creation of seaweed-esque structures, and the release of Algal spores that can be triggered at a later date.( These being generic spores that entail generic applications explored and alluded to within the CE submission.)
- At the cost of 10 chakra per turn, the user can sustain control over created structures for continuous manipulation that allows structures to be guided through land, sea or sky, this however limits the user to the usage of Algae, the elements it is composed of, and non elemental abilities. It can be maintained for a maximum of four turns.
- By expending 5 chakra the user can amplify the colour pigments of the created algal bloom for the effect of bioluminescence- bioluminescence is prevalent across a variety of algae species and - in accordance with Algae's generalist catch-all nature, and the nature of Eywa as a generalist technique of such an element, the effect of bioluminescence can be summoned in Eywa Algae. Bioluminescent algae will glow with an intense light.
- S ranked applications require two handseals and can only be utilized thrice.
-No S-Rank or above Algae in the user's next turn when the S-Rank version is utilized

(Sōruiton ♦ Sentorī) – Algae Release ♦ Sentinel
Type: Offensive/Defensive/Supplementary
Rank: S-Rank
Range: Short-Long
Chakra cost: 40
Damage points: 80
Description: The user will perform three handseals for the creation of a familiar of higher sentience formed of Algae; the Sentinel. A Sentinel typically appears as a humanoid entity, devoid of real facial features, lacking a real neck, stocky in proportions, possessing arms of exaggerated size that drape down to below its knees, stump like legs and three cylindric fingers that sprout from each hand, which are indistinguishable from its arms as it lacks any real joints or contouring, capable of ranging from human size to truly gargantuan proportions such as that of 'Great Stone Golem'. True to the formless nature of Algae however, the Sentinel is freely capable of shapeshifting from one form to another, adopting any shape or size that pleases him or his summoner. As an extension of this it also possesses the ability to regenerate, anything less than full destruction will allow the Sentinel to swiftly re-assume its full power and whatever shape it was in, or a new shape should it so wish. The Sentinel will continue to persist so long as the Algae that comprise it exist. Depending on the attributes instilled on creation, either a Red or a Green Sentinel will be created, Red Sentinel's are typically comprised of Algae that thrive when embedded in sediment, near rocks or in shallower waters, as opposed to Green which prefers deep, free waters; as a result, Red Sentinel's are capable of utilising all Algae techniques, and S rank and below Earth techniques, whereas its counterpart, the Green Sentinel, is proficient in all Algae techniques, and S rank and below techniques of the Water element. While Sentinel's employ a running speed that is, at best, extremely lethargic (half that of the users), it is capable of phasing through sources of earth and algae (Red Sentinel) or Water and Algae (Green Sentinel) at up to twice the users base speed. While only one Sentinel can be created at a time, a Sentinel is capable of dividing itself into multiple iterations of itself, however it is only capable of creating up to one fully functional copy at a time, the rest will lack the ability to utilise jutsu, therefore while its physical and innate power will be split among them, its abilities won't exactly be.
- Can only be used twice, when created lasts four turns, with a three turn cool down between usages.
- Any jutsu that the Sentinel utilises counts towards its move count, innate abilities are passive, however creating a fully functional copy requires a move.
- Once a Sentinel expires or is destroyed, the user will not be able to utilise Algae techniques above A rank for three turns.
- Spores are constantly released in the Sentinel's wake.
- Regardless of the users will, so long as the user is alive, a Sentinel will passively sap 10 chakra per turn to remain functional. The user can however forcefully will the Sentinel's destruction, or, can will a Sentinel into a state of non-chakra-sustained dormancy, turning the Sentinel inactive until they re-activate it again (30 chakra cost for reactivation).
7) (Sōruiton ♦ ) – Algae Release ♦ Synchronisation
Type: Supplementary
Rank: B
Range: N/A
Chakra cost: 20
Damage points: N/A
Description: As outlined in the CE, Algae possesses a formless nature that allows individual techniques to freely adopt multiple traits, even those that might otherwise be specific to, or unique to a certain genera or species. Furthermore, Algae exists as a symbiotic element and Synchronisation seeks to take advantage of these two traits. When two individual Algae structures meet, Synchronisation will passively activate to trigger Algae’s nature as a horde ce - wherein any trait manifestable in its constituent parts can be manifested in the greater whole, thus allowing for the assimilation of abilities. I.e: Bioluminescence can be gained by contact with a bioluminescent algae structure, for instance, as algae preserves the information of, and mimicries other algae that it contacts.
Notes: This can only be triggered once per turn, and boosts cannot be mimicked, only physical qualities innate to the Algae technique; such as spore production, bioluminescence, etc.
 

Rust

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Cyborg

8. (Poddo) - Pod
Type: Tool
Rank: A
Range: N/a
Chakra: -10 per turn
Damage: N/A (60)
Description: A pod is a small mechanized support drone that accompanies the user on their travels and battles. The pod is rectangular shaped, and houses its mechanisms on the inside fueled by the users' chakra to keep it afloat as it hovers. Although unseen, the pod's inside consists of several gears and hydraulics fueled through chakra and air-intake. Furthermore, the pod consists of four small arms powered through hydraulics, two which are longer than the other and hang downward. Two of its arms are weaponized, capable of firing condensed chakra in the form of small pellets which are white in color and in rapid succession (always equates to a total of 60 damage). The other two arms are capable of grabbing onto the user and carrying them, creating a form of sustained flight. The arms are strong enough to carry the weight of three persons due to its fluid mechanics, and can be used for supplementary purposes such as lifting boulders, etc. The pod has the capability of speech, communicating with a robotic voice for comedic purposes.
-Can only be used by Cyborgs
9. (Uindorēsā X650) - Wind Racer X650
Type: Supplementary
Rank:A rank
Range: Short
Chakra Cost: 30 for activation (-10 per turn)
Damage Points: N/A
Description: Capable of extending from within the Cyborg's body, the user would bring forth two large metallics wings made of hardened aluminum. Shaped after the design and aesthetics of real eagle wings, the wings consist of sharp metallic feather like protrusions on the side. These are each sharpened like blades and can be shot towards the enemy (B rank, and can be done 4 times). In order to achieve flight, the wings are outfitted with 2 cylindrical propellers which blend into the design of the wings. These are fueled through chakra and can be caused to spin at high speeds as well as allow for sustained flight. The wings are partitioned into 3 sections, capable of turning and folding, especially when retracting back into the users’ body. Can only be used by Cyborgs and lasts up to three turns with each use. Can be used 3 times with a turn cool down in between.
10. (Kuraudojanpā GX 1060) - Cloud Jumper GX 1060
Type: Supplementary
Rank: B rank
Range: Short
Chakra Cost: 20 for activation (-10 per turn)
Damage Points: N/A (+20 damage to Leg Taijutsu)
Description: Shaped like normal heels, these shoes contain a hidden compartment within them within several machinations. Forming part of the Cyborgs body, the matte black painted heels are capable of extending their heels in a fast burst. By being equipped with a hydraulic spring as well as a compressed pump, the heels sharp extension is capable of firing the heel with great force allowing it to propel the user into the air as well as act as a method to cause some added damage in close range. Can only be used by Cyborgs and can be used up to 5 times.
11. (Orakuru RX-541) - Oracle RX-541
Type: Supplementary
Rank: A rank
Range: Short - Long range
Chakra Cost: 30 (-5 per turn)
Damage Points: N/A
Description: Four small orbs that the user can release through various parts of their body (kept within their body at all times). These small orbs are silver in color and carry very powerful mechanisms within them. Outfitted with a square shaped motherboard, a power source (500 watts), two cores, a small cylindrical fan, as well as a small interface in the shape of a smaller circle. The small orb also contains a gyroscope, and a small sonar-like monitor. The gyroscope allows the orbs to know where they are in relation to their environment as well as its height and depth. The motherboard speaks to the interface and throws out a beam, allowing it to scan the area around, feeding it back information as to the location as well as the height and depth. The two cores are easily capable of acting as the brain of the operation, processing information and relaying it back to the user telepathically through a small aerial that the user has embedded with them.
The orbs are capable of travelling up to Long Range from the user and give the user a detailed description of the environment, what is present as well as bodies in the environment even if hidden. The orbs can also be carried within the users’ body, allowing the user to be able to discern their environment when under duress or restrictions placed upon them via Genjutsu or injury. Can only be used by Cyborgs and three times per battle, lasts two turns per use.
12. (Nerozurīchi) - Nero's Reach
Type: Supplementary/Offensive/Defensive
Rank: S rank
Range: Short - Long range
Chakra Cost: 40 (-10 per turn)
Damage Points: N/A
Description: A robotic arm, outfitted several mechanisms and gears within, powered merely with Water and Fire chakra, and steam respectively. The arm bellows steam through several pores, as it moves and is manipulated by the user. The user uses the arm as an extension or replacement of their own arm, capable of easily bringing it out for battle. The arm covers from the users’ hand all the way to their elbow and can be brought into battle, and extract itself back into the users' body through several machinations.
The arm is colored in a dark matte color, and carries all the normal specifications of an arm. Being robotic in nature, the arm is capable of spinning around 360 degrees as well as being removed. Being powered by steam through the rapid condensation caused by Water and Fire chakra, the arm can be boosted to deliver strikes at twice the users’ speed.
The arm’s fingers are outfitted with a powerful extension cables of high resistance, allowing the user to fire the fingers for use of locomotion as well as a method of fighting in close range. Through the focus of Fire chakra, the fingers can be heated to an extremely high temperature causing them to become make-shift bullets as they can be fired and retracted through the cable, and pulled back into the hand by a make-shift wheel outfitted within the bulky arm. This causes A rank Fire damage, and can be potentially dangerous in mid range.
At the center of the palm, the hand is configured with a small mechanism, in the shape of an orb. The circle sizzles and opens, unleashing heated steam (equal to A rank) after being heated within the arm for one turn at least, and usable for two turns after (then has to be done again) as well as being able to unleash streaming techniques of either Water or Fire chakra through it (within reason). Can only be used by Cyborgs and needs to be stated in biography. Can be used 5 times per fight with a cool down period in between


( Teoimeteoroi ) - Theoi Meteoroi
Type: Tool
Rank: S
Range: N/A
Chakra: N/A ( 10-40 chakra per use )
Damage: N/A
Description: This is a unique generator fitted to the users chest the size of a small golf ball. From this, several wires are wrapped around the users body, two going over his shoulders joining at his back, one down each of his arms and one down each of they legs, attached to their body. This generator was specifically designed as a method to draw in, absorb, and store lightning to use it as a source for a later use. In a similar method to the absorption arm, but on a weaker scale, the user will activate the device in an instant as a lightning technique is released towards them. As it is, this lightning will be drawn into the wires and channeled through into the generator on the users chest that will glow blue. This generator has a maximum capacity of storing S rank lightning or jutsu that equilateral to S rank lightning (A rank + A rank). Once stored the user can then activate the generator, releasing the lightning from it, releasing the lightning through the wires with his chakra control to use it as his own weapon now. It can be channeled around their entire body through the wires for a quick defense or to a specific point like one of their legs, to be released with a kick or stomp, or even be released to add to another jutsu such as a water jutsu. To release the lightning it will cost 10 chakra points and count as one of the users 3 moves per turn, releasing the power that had previously been absorbed.

Note: Can only absorb once per turn, storing up to a maximum of S rank power. It costs a move per turn to absorb a technique using the same amount of chakra to absorb as the jutsu it's absorbing.
Note: Releasing the lightning costs of the users 3 moves per turn and holds the same power that had previously been absorbed.
Note: If the generator is damaged, it will release the lightning in an uncontrolled burst around it, shocking all within short range, equal to the rank of the lightning that had been previously absorbed.

(Boreas )
Type: Tool
Rank: A
Range: Short - Mid
Chakra: 30 chakra per use
Damage: 60
Description: This technology is a special pair of gauntlets that were designed to work with Theoi Meteoroi. They can be connected to Theoi Meteoroi through the wires that are spread over the users body. They are made of a material that grows or shrinks should the users body change shape or side, like akimichi style techniques for example. At the center of the gloves, around the users palm is a small generator that's light blue in colour. These can be used as a medium to draw in lightning really for the abilities of Theoi Meteoroi, drawing the lightning in through the gloves and channeling it through the wires into the generator. These gloves have their own unique trait. Through either chakra being released into them or by using the energy stored within Theoi Meteoroi from a previous use, the user can release a burst or stream of energy form their gloves, in the form of a pushing force. This pushing force is created by the center of the generator rotating at rapid speeds pushing outwards and the user directing it, much like the leaf dragon god technique, instead of the user having to spin to create the momentum, the workings of the technology does it for them. This can can released in mid scale linear blasts that reach up to mid range, playing on equal terms with elements. The other method of this is the user can release it as a sustained focussed stream of pushing force that they can maintain, acting like a mini wind turbine within the gloves. These abilities can be released in one of two ways. Firstly through using chakra absorbed into Theoi Meteoroi, the user can then use that to fuel the power of the gloves to save their own chakra, but only being able to release blasts or streams up to to amount of chakra they had absorbed. The second use is through the users chakra to power the gloves, create the rotation within the centerpiece and release the wave.

Note: One linear blast can be released per turn, counts as one of the users three moves per turn. If the user uses his chakra to fuel this, it will have the equate to the rank used (30 chakra for A rank etc).
Note: The streams can only be made up to A rank, lasting up to two turns, being used once per turn.
 
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