[CJ] Buggy Shadows

Vayne

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( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

Buying two for 1.5k each and trading the other two for the following.

(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

In regards to Pollination aspect of Anemophily, is there a limit on the type of chakra draining techniques that can be utilized through it? Or can they simply just be applied through it, without the need of their normal restrictions and requirements, such as special objects or range impediments. I have no questions on Rheotaxis and Crypsis. For Plasticity, I believe I understand it fully, just wanted to confirm if we are able to change which mechanic the mist has each turn. Also is there no limit on the elemental conversions? Such as changes must be from energy to energy or would it be possible to change from energy/fire to solids/earth for example. Otherwise it's a pretty dope technique as it essentially converts any technique into another elemental nature as long as the rank fits.
 

Panthalassa

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Joined
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( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

Buying two for 1.5k each and trading the other two for the following.

(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.

In regards to Pollination aspect of Anemophily, is there a limit on the type of chakra draining techniques that can be utilized through it? Or can they simply just be applied through it, without the need of their normal restrictions and requirements, such as special objects or range impediments. I have no questions on Rheotaxis and Crypsis. For Plasticity, I believe I understand it fully, just wanted to confirm if we are able to change which mechanic the mist has each turn. Also is there no limit on the elemental conversions? Such as changes must be from energy to energy or would it be possible to change from energy/fire to solids/earth for example. Otherwise it's a pretty dope technique as it essentially converts any technique into another elemental nature as long as the rank fits.
Basic Ninjutsu

( Ninjutsu: Mufun ) Ninja Arts: Anemophily
Type: Supplementary
Rank: D-S
Range: Short-Long
Chakra Cost: 10-40
Damage Points: N/A
Description: The user will unfold a scroll, in a procedure similar to Earth Release: Mud Wolves, and summon a great mist of chakra. This technique can be seen as the precursor to the Hidden Mist, except the user unleashes a great concentration of raw chakra by supressing the nature conversion procedure. Naturally, this raw chakra mist is transparent, as it would require nature conversion to have any physicality, but will still distort some light when it is releasing into the battle, preventing it from being completely invisible, and it's glaringly visible to doujutsu and chakra sensors. This basic mist is dependant on the scroll, so while it will be maintained for as long as the scroll is unfolded, it will vanish as soon as the scroll is damaged. It has only 2 properties, the first is that it behaves similarly to the Water Release: Polination technique in function. The second is that the user can exert his chakra onto the mist to run it through the nature conversion procedure. Except when converted through Water Chakra, or Water-Only advanced Elements, it will lose it's first property and acquire the element's properties, including damage proportional to it's rank.

Note: The range and power of the mist is proportional to the chakra used. D ranks can only grow to a maximum of Short-Range, while it is required to be higher than B rank to be able to grow higher than Mid-Range.
Note: When converting into an Element, the mist will only last the turn it is converted, before dispersing, except when turned into Only-Water based elements, which will last 2 turns before dispersing.
Note: Can only be used twice with an S rank strength, 4 times with an A rank strength and requires 3 turns between usages. Requires 2 turns between B rank usages.

This technique allows you to summon a raw chakra mist from a scroll, and you can input the chakra you wish for any rank from D-S. When your opponent is inside this mist, you can target chakra draining techniques to against the mist that it will act like a vessel.
You can also pour elemental chakra into it, including CE chakra, to turn this into an elemental mist with proportional damage, losing the first property ( Except with Water and Water only elements )

As per your question, Pollination's Property makes a mass of mist act like a whole vessel and a conductor to chakra draining abilities. Two conditions need to happen: 1. Your enemy/target has to be within the mist ( Not near the mist, nor underground/underwater underneath the mist ) in contact with the mist. 2. Your chakra draining technique has to be able to contact with the mist.

So if you have a short range chakra draining technique and you're mid-range from the mist, you won't be able to use it. You can consider the mist as if it is your opponent's body, but much bigger and easier to target.
If the chakra draining technique requires contact with the target, and within the mist your opponent uses a shield that blocks chakra draining, it would block the effects of the mist because the mist is not in contact with the body, and thus can't conduct chakra. Likewise, if there is a dome of wind blocking the mist from contacting the enemy, it would be the same.

But the original restrictions/benefits of the chakra draining technique maintain. If the technique mentions that it can be used even through elemental barriers, as long as it touches the barrier that contains the user, since the mist is in contact with the barrier then it follows through all the same.

The Mist is just an extention of whatever it is touching, and if what it is touching can be targeted, then the target is extended.

Did I answer your question?

( Ninjutsu: Henshoku ) Ninja Arts: Plasticity
Type: Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40 ( +10 per turn )
Damage Points: N/A
Description: The user will, after forming 3 handseals, manipulate natural mist or mist created by the user or his summons to give it nature conversion properties. In essence, the user will impose his chakra onto the mechanics of ninjutsu, to reverse and re-convert a technique onto a different nature. For example, when used against a fireball that penetrates through the mist, it will reverse into raw chakra and then, if the user wishes, it will turn into a different element that the user knows. In essence, the user will strike his chakra onto the incoming ninjutsu converting the technique into a same rank basic ninjutsu and then into a same rank elemental ninjutsu of a different nature. This technique works against A rank elemental ninjutsu. It can be used against up to 4 A ranks, and can convert any number of lower ranked techniques. The user will imprint one mechanic into the mist, and for the whole turn it will convert any technique to that element. Each turn the mist is in play will cost 10 chakra, and the user can change the element ( This is stated at the end of the turn, so that it's effect will last the next turn ), though it will need to take the place of a jutsu per turn to change it.

The user can convert his own techniques, samewise, he can use the same restrictions to perform just the reversal part, turning every elemental ninjutsu into Basic Ninjutsu, instead of reconverting, or just the conversion part instead of reversing ( for Basic Ninjutsu techniques ). The user can also use the restriction of the previous rank depending on the nature of the vessel mist. A Water mist allows a primary specialist to obtain more conversions ( 2 additional A rank conversions ) , while a primary Ninjutsu specialist, or a user of just one Basic Elemental Nature can obtain the same benefits from a Raw Chakra Mist.
Remote techniques, where the conversion happens not within the body but outside the body, are particularily susceptible to this technique. If the targets are within the mist, their techniques will be converted near immediately because this technique will counter them in their genesis, where raw chakra is in the process of being converted and the user merely guides this to what he wishes instead. So a projectile that forms in the gut will be an Internal Conversion, while applying your chakra to create a pillar will be an External Conversion, and thus count, for the purpose of this technique, as one rank lower.

Note: Regardless of how many times this technique can function,which is up to 4 turns for an A rank and B rank and below unlimited, it is attached to a vessel mist. This will turn natural mist into Basic Ninjutsu Mist, S rank. Mist sources that come from techniques will have their proper ranks, regardless of being lower than S. This means that, even if Plasticity can affect 2 A ranks, without strenghtning the vessel, it will merely break after one conversion.
Note: This technique will function for a maximum of 4 turns within a mist. It will break once it spends all it's conversion power or the mist is dispersed, or at the user's will and can only be used 2 times.

When you're inside a mist, you can use this technique to make the mist convert any techniques you use or your opponent uses into an element of your choice. Allows you to use any of your jutsu as an element of your choice, including CE, that your opponent might have a harder time defending, or can turn opposing jutsu formed within the mist into elements that are more easily defendable (or raw chakra).

As per your question, every turn you can change the element that any technique that passes through changes.First turn every jutsu becomes a water jutsu, second every jutsu becomes a fire jutsu, third turn every jutsu becomes raw ninjutsu, fourth turn every jutsu becomes wood.

You can do agains 4 A ranks at max, and any number of B ranks. If your opponent is inside the mist and uses External Conversion ( as in, tries to rise pillars of earth, or materialize wind/water, etc, shoots them from their skin, as opposed to spitting them from their lungs/gut ) then you can consider S ranks as A ranks and can thus convert up to 4 S ranks or any number of A ranks ( Does NOT turn them into a lower rank, it just means that you can maintain the effects of the mist for longer ).

Any technique that you use within the mist or that you make pass through the mist will be from the element you chose. So if you have a really cool fire custom but you'd like it to be water, then by all means go for it. If your opponent has an element that is neutral to everything but you need it to be fire so that you can attack with water, then go for it.

Water Ninjutsu

( Suiton: Issui Shui ) Water Release: Rheotaxis
Type: Supplementary/Offensive
Rank: A
Range: Short-Mid
Chakra Cost: 30
Damage Points: 60
Description: Rheotaxis is a behaviour where animals will turn against a current, lining their body with the water motion. The user will create a very thin mist, invisible to the naked eye, though clearly visible by Doujutsu, around the terrain, with a pattern of clearly visible, albeit small, water mosquitoes, which are nodules of aggregated mist. The water particles will have a similar property as the Mist Rain technique, where instead of the water eating the chakra from other techniques to make them weaker, which is essentially absorbing chakra within other techniques, Rheotaxis will have the opposite effect. The thin water particles will almost allow themselves to be absorbed by the chakra within other techniques. Lightly suspended in the air, they will follow the current of foreign chakra and turn towards the source, so even the smallest hint of chakra will move the suspended particles.

Practical speaking, when an opponent moulds chakra to perform a technique within the mist, the water particles will quickly converge towards the enemy, to follow the chakra, while the mosquitoes turn into needles that implode onto the man with speed similar to a drawn arrow, piercing him and interrupting the technique. This can be used offensively, up to Mid Range, or in a supplementary version, at half the chakra, up to Long range. This C rank version of Rheotaxis does not deal any damage, but allows the user to pin point an opponent by following the direction of the non threatening mosquito needles.

Note: While the mist can stay indefinitely on the field, without the user having to maintain it, it will only have a single usage, as the whole mist will converge as needles at the first foreign technique that is being moulded within, effectively unloading the technique.
Note: A Rank can only be used 3 times per battle and requires a 2 turn cool down.

( Suiton: Shinkirou ) Water Release: Crypsis
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short-Mid
Chakra Cost: 40 ( + 5 per turn )
Damage Points: 80
Description: The user will pulsate water from all around his body, creating a quickly and violently expanding orb of concentrated mist. As the orb grows, the user will accompany it with a single handseal, which guides the position of the mist particles within the sphere, creating an effect similar to the Mist Blinding technique, where the user will guide the light that shines on the mist, bending it around the sphere. This will result in a pulse of water that bends the light and prevents someone on the outside from looking in, making it seem as if there's a rift in the terrain and the user disappears. There is a slight appearance of looking inside water because the light will be a bit blurred and wobbly in the place where the orb is. It will impact anything up mid-range from the user, the maximum expansion distance, with the strength of several tons, carving a large crater in the ground, and then create a water barrier that stays in place, while the user inside is free to do other techniques and move around, as long as he keeps infusing chakra into the orb to keep regenerating it. Due to the volume of the water within mist barrier, the user is able to perform water techniques with the mist as a source, and it will keep regenerating as long as it is in place.
A significantly less chakra costly version of the technique is considered B rank, 20 chakra, and is purely supplementary, allowing one to apply the same lightning bending effect within an existing chakra or naturally created mist and move around or hide other techniques or people.

Note: Only water is able to pass through or form from the walls of the barrier, so the user is restricted to Water and Water-like techniques when requiring a technique to go from the inside of the barrier to the outside. Otherwise the user is able to perform any technique that is formed remotely.
Note: Can only be used 3 times per battle.
Note: Lasts 3 turns.
Note: Requires 2 turns between usages.
Note: B rank version can only be used- once every 4 turns, lasting 3 turns max, or with a 1 turn cool down between usages.

Full body burst of water, perfect for fast counters or breaking spiritual techniques. The mist will permit you to become invisible by shifting the light around you. It is also a source of water.
 

Vayne

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Alrighty, I have no further questions. Do you have any questions regarding the two ink techniques? Touch if colour is simply constructs that can be elemental in nature and an infusion type technique. Body of Creation functions as freeform tattoos that can be repurposed into other shapes should the need arise, essentially mitigating the need for drawing in combat.
 

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(Ninpo: Sōzō no Karada) | Ninja Art: Body of Creation
Type: Supplementary/Defensive
Rank: C
Range: Short-Long
Chakra cost: N/A (-5 per turn)
Damage: N/A
Description: Using the ability to manipulate Ink, the user will gain the ability to place the ink on their bodies for the sake of future battles. Similar to getting a tattoo, the ink will rest on the user's skin in a variety of shapes and forms, and can often times be confused with Fūinjutsu seals. The ink "tattoos" have a variety of uses and properties, namely the ability to create ink animals directly from the user's body without the need for a scroll, because in essence the user would have turned his body into a living canvas. By channeling chakra into the ink the user can have the tattoos move about on their bodies in order to ensure the perfect orientation. Ninjutsu and Ink manipulation techniques that would require pre-prepared scrolls can be done with Sōzō no Karada by either the user drawing the needed shapes on their body or having the image needed already drawn on before the match. How this works is by first drawing the required shape/kanji onto their body and then coursing chakra through the ink to summon the preferred effect. Due to the ability to move the ink while it is on the skin, a new shape can be created instantly with chakra control and as such the user would only need to drawn a single shape once and then have it re-purposed for anything else. As mentioned before, the main ability of this technique is to allow the user to bring forth small, ink made creatures for the sake of carrying messages, scouting, or general amusement. Meaning, even if they were used to attack they would count as free form techniques with no rank or damage value at all. The creatures able to be created are listed below:

Hawk (鷹, Taka) Can be ridden for reconnaissance or high-speed travel. Smaller variants can be used to carry explosive tags or be used to deliver messages.

Rat (鼠, Nezumi) Can swarm across an area to search for a target much faster than the user would be able to on their own. Being so small, the rats are inconspicuous, also making them suitable for covert message delivery.

Snake (蛇, Hebi) Can be used as ropes to restrain someone. With the ability to soundlessly enter through even the smallest crevice, they can also be used for covert ops.

Tomoe Lion (巴獅子, Tomoe Shishi) Used for travelling on ground, these lions appear vicious on the outside but are actually harmless. If needed they can be used to hold down a target with their powerful jaws.

Fish (魚, Sakana) Made of special, water resistant ink, the fishes are able to travel through bodies of water to deliver messages or very small objects in their mouths.

Note: Must be stated in the user's biography or beginning of the battle.
Note: Up to 3 tattoos can be made in one go.
Note: The technique can be used five times per event, with each contract lasting two turns.(In the case four are made at a single go) Alternatively, the user can create a less amount of constructs and have the additional turns added to the created construct. For example releasing two creations that would last four turns each. Due to the technique lacking any actual damage potential, this extension serves for more story oriented purposes.
Imagine I want to use this in battle. I have to state that I have this technique tattooed on my body and I have 5 animals, but can only activate 3 in the battle? I thus say that I want to use the snake, the hawk and the fish, and they last 2 turns for whatever purpose I need?

Imagine if I want to use only 2, they last 4 turns. And if I only use one, it lasts 6 turns?

Or do I choose only three of the animals and they're the only ones that get tattooed to me? If I place this technique in my bio, I'd thus be unable to access the other 2 animals right? But the duration of them only count when I activate them, right?

As per chakra, do I pay 5 chakra per turn as long as at least one animal is activated? Or do I pay for each animal? Is there a cool down period? What happens to the animals when the turn passes and they're outside my body? Can I revive them by "activating" the tattoo again?

(Ninpo: Iro no Tatchi)- Ninja Art: Touch of Color
Type: Supplementary/Defensive
Rank: B
Range: Short-Mid
Chakra cost: 20 (-5 per turn)
Damage: 40 (+20 to Ink Ninjutsu)
Description: With the ability to manipulate Ink, the user will go through the delicate process of infusing the substance with elemental chakra. In doing so the ink will change color depending on the nature of chakra present within it, with the exception of Doton chakra. Katon turns the ink blood red, Suiton turns it blue, Raiton turns it purple, and Futon turns it into a faded grey color. In addition to changing the color, each elemental nature also changes how the ink behaves. Red Ink becomes scalding to the touch, like boiling water while Blue Ink is viscous and sticky similar to starch syrup technique. Doton channeled Black Ink contains properties of Super Added Weight Rock Technique. When contact is made with the ink technique the affected target would have its’s/their weight increased.(Initially 10x, then 30x, 50x, etc). The weight increase remains as long as contact with the ink exists + one turn after the removal of the ink for 10x increase, two turn after for 30x, three turns after for 50x etc. Purple Ink numbs whatever it touches due to lightning coursing through. (Numbing would last for one turn)Lightning would work similar to how lightning is channeled through liquid and water, having the ink technique electrolysed in a sense, which in turn affects the target. Grey Ink is given great cutting capabilities when used in pressurized streams or solid constructs the wind would surround the ink construct similar to a shroud, thus removing the possibility of negatively affecting the ink technique. This technique can be used as a standalone to create weapons, animals, and constructs of ink using scrolls or other methods of ink usage. It can also be applied in the same timeframe of another Ink technique for added damage, costing +10 infusion to the ink technique.

Note(s):
-Usable three times per battle, with a turn cool down in between.
-The user can imbue the ink technique with more than one element once every three turns. The damage increase remains at +20 to the ink technique.
So I can use this technique as a B rank by spending 20 chakra and painting an object that comes to life as an elemental infused ink object that deals 40 chakra. Or does this simply form an ink object infused with an element through chakra alone, as in, I have a pot of ink and it spits out a construct?

Second variation, I can infuse 10 chakra onto an ink technique, within the same time frame, empowering it with elemental chakra and gaining a 20 damage boost, right?
 

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Indeed you have to say it is tattooed on your body. Only 3 per a single usage of the technique. So you could use the remaining through a different usage. Yup, it’s 2 turns per each with a max of 6 turns for a single construct. (There was an approval/edit that made it less, so that’s where the 4 at a single go comes from). All 5 can be tattooed and they indeed only count when activated. Chakra wise it’s 5 per turn as long as one is activated, and there is no cool down between uses, as the technique is considered mostly freeform. Once outside your body and they run out, they’d lose their form and become puddles. No reviving function exists as of now, but you could alternatively repurpose another tattoo to what you had before if viable. I do plan on updating this soon, as when it was approved Ink techniques were being unnecessarily restricted.

As for Touch of colour, it is as you said in the first usage for the most part. However, if you had a pot of ink that can spit out constructs of other ink creations, Touch of Colour can be used through it. Essentially you can create ink techniques through it by pre-made scrolls, drawing on the spot, or whichever extra method of ink usage you have available. And correct on the second variation.
 

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Indeed you have to say it is tattooed on your body. Only 3 per a single usage of the technique. So you could use the remaining through a different usage. Yup, it’s 2 turns per each with a max of 6 turns for a single construct. (There was an approval/edit that made it less, so that’s where the 4 at a single go comes from). All 5 can be tattooed and they indeed only count when activated. Chakra wise it’s 5 per turn as long as one is activated, and there is no cool down between uses, as the technique is considered mostly freeform. Once outside your body and they run out, they’d lose their form and become puddles. No reviving function exists as of now, but you could alternatively repurpose another tattoo to what you had before if viable. I do plan on updating this soon, as when it was approved Ink techniques were being unnecessarily restricted.

As for Touch of colour, it is as you said in the first usage for the most part. However, if you had a pot of ink that can spit out constructs of other ink creations, Touch of Colour can be used through it. Essentially you can create ink techniques through it by pre-made scrolls, drawing on the spot, or whichever extra method of ink usage you have available. And correct on the second variation.
Since it is a C rank, normally at 15 Chakra cost, makes sense that you can activate up to 3 ( 5 Chakra each) since you're focusing on their supplementary usage you can remove the time limit and go with them until you're out of Chakra, mentioning that only activation counts as a move. You can add a sensory link so that you're capable of seeing what the constructs are seeing. Makes this much more usable and the chances that one would want or need all 5 are slim, so we may remove that entirely and say that only 3 at a time are able to be active, serving as a restriction itself. Put enphasis on the damage less and free-form quality of the constructs and mention directly how even free-form taijutsu can get rid of the constructs. It makes it a much more well rounded technique.


As for the second technique, I don't think it warrants an update, it's pretty well rounded as it is, not too Chakra costly or restricted. You can make it even less restricted or make it not count as a jutsu for the moves per turn in the seco d variation, but I don't think it's needed.
 
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Ohh, thank youse ^^

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.

Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.

Alrighty, through manipulating water through the air either through natural means or existing water sources a customized (thin/thick) mist is produced. In both cases the mist would cling to the opponent's body and serve to disturb their chakra moulding process, forcing them to waste chakra. The fact that it is undetected unless the opponent is a Med-Nin or sensor is a nice plus to deter some counters, especially if combined with sensory manipulation genjutsus. Otherwise, it's time on the field is particularly useful, especially against creations/mode heavy bios. I have one question, would it apply to cost per turn for techniques as well?
 

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Ohh, thank youse ^^

( Suiton: Kuchiutsushi ) Water Release: Trophallaxis
Type: Supplementary
Rank: A
Range: Short-Mid
Chakra Cost: 30 ( +5 per turn )
Damage Points: N/A
Description: The user is able to charge water chakra through the air or through an existing water source, turning it into mist. While the user is able to control the aggregation of the water particles, creating such a thin mist than is only visible to doujutsu and chakra or water sensors, or creating a thick and opaque mist similar to Hiding in the Mist technique. This technique possesses the chakra-draining special property of water, though it works differently than other techniques. The mist particles of Trophallaxis will cling to the opponent's body and chakra pathway, opening up the pores, like sauna vapour, which will mess up the opponent's chakra moulding process. When one moulds chakra, one converts spiritual and physical energy to make a chakra reservoir and then uses it, but poor chakra control can produce either too little chakra, making a technique weak, or too much chakra, creating waste. Trophallaxis creates a leak in the opponent's chakra that is unnoticeable to non-Chakra Sensors and Med-Nin ( who have unparalleled chakra control, like Sakura and Tsunade ). Every time someone moulds chakra for a technique within the mist, they will produce the technique as expected, without any sort of hindrance or counter-effect, but will spend 50% more chakra than necessary, which will be stolen by the mist and converted to the user's domain, making the particles lighter with the newly gained energy and thus rising it to the top of the mist. If capable, the user can send his insects to the top of the mist to retrieve the chakra directly onto the user, to absorb it.

Note: Only stays in the field for 4 turns.
Note: Requires the user to be an Aburame in order to use insects.
Note: Can only use Water Techniques and Non-Elemental Techniques while this is active.
Note: The user is unaffected by the mist.
Note: Can only be used 3 times.
Note: Requires 3 turns in between usages.
Note: Forbidden techniques used within the mist will break the Trophallaxis.

Alrighty, through manipulating water through the air either through natural means or existing water sources a customized (thin/thick) mist is produced. In both cases the mist would cling to the opponent's body and serve to disturb their chakra moulding process, forcing them to waste chakra. The fact that it is undetected unless the opponent is a Med-Nin or sensor is a nice plus to deter some counters, especially if combined with sensory manipulation genjutsus. Otherwise, it's time on the field is particularly useful, especially against creations/mode heavy bios. I have one question, would it apply to cost per turn for techniques as well?
You spend 30 chakra to produce the mist and then spend 5 chakra every turn afterwards to maintain it's properties.
Your opponent spends 50% more chakra than stated in the techniques he uses, and you can steal that excess chakra if you have a chakra draining technique and target the top of the mist with it.

So if your opponent wants to use a technique that requires 40 chakra, he'll spend 60 and you can absorb 20 from the top of the mist.
 
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