[CJ] <CJ trade title> with Houdinii

Drackos

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(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

I know you can read. So no need to summarize or anything. Any questions or clarifications?
 

Houdinii

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(Katon: Doragonburesu) | Fire Release: Dragon Breath
Type: Offensive/Defensive/Supplementary
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: This technique deviates from the primarily offensive usages of Fire release in that it is, uncharacteristically of the element, used for defence. This technique involves the release of chakra into the users surroundings so as to saturate the environment surrounding the user with fire chakra (Its creation is initially visible as a subtle soft gold glowing pulse) The released fire chakra then settles into a defence that is thereafter undetectable to anyone but Doujutsu users or those with some kind of sensing until triggered. When an enemy attack enters into the area of effect of the fire chakra, the conditions for the activation of this technique will be met. The first condition is oxygen - essentially the surrounding air, which is easily met - the second is an opposing force which, when it enters into the atmosphere that the fire chakra occupies will act as a firestarter - triggering a violent combustion that'll rapidly expand outwards, consuming the intruder and neutralizing the threat. (This is visually represented by the initial soft glow returning to the trigger area that then immediately gives way to a fiery explosion.) Naturally, as a defensive technique, this technique is highly specialised in that the explosions can never harm the user, instead they are always angled away from the user, thus preventing their harm. This essentially mimics the tetrahedron of fire, oxygen from the air, with the fire chakra acting as fuel and, when an opposing object enters its field of influence it greatly amplifies the thermal energy created by the friction, vibration, air resistance and also heat of the intruder, thus creating a combustion with sufficient power to neutralize the invading object. Naturally the strength and size of combustion will increase proportionally to the speed, size and power of the incoming object, thus in response to a Kunai invading, an explosion the strength of say, an explosive tag will be created - just strong enough to destroy the kunai, likewise an S ranked burst of fire will form for the invasion of an S ranked earth boulder. Naturally this technique will not interfere with the actions of the user or their technique as it is their own chakra, similarly the actions of allies can be permitted so that they can perform as usual without triggering the defence so long as the user is aware of, and permits their actions. (Unknown or unwanted actions by an ally may result in their termination).
Notes:
- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice. During this time the user is incapable of using wind, lightning, earth or water techniques above S rank, this technique saps 30 chakra per turn for maintenance, and once it ends the user will be incapable of using it again for three turns, similarly they won't be able to use fire techniques above A rank for that same and the next turn. The created 'barrier' of fire chakra extends short range from the user, and moves along with them - with the soft glow that signifies the borders of this defence returning each time the barrier moves, so if they move to a new area so will the fire chakra, centering on their position - unless the user wishes for it to stay in a certain position in which case they can make it go there.

I know you can read. So no need to summarize or anything. Any questions or clarifications?
I only have a question in relation to the restrictions:

- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice.

Are the two bolded sections basically saying the same thing? If not Im not sure what the second bolded point means exactly >.>
 

Drackos

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I only have a question in relation to the restrictions:

- This jutsu can be be used twice, last for four turns, during which time this defense will be capable of producing 80 damage points worth of force each turn - essentially allowing it to neutralize the equivalent of one S ranked attack per turn (Respects elemental weaknesses/strengths/boosts and infusions), during turns that the combustion activates to neutralize an enemy jutsu the user can only utilise two other techniques, and this technique can only be used twice.

Are the two bolded sections basically saying the same thing? If not Im not sure what the second bolded point means exactly >.>
Yeah. Only twice LOL. Oops <_>. Its the same thing.
 

Houdinii

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Yeah. Only twice LOL. Oops <_>. Its the same thing.
Lol xD no worries then. Its a really cool jutsu

(Futon: Kaiin Kohheru)-Wind Release: Dutch Oven
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.

Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii

Any questions?
 

Drackos

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Lol xD no worries then. Its a really cool jutsu

(Futon: Kaiin Kohheru)-Wind Release: Dutch Oven
Type: Defensive/Supplementary
Rank: A
Range: Short - Long
Chakra: 30
Damage: N/A
Description: The user will expel wind from their mouth which they will form into a very wide and thin 'sheet' of air. As it is released the user can shape this sheet into any form desired (cone, dome, sphere etc), the main advantage of this technique is that it is very good at containing and moving any type of air based gas, mist, poison, toxin etc. After containing or moving the gas the user can at any time perform one hand seal and cause the sheet to rupture, either at one point (pushing the gas in one direction) or completely(releasing the gas in that area). Its also worth noting that due to the strong wind currents that form the sheet, coming into contact with it directly would push the enemy back and knock them over, though with no lasting damage.

Note:
~Can only be used three times
~Can move or contain a max of A rank gas, poison etc
~Can only be taught by xHoudinii

Any questions?
So that note at the bottom. Do you think the rank scales if the rank of the technique also increases? For example, my Akatsuki ring increases wind techniques, up to and including A-Ranks, by 1 rank. So this would effectively be S-Rank. I would think that because of that then I could contain S-Rank gases and such right?
 

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So that note at the bottom. Do you think the rank scales if the rank of the technique also increases? For example, my Akatsuki ring increases wind techniques, up to and including A-Ranks, by 1 rank. So this would effectively be S-Rank. I would think that because of that then I could contain S-Rank gases and such right?
Yes I believe so, its only logical that increasing the strength of the sheet woud allow it to contain stronger gases
 

Houdinii

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Here we are again, you know the dealio

(Ninpo: Kire-site ijou)- Ninja Art: Chop and change
Rank: B
Type: Offensive/Defensive/Supplementary
Range: Short - Long
Chakra Cost: 20
Damage Points: N/A(+20 to 2nd jutsu)
Description:
This is a unique technique initiated by forming an additional two hand seals during the performance of another jutsu. This creates a cloud of semi-transparent chakra around the user that serves no direct offensive or defensive purpose, while due to the insubstantial nature of the cloud of chakra it cannot interact with or negatively effect the opponent or their techniques, and vice versa. This techniques singular function is to draw out a single trait of the initial technique that the user wishes to utilise, unique or not and to then copy this trait into the cloud of chakra, in which it will be held in an inactive state until it is used(Meaning that although the cloud can draw out a trait, it does not exhibit the trait itself, it simply ‘holds’ it.)

This ‘drawing out’ process weakens the initial jutsu slightly(falls by one rank or -20 damage) and the cloud will change colour to indicate it is active and will display a colour based on the element of the technique it was used upon(eg. Red for fire, blue for water, etc) After drawing out a trait it can be used by the caster to alter a second jutsu that the user creates, imbuing it with the active cloud of chakra after forming an additional hand seal during the second jutsu’s performance. This fundamentally changes the second jutsu’s attributes by adding the copied trait and ends this technique. This would essentially transfer the held trait to the new jutsu while reinforcing it overall.(eg. Using this jutsu on the Dragon Flame Release Song Technique would allow the user to copy the heat from the fire or even the almost solid nature of the flames and imbue them into a following technique, etc.)

Note:
~Cannot use basic Ninjutsu techniques S-Rank or above in the user's next turn
~Can only be applied to one technique per usage and can only be used 3 times
~Lasts for 3 turns if not used, after which it will disperse harmlessly
~Can only be taught by Houdinii
 

Drackos

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Yup its a light blue in its natural state and changes colour according to the first tech its used on
Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Any questions?
 

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Katon: Arutemisu Keshin | Fire Technique: The Artemis Incarnation
Type: Supplementary/Defensive
Rank: S
Range: Short
Chakra Cost: 40
Damage: N/A
Description: Exerting their chakra from their body, the user can create copious amounts of ash from either the ground, their body or by spewing it forth from their mouth. As the ash bursts into existence it will immediately form into a demonically winged Centaur, the size of which can range from human sized to EoS Gamakichi sized. The Centaur, clad in light armour and composed of jet black condensed ash, is capable of moving a rank faster than its creator, can regenerate from damage that doesn't destroy it in one go, and is capable of manipulating its body to form, or extend into, any armament imaginable to attack or defend. It's signature weapons however are the bow and sword, and when these are used the Centaur is granted additional abilities. With the creation of a bow, the Centaur will be capable of creating arrows of fire which, upon their initial release will travel at the speed of an arrow fired from a compound bow, however on account of their unique constitution the arrows continuously accelearate once released - occurring as the rear of the arrows constantly devolve into fire-based explosions which serve to propel the arrow forwards to greater speeds. By the time the arrow leaves short range it will be a blur to anything below 2t, with a 25% growth per 5 meters, however, because of the linear nature of an arrows flight an opponent can easily predict where the arrow will travel to from its initial trajectory and thus seek to avoid or defend. The ability of the sword, then, is that it has a passive A ranked ability that allows it to convert any solid object that it touches to ash (respects elemental weaknesses/strengths), with the conversion rapidly spreading out from the point of contact and being fatal in the case of organic conversions. (Does not apply to the user or his possessions and does not affect people). The created ash can then be manipulated to, once per turn, create A ranked or below structures to defend or attack with. Finally, the Centaur is capable of transforming it's entire body into a far more powerful, compressed weapon or armour to be wielded by its user - in this state the Centaur's ash and arrow abilities are bolstered by a rank and, while hot to the touch of opponents, the ash is completely inert to the user - thus the user can freely come into contact with the Centaur.

Notes:
- Can only be created 2x
- Lasts four turns once created
- Two turn cooldown between uses and when the Centaur perishes the user is prohibited from using fire above S rank that turn.
- Despite being made of ash, the Centaur is capable of freely traversing across either ground or air and his abilities can reach into long range.
- Arrows are classed as an A rank ability that is useable once per turn and is classed as a move, one or multiple arrows can be fired throughout the turn that it is utilised - with the power of an A rank being divided between them.
- Ash manipulation to create ranked structures naturally counts as a move too.
- Visual representation;

Any questions?
No questions, awesome tech man
 

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(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

Ask questions u_u.
 

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(Suiton: Yūkan no Namida) – Water Release: Tears of the Intrepid
Type: Offensive, Defensive, Supplementary
Rank: Forbidden
Range: Short – Long (Created in short-range)
Chakra: 50 (-20 per turn) (-100 to the target per turn)
Damage: 90 (-40 to user)
Description: A highly advanced water technique where the user, through a set of five hand seals (Tiger → Monkey → Snake → Horse → Bird) and the release of chakra will manipulate moisture in the air around them. This in effect allows the user to create copious amounts of water in the air in short-range vicinity around them. The nature of the water produced takes form identical to that found in (Suiton: Uramiame no Jutsu) – Water Release: Grudge Rain Technique and (Suiton: Mizuame Nababara) – Water Style: Starch Syrup Capture Field. In essence this creates water that is a highly viscous, sticky, and dense liquid that has chakra draining capabilities to those who come into contact with it as well as opposing techniques. The user can sustain this technique at the expense of 20 chakra per turn for a maximum of four (4) turns and during that time can manipulate the water into various forms suiting their needs which can reach up to long-range from the user’s current position. In terms of chakra draining their targets this technique will drain an immense 100 chakra per turn that the opponent is in contact with it. In terms of opposing techniques should this technique come into contact with a technique that is not suitable to eliminate this technique entirely through elemental interactions then it will in essence absorb that technique. Any damage this technique sustains during that interaction, as long as it does not entirely destroy it, will be used to regenerate it back to full strength creating a potent self-regenerating cycle by consuming a portion of the chakra consumed in the opposing technique to restore itself. The unique application of the absorbed chakra is not only that it can absorb chakra but it can also be used to infuse and enhance a water technique which applies the water created from this technique. Ergo, water techniques can be produced from this body of water and if there is chakra drained from the opponent or opposing techniques that uses this water as a source will be enhanced by +20 for each 100 chakra drained or for each technique drained for a maximum of +40 damage. Once the infusion has been used the user must drain more chakra from the victim in order to gain additional infusions within the duration of this technique. There are some very serious drawbacks and limitations to this technique, however. While sustaining such a powerful technique the user is purely limited to Water Release techniques.
Note: Can only be used once per battle.
Note: Can only be maintained for a maximum of four turns.
Note: Upon expiration or premature ending the user will have their speed reduced by 2 levels, experience a full body pain from the overexertion of chakra, and be unable to access water techniques above B-Rank for the same and following turn. Additionally the user will suffer the already mentioned 40 damage from the pain their body will experience.
Note: Forbidden Ranked water techniques cannot be produced from this body of water as it would simply be far too much chakra exertion resulting in the user’s death.

Ask questions u_u.
No questions, its a really cool and clear technique. Looking forward to the first time I get to use it ^^

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Any questions for this one?
 

Drackos

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No questions, its a really cool and clear technique. Looking forward to the first time I get to use it ^^

(Doton:Ma-chi za Sareki ) - Earth Release: March of the Pebbles
Type: Defensive/Supplementary
Rank: C
Range: Short
Chakra: 15 (+10 per turn)
Damage: N/A
Description:
The user will form the Ox>Boar>Dragon hand seals and focus their chakra into a point in the earth around them up to short range, and from the ground a simple C rank stone golem will emerge. This golem is 1m tall and due to the strong minerals it is composed of it is as strong as a standard strong fist taijustu user. Although at the same time due to the golems strength paired with its relatively small size and light weight it is able to move at speeds slightly exceeding the base of its user. This golem seems almost ordinary at first glance but it is imbued with a single special property, when earth is avaliable it is able to create an exact duplicate of itself once per turn. This duplication ability is not limited to the original golem however, each of its clones can make duplicates of themselves as well.

During each turn each golem will be able to duplicate itself once, slowly growing into an army at the users disposal. Once there are multiple golems already created they are each able to work separately, together as a team and even interlock together to form bigger and stronger versions of themselves. The more golems that are used for each action the higher the overall rank of it will be(Max of S rank.) The golems will passively feed off the users chakra to both maintain their autonomy and to further create more duplicates. Due to their nature they act without the users direction and therefore leave the user free to act independently of them but whenever the golems do act it will cost the user one of his moves in that turn.

Note:
~Can only be used twice
~When the golems act it will cost a move in that turn
~The golems will last until all of them are destroyed or the users chakra runs out
~Two golems attacking or defending together will be B rank in strength, and this increases with more golems with 8 golems equating S rank strength
~Can only be taught by xHoudinii

Any questions for this one?
No questions. Now we wait for Osmon u_u
 

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(Yokoshimana Kibaku Fuda no Jutsu) – Devious Explosive Tags Technique
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon

alright, do what dadckos told u to do before this tech and it's yours :)
 

Houdinii

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(Yokoshimana Kibaku Fuda no Jutsu) – Devious Explosive Tags Technique
Type: Offensive
Rank: A
Range: Short – Long
Chakra: 30
Damage: 60
Description: Based on the principle of the Hidden Explosive Tags Technique the user slams their hand against a surface and using his or her chakra is able to stream a multitude of paper tags through the applied surface. Unlike the Hidden Explosive Tags Technique these tags will emerge from the surface at any point desired by the user and will form any solid shape within reason that the user desires. These forms created by this technique can range from generic pillars of tags, a carpet of tags to cover a surface, or even simple spheres and solid formations which rest on the surface they are produced from. While merged and streamed through the ground the tags, with the user’s chakra, are hidden from sight and are essentially merged with it protecting their presence. When the tags come in contact with solid matter or an opposing force these tags will automatically detonate producing an explosion proportional to the number of tags used. Alternatively the user can detonate the tags according to their will voiding the need for contact with an opposing force or solid matter. The explosions produced by the tags can be manipulated by the user controlling their directionality. Devious Explosive Tags Technique can be used four times per battle and cannot be used in consecutive turns.
Notes:
Can only be taught by Osmon

alright, do what dadckos told u to do before this tech and it's yours :)
No questions, I really like the idea of this technique
 
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