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Shady Doctor

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Yeah cool take my kumi :/

The long awaited fight had come. Sieg faintly remembers one of his past lives losing to a man known as Sasori, so he already knew that the man was dangerous. Sieg would clap his hands together while running towards Sasori, creating 4 massive arms of Yin chakra; Though they would only be conceivable to those with specific senses. The arms were enhanced with September to output more strength, and combined with Wuji (layer application) in order to enhance the lethality. 2 of the arms would attack from both sides of sasori and would be commanded to phase through any else that wasn't sasori. The arms would aim to crush the body to pieces over and over again until nothing was left, though the wuji wrapped around the spiritual hands would gradually erase the man with each hit. If sasori were to create any familiars or anything to aid him, the arms would also crush them in the same fashion. On the other hand, the other 2 remaining hands would be near Sieg himself.


( Inton: Namakemono no Ude ) Yin Release: Hands of Sloth
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: [120 + 20] 140
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.


( Kyuu-tsuki ) - September (Passive)
Type: Tool
Rank: S
Range: Short - Long
Chakra: N/A ( +50 per turn ) ( -50 per turn to an opponent )
Damage: N/A ( -20 to an opponent's technique )
Description: September is a small orb-like self-sustained chakra battery that can be pre-charged with basic chakra, or senjutsu chakra. If charged with basic chakra it will be compatible with any non-hostile shinobi. The battery has two capabilities called charge and drain. Charge allows a shinobi to draw chakra from the battery or apply it to their techniques and drain allows the battery to draw chakra from a shinobi or their techniques. The battery has a max capacity of two hundred chakra.
Charge: While in direct contact with the battery or while it is on their person a shinobi can passively absorb chakra directly from the battery through contact. It can be used while still hidden or in a pouch not needing to be pulled out. It allows the shinobi to draw up to two hundred chakra from the battery at a rate of fifty per turn allowing for them to regain chakra or to supply exhausted allies with chakra. It can also be used to provide senjutsu chakra instead of chakra at a quicker rate allowing them to gain ten percent of their chakra as senjutsu chakra but can only be done once usually exhausting the battery. When exhausted the battery is still able to use its drain ability. Alternatively, like the name implies the battery can be used to charge a technique with ten extra chakra providing it a twenty damage boost. This is done in the same timeframe as the augmented technique and can only be done twice with a two-turn cool-down.
Drain: If a hostile individual tries to use the battery it will absorb their chakra instead of giving them chakra at a rate of fifty chakra stolen per turn. The wielder of the battery is also able to instigate this process passively by making direct contact with the opponent allowing them to instigate the process stealing fifty chakra per turn where contact is made. Additionally, through this draining ability, the battery is able to steal ten chakra from a technique causing it to weaken by twenty damage. This is similar to the capabilities of the Scientific Ninja Tool: ( Abusōbu Ude ) - Absorption Arm on a much lower and more basic scale. Where that can absorb entire jutsu this battery can only absorb ten chakra storing it in the battery. This portion of the drain ability will cost a move slot, can only be used once per turn and only twice per battle.
Note: The wielder can only carry a single chakra battery
Note: Must state the ratio of basic chakra to senjutsu chakra that is found in the battery

(Neidan: Wuxing) Internal Alchemy: Five Agents
Type: Supplementary
Rank: B – S (S)
Range: N/A
Chakra Cost: 20 - 40 (40)
Damage: N/A
Description: Five Agents is a technique where by the user augments their other non-Neidan techniques by combining them with Wuji. The technique mitigates the weakness of a user’s non-Neidan techniques by utilizing the neutral nature of Wuji to erase part of or all a conflicting technique so that the user’s technique becomes neutral or continues with limited inhibition against other techniques. Alternatively, the user can make other techniques more effective against weaker techniques via the same method. This technique is accomplished by combining the user’s non-Neidan technique with Wuji Dao with all three dantian. As a result, this is not an actual augmentation but a collaboration technique between Wuji Dao and a non-Neidan technique. The user will either wrap the layer of Neidan manipulated chakra around their non-Neidan technique or embed it within their non-Neidan technique. The wrapper method causes opposing entities to interact with the Neidan technique before the non-Neidan technique. The embedded method causes the opposing entities to interact with the non-Neidan technique before the Neidan technique comes into play (essentially inverting the process). This technique is learned at chunin rank at B-rank. It can be used within the same timeframe as the user’s non-Neidan technique. At jounin level, the user can enhance the strength of this technique and use it A-rank. Dragon Ninja are capable of using this technique S-rank and using B-rank passively. Head Ninja are capable of using this technique up to A-rank passively but are incapable of using S-rank. Master Ninja can use A-rank passively and use up to S-rank.


Note: chunin can only use this technique every three turns. Jounin can use the technique once every two turns. Dragon/Head Ninja can use this technique once every other turn, and master ninja can use this once per turn.
Note: Passive use of this technique at any rank increases the cool down duration per use by one turn and can only be utilized 4 times per battle.
Note: S-rank version of this technique can only be used once every three turns.
Note: chunin and jounin will be required to use an additional 2 hand signs with whatever technique they are collaborating with to use this technique. The higher echelon will only require 1 additional seal unless the application is S-rank.
 

Sasori

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(Osore) Fear
Type: Puppet
Rank: S
Range: N/A
Chakra: 40 (if summoning)
Damage: N/A
Description: After deciding it was time he made some major updates to his core body, Sasori created Fear. Fear is essentially another host body for Sasori to use as he pleases hence the reason why it can only function while he is inside. Once inside, the user’s core will be positioned inside of Fear’s chest. Unlike Hiruko, which served the purpose of being a protective armor, Fear instead will serve the purpose of acting as an enhanced main body. Appearance wise, Fear is composed of some of the most endurant and sturdy puppet materials available, giving it a metallic look and allowing it to sustain up to B-rank damage. On its body, it has two pairs of arms giving it a total of four arms. Other noteworthy characteristics of this puppet, would be that it has a tail emerging from its rear and a pair of horns on top of its head. The most noteworthy characteristics, however, would be how Sasori’s main body now resembles that of a grotesque monster. While in this form Sasori will be able to passively hover above the ground with the help of chakra being poured out of his feet and is active as a battle starts and costs five chakra points each turn to sustain. When moving around in this form, the user is only as fast as his base speed, and if wanted the user can passively deactivate it. Additionally, on its head is a compartment that the user is capable of opening and allows the user to produce One Hundred Chakra threads which allow Sasori to utilize any techniques that require them, but still follows the same rules and stipulations for the technique. Additionally due to Fear’s unique body structure it does not possess ordinary human body parts which makes it difficult for the opponent to discern which parts of him they are looking at.

Abilities:
One of the main abilities of Fear is how, due to its wide body it is possible for there to be channels inside of its body. These channels serve the purpose of moving around Sasori’s heart container. By utilizing a sealing tag that will be placed inside of Fear, Sasori will be able to move his heart container around whenever his heart is about face a pinpoint strike. For example, when an attack, such as a sword, is about to strike his heart container, the seal will activate and release a surge of chakra that will push his heart container down one of Fear’s channels. The channels are essentially, Fear’s limbs such as his head, legs, or arms which are all places the user can send his heart. Let it be noted, that this ability counts as a move and drains the user of ten chakra points each time. Also, due to Fear’s inhumanoid body it does not possess a normal human face, more specifically, it does not possess human eyes. Its face or rather its head is simply an agglomeration of puppet materials assembled to resemble a head. This makes it impossible for someone to look Fear in the eyes and Sasori does not suffer from this since his chakra is still flowing through the puppet and he basically sees things through openings in Fear’s head that acts as a sort of screen. This simply means that it becomes impossible for someone to make eye contact with Fear. Fear also has the passive ability to close all parts of its body similar to closing a vent and this will prevent any sound from entering the user’s body. This ability allows the user to become immune to sound based techniques that depends on the user hearing them, but comes at the cost of the user being unable to hear anything while its body is closed. The user can passively open them again, but let it be noted, that the closing of Fear’s body cannot be used to counter a sound attack, it would have to be done beforehand. This feature can become useful when it is necessary for the opponent to make eye contact with the user. Offensive wise, Fear has several scrolls on his body similar to Sasori’s flamethrowers, and with these scrolls the user will be capable of releasing a concentrated elemental blast from anywhere on their body up to Mid range with A-rank damage. This ability can also be used to release up to four projectiles of the designated element which can be as small as a senbon otherwise they are the same width of Sasori’s flamethrowers. The elements stored inside are Bleach and Lightning

Note: Fear can be destroyed by an A-rank attack.
Note: The ventilation technique lasts three turns and has a two-turn cooldown after the third turn.
Note: This functions just as Sasori core body mainly does.
Note: Must be stated in the user’s biography or the beginning of a battle if the user is choosing to use this as his replacement of his main body.

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(Ōkui) — Gluttony
Type: Supplementary/Offensive
Rank: S
Range: N/A
Chakra Cost: 40 (If Summoning)
Damage Points: N/A
Description: This is one of Sasori’s most useful puppets that he is able to use in battle which comes in handy. It is very convenient for one to use this puppet to give one of their puppets an enhanced form. Basically, Gluttony is a puppet that involves enhancing and strengthening the defensive properties of puppets that happen to need it while in combat, and due to the ability Gluttony possesses it allows for the user’s puppet to be used harder to destroy. Gluttony has an abundance of metallic parts which makes it possible. Sasori got the idea to name this creation Gluttony because of how the name resembles “devouring.” On to how the puppet works, once a puppet is in need of strengthening the user is capable of having this puppet extend its arms up to mid range or opening its mouth to unleash a suction wave up to mid range to drag the puppet inside. When the puppet is dragged inside or sucked in it will cause for the puppet to activate its enhancing mode when the puppet gets inside. When Gluttony activates its arms or suction to get a puppet inside it acts as one move which will serve as the one to reform the puppet. Once the puppet in need of enhancement has come closer to the Gluttony, Gluttony’s stomach will open up revealing a place for the puppet to reside in. As the puppet enters Gluttony’s stomach the puppet will expand to fit certain puppets and the puppet will then use it as a protective armor. Inside the puppet is being protected by Gluttony, and enhanced to a state greater than its previous form. Gluttony serves as a way to greatly enhance a puppet’s body by reinforcing it with strong metallic plates giving it the ability to survive up to S-rank attacks but only A- rank lightning. Each puppet enhanced has also been treated with oil refined wood found inside Gluttony strengthening its structure. After the puppet has been put inside the user is capable of propelling the puppet from Short-Mid range with the springs located inside. If the puppet is out the user can use prexisilting chakra threads or create them to drag a puppet inside. The suction wave inside of the puppet is useful for getting puppets who need enhancements inside , and the suction wave can even be used in reverse to unleash a small scale mid range, compressed wind blast from the puppets mouth or even draw objects closer towards the user. Due to how the puppet is made for enhancing other puppets Sasori made sure to have Gluttony reinforced with sturdy materials making it rather hard to destroy. The user of this puppet can also enter battle with the puppet attached so it doesn't cost a move

Note: Puppet can only be summoned Once
Note: The suction and air wave is equal to a B-rank technique and can only be used five times
Note: Can only be destroyed by an S-rank or higher technique or A-rank lightning
(Shīru Geijutsu: Shokunin no Tedzukuri) — Sealing Arts: Craftsman's Handiwork

Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA
Description: Here we have a sealing tag that the user will have attached to one of their puppets during battle. This sealing tag works upon a principle shown when Sasori's puppet body was disassembled, but due to his core which contained his chakra was capable of retracting its pieces back together. Located inside of the seal is an abundance of chakra from the user. Whenever a puppet that this seal has been placed upon has been broken or destroyed this seal is triggered causing for the user's chakra to radiate throughout the puppet. With the user's chakra it can retract back the pieces of the broken puppet allowing for the puppet to reassemble itself. Only up to a certain amount of times can this seal be used and even then it can only aid the puppet from a proportionate amount of damage (always ineffective against S/F-rank damage). Any attack exceeding the damage threshold of the puppet by one or more ranks will leave the puppet rendered immobile and the user cannot activate the seal due to how damaged the puppet has become. Essentially this seal enables each puppet the ability to recover from one attack that would overcome their respective durability.before being rendered unusable and useless. Also, the seal activates upon any damage being dealt to the puppets so while the puppet is being damaged this seal will have already went into place healing any ailments placed upon the puppet; fixing it until it has been refurbished to its prime state. Lastly, with this seal the user must clearly state which puppet it has been passively placed upon the moment that said puppet is summoned to the field. While it may not cost a move to place the seal on a puppet it does cost one to activate it.

Note: Can only be taught by Sasori.
Note: Up to four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal, per event
(Fuuinjutsu: Yomigaeri no Mikoyose) - Sealing Arts: Resurrection of Sorcery
Type: Supplementary
Rank: A
Range: Short
Chakra: 30 (-10 to the main two affinities of the user)
Damage:N/A (-10 to the main two affinities of the user)
Description: This seal must be either stated in the user's bio or placed on him before battle. This seal is linked to the users two strongest elemental abilities and only seeks to make them weaker in order to increase the power of the users Sealing Arts. When passively activated it will drain the user's two main elemental affinities of 10 points of chakra and damage automatically every time they're used, storing it within itself, and making the users techniques using those affinities weaker until its deactivated. It's true purpose will be triggered whenever the user utilizes the art of Fuuinjutsu, it will convert and release this stored power into any Fuuinjutsu technique whenever it is used, filling the technique with the energy it took from the user's elemental prowess. This results in every Fuuinjutsu technique the user uses gaining +1 Rank (if they’re A-Rank or below). On the other side, the main two elemental affinities of the user will automatically lose 10 damage and chakra each when they are used. Elements which are a combination of both of the weakened elements will also be weakened in the same way. This lasts until deactivated.

-Can only be used or activated once per battle.
-Can't be used on bios without two elemental specialties.
-Can’t be used on S-Rank and above Fuuin.
-Can’t be used on Multiple Infinite Embraces (Wind/Earth)
Iryo Hijutsu: Herena no ibutsu - Hidden Medical Art: Relics of Helena † Arc of Abstinence (passively activated)
Type: Supplementary
Rank: B
Range: N/A
Chakra: 20(X2 if used to augment the relics)
Damage: N/A
Description:
To use the Relics of Helena, the user must have a unique sealing mark while each has its own duty. The sealing script is in the form of a small crucifix tattoo on the user's back. The relic's aim is to further advance passive medical jutsu, either by using them alternatively or by taking them to another level. However, some of this improved medical practices would now require some chakra to be spent if they don't require chakra before. Rudimentary medical practices which are passive in nature are the "Power of Resistance", "Diagnosis", "Extraction", "Blood Coagulation" and "Cleanse". however this particular relic only works for Power of Resistance.
Arc of Abstinence is a sealing script that is in the form of a small crucifix seal. It is represented by kanji for "resist" and thus it augments one's power of resistance. Basic power of resistance requires no chakra input but with the addition of chakra sealed within the seal of abstinence, power of resistance is taken to another level. The newly advanced power of resistance not only maintains its primary duties, it goes further to augmenting the user's anatomy from more factors that's affects him. It also goes beyond the anatomy and add power of resistance to the user's mind and body seals. The default "power of resistance" must be in use before the seal can be activated and like the default, the seal is passively activated albeit one would spend chakra this time but only to activate the seal.
Anatomy
In addition to getting a boost to one's natural resistance to disease, poison, toxins, acids, alkaline substances, etc and because this is done by an invisible warm barrier(shield) around one's body, the seal flushes sealed medical chakra into the user's chakra network, which is used solely to increase the density and power of the resistance aura around the user's anatomy. The user uses this premise and create a tougher and advanced form of non-physical shield, though now would not only shield the user's body as a whole but would shield every cells on his body. This makes it able to withstand higher level bio hazards more potent than those originally mentioned, even to some extent, stop the decay(natural) of tissues and cells(cosmetic). This would also make the cells resistance to radioactive decay. Elaborately, this means, one's resistance to the effects now are enhanced and would even shield the user if it were enemy techniques, though the only thing that won't affect the user is the effects(venom, disease, bioharzards, etc) within the technique, the user is still susceptible to anything else like heat, shock, force, sharpness, impact etc., that might come with the technique.
Mind
The arc of abstinence not only works for the anatomy which is the physical, but also works for the spiritual thus at the same time, it also creates a shield around ones mind. This also increases one's mind resistance to foreign intrusion. The mind would resist any form of mind reading, control, false emotion implant and emotional effect arising from infusion of foreign chakra. This however does not resist genjutsu but would resist residual effect from genjutsu which affects the mind, like pain, fear, perception of time, etc. This means it can resist residual effect from S-rank and below genjutsu only and cannot resist effects from MS level genjutsu in any form. The user's chakra also is influenced by the power of resistance, however, it only resist external phenomenon from siphoning away or sealing off the user's chakra, unless the user has something to do with it or with the user's consent. By spending "double" the chakra when activating arc of abstinence, the power of resistance would extend to the Relics of Helena. Spending double the chakra would make the relics be able to resist any form of seal corrupting technique(so far the techniques don't harm the medium on which the seals are placed), thus the reason why double chakra is spent, as half of the total chakra is focused on fortifying the relics.
NOTE
Though the seal is merely supplementary and cause no harm in any way, they have their drawbacks due to the user's advanced exertion of medical fuinjutsu, using normal fuinjutsu while the relics are in use costs +10 more chakra if they are A-rank and above.
(Kurasshā) Crasher
Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: NA
Description: The Crasher is a ninja tool that takes the form of a wristband the user will wear on one of their wrist. At the center of the wristband is a monitor/screen the user can use to possess two passive abilities. The first purpose takes advantage of a property of the wristband that occurs passively after the wristband is on the user. Once connected, the wristband will begin to scan the user’s chakra, and begin to download it into its databases. The purpose of doing this will be to throw off opponents with sensory based sensing. This works because the wristband will be able to project the user chakra source at multiple points throughout the field. In reality, there will be nothing in these locations, but opponents who having sensing that is reliant on sensing the user’s chakra source or nature will be thrown off. The user can choose to utilize this ability to project their chakra at specific locations or all over their battlefield. The next passive ability involves the wristband sending out an electromagnetic wave throughout the battlefield. Once the wave encounters an object or person with a heart-beat a small dot will appear on the user’s wristband indicating their location. This wave can expose the location of any affected by it, but it cannot sense things that do not have a heart rate such as an earth golem. This ability continuously sends out electromagnetic waves in order to update its processors as soon as possible if a new life force is on the field.

Note: Must be posted in user’s biography or at the start of a battle.
Fear covered in his Gluttony puppet would hover into the battle with the help of the chakra blasters in his feet. He would remain at a height of one meter above the field. Fear would possess four arms total and in his bottom hands he would hold the famed Crimson Demon sword and his top hands would be free in case he needed to use them. Fear could easily see the man with screen in his face and also was able sense the main's heart rate with the help of his crasher device. Crasher would constantly monitor any life forms in the area and instantly report them back to the user. Fear could see the man clap his hands and begin to close in on Fear. Knowing that something was coming and that he would be better of getting an aerial advantage over his opponent Fear performed a series of hand seals and erect around him a barrier. This barrier would be empowered with the help of his Resurrection of Sorcery seal and would then be empowered with his Plasmoid chakra. Upon creation, Fear would utilize it to move backwards six meters at a tilted angle into the sky so that his final position would leave his seven meters in the sky and six more meters away from his opponent. At the same time this occurred, Fear passively activated his Gluttonous manifestation technique to protrude the upper half of his Ludger puppet from his chest. Ludger would begin to perform hand seals and cause the ground five meters around his opponent to instantly shift into a dense mud that would be 15 meters deep. This would instantly trap his opponent and prevent him from moving any closer to Fear. Simultaneously, as the other two actions Fear would activate another seal on his body and summon forth the elemental cannon of his Abigor puppet. Shortly, afterwards the puppet would release forward a blast of lightning that would have an opening created in his barrier so then it wold expand into a wide scale lightning blast that would dismember the man with the sheer force of the lightning. The lightning would not run along the ground and would be a couple inches above the earth. Lastly, Fear would say the word S-rank and prevent his opponent from using any S-ranks next turn.
(Akuma no hitsugi ) – Sealing Arts: Devil’s Casket
Rank: A->S-> F
Type: Supplementary, Defensive,Offensive
Range: Short-Mid
Chakra cost: 30 (-5 per turn)
Damage points: N/A
Description: The user will perform three hand seals and cause a transparent red spherical barrier to glow around the user up to five meters away. The thing about this barrier is that it will glow around its user upon being summoned but will become invisible to the naked afterwards. An opponent would not know the barrier was present unless they witnessed its creation or if they had a form of chakra sensory. The only other way the barrier will become visible is when the user activates it or the opponent attacks it. The first ability of the barrier is that the user can control the chakra inside the barrier to passively lift and move the user around. While moving around the barrier will become visible and the user will appear to be flying. The next ability is the user’s ability to passively create openings in the barrier to release attacks or to allow them in. The main ability of this barrier is to deflect incoming attacks. Whenever an attack strikes a focal point of the barrier it will cause the barrier to become visible. Afterwards the barrier will begin to generate and focus energy at the location(s) of where the attack comes from. After doing so the attack will be pushed back into the opponent direction. The barrier can only deflect one jutsu per turn. Also, since this barrier relies upon its own strength to deflect it is only able to deflect techniques up to this techniques rank, and will require an attack higher than its rank to destroy it. The only exception to this is if the barrier is struck by two techniques of equal rank within the same turn, leading to the barrier's destruction.

Note: Can only be used three times with a turn cool down.
Note: No Fuin above A-rank after it ends.
(Purasumoidoton: Ginga no Noroi) Plasmoid Release: Galactic Cursing

Type: Supplementary/Offensive/Defensive
Rank: B
Range: Short-long
Chakra Cost: 20
Damage points: N/A
Description: The Galactic Curse Technique is a technique that infuses chakra into various techniques employed by the user. It's first variation is performed by creating an extra Tiger hand seal in the same time frame as one of their Plasmoid techniques which will allow the user to infuse the Plasmoid Jutsu with fire chakra. By taking advantage of Plasmoid Release's innate ability to siphon thermal energy from objects, the user will be able to increase the power of their Plasmoid jutsu. This is caused by the fire chakra's thermal energy being absorbed and converted into additional energy for the Plasmoid, and as a result the Plasmoid technique will have its strength increased due to the extra energy in it. This will translate into the technique to gaining +1 rank or +20 defensive or offensive properties depending on the technique.The alternate variation of this technique allows the user in the same time frame as one of their Ninjutsu based or Elemental techniques to passively activate a thin illuminated barrier of Plasmoid surrounding it(original technique retains its original S/Wes). This will allow the technique to draw in more thermal energy from the environment due to Plasmoid’s innate nature to siphon thermal energy. Techniques that have this coating of Plasmoid will have the excess energy inputted into them and gain +20 damage or +1 rank depending on the technique.

Note: Only one variation can be used at a time.
Note: Can only be used four times.

(Shīringu/Iryō Geijutsu) — Gluttonous Manifestation
Type: Supplementary
Rank: D
Range: N/A
Chakra Cost: N/A (+5 each time activate)
Damage Points: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would. Since the seal is able to passively activate up to three seals it allows for them to logically release up to three puppet attachments at the same time, but if choosing to use three at the same time it would take up three moves. If choosing to release only, say, two seals passively the user could release those puppet attachments at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.
Note: Must be stated in the user’s biography as a seal.
(Sūpānovu~a) — SuperNova

Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each exploding sphere )
Damage Points: NA
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.
Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil Exploding Sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.
Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down after each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Abigōru) Abigor
Type: Puppet
Rank: A S
Range:
N/A
Chakra Cost: 30 40
Damage Points: NA 80
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.
Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.
Goo Cannon:
The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)
Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.
Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)
Notes:
~ Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~ Each cannon has a one turn cool down except for Absorption cannon which has a three-turn cool down.
Name: (Rudoga) Ludger
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Ludger is a fairly tall human puppet of Sasori’s collection. Being one of Sasori’s newest editions of Human puppets, Ludger was equipped with several mechanisms and modifications to make it unique from any other puppet. Ludger was most famed for his special kekkei genkai, known as steel release. Along with the usage of the steel kekkei genkai, Ludger also possessed the ability to use all 5 basic natures. Ludger’s entire body is covered with steel plates which offer extra defense and, supplementary usages for his steel release technique. Another modification of this puppet is that it has large wings made of metal plates.These wings would be capable of offering offensive support or defensive support from behind. Each wing both had the property of an B-Rank technique. Weapon wise, the puppet has holes in its palm just like Sasori which can be used to fire out chakra waves, due to it being a human puppet, and capable of forming chakra. Along with it being able to fire out chakra waves it was also capable of launching itself forward in a linear/upward pattern with the added holes which were placed on its feet, allowing for it to travel long distances by blasting chakra through the holes in its feet. Also there would be a hole in the middle of puppet’s chest allowing for Sasori to quickly switch into the puppet’s body. Its right hand would also be capable of launching off like a grappling hook allowing for it to drag around for long distance, along with that it could pull the puppet in the desired location. Lastly, another ability of the puppet was the heat generator (separate jutsu)within the puppet which allowed for the puppet to be heated to extreme temperatures. Ludger uses that form in order to power up his attacks, but it also has its drawbacks.
Note: Can only be used by Sasori.
Note: Can use all basic puppetry attacks.
Note: Can only use attacks up to S-rank.
Note: Can only be two human puppets on field at a time.
Note: Grappling hook counts as a move.
Note: Wings cant be used to fly.]
Note: Chakra waves and Chakra jets is a separate jutsu and are B ranks.
Link to Battle:
Link to Biography:

( Doton: Yomi Numa ) - Earth Style: Swamp of the Underworld
Type: Supplementary
Rank: A - Forbidden S
Range: Short - Long
Chakra: 30 - 50 40
Damage: N/A
Description: The user will first perform Boar → Tiger and then by changing the surface of an object beneath an enemy into mud and creating a non flammable swamp, the user can sink his enemy into the mud. The adhesive, chakra-infused mud ensnares the enemy's body, making it almost impossible to recover one's strength and escape from the swamp. The size and depth of the created swamp depends on the user's skill and the amount of chakra used, but if the user is an expert in this technique, it will always be possible to make a thick, newer impossible to move in swamp which is extremely effective against a great number of enemies or when having to face gigantic creatures.
Note: A rank use can extend up to mid range and will cause a target to become engulfed after one turn and suffocate after taking 60 damage per turn.
Note: S rank use can extend up to a single landmark in range and will cause a target to become engulfed and suffocate after one taking 80 damage per turn.
Note: Forbidden ranked use can only be used by Earth Specialists and Jiraiya bios. It can only.be used 3 times and is causing targets engulfed to suffocate in a single turn and can be up to 100 meters deep and wide and/or up to two landmarks.
 
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Shady Doctor

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As Sieg moved forward he would be keeping his eye out for any reactions his opposition made, and on que he had reacted to Sieg's movements. Numerous things happened at once: A dim red barrier was erected around the man before disappearing altogether; Though upon it's disappearance, Sieg noticed the man flying in a retreating fashion. Along with this, puppet-like hands came out of the mans body and performed a couple of hand seals. This made the ground below Sieg to begin changing in structure, becoming soft, then mud like in no time at all.


In reaction to this, Sieg let his Sloth hands continue to stretch as far as possible while with his real hands he'd perform a brisk set of seals himself. This allowed him to leak stygian water from his legs and feet in order to create a pterodactyl 20m in size. The pterodactyl would not only eat through the mud altogether, but lift Sieg upwards as it flew directly at Sasori at great speeds. This lets Sieg chase the cowardice man down as if he was only attacking with the pterodactyl itself, though the Sloth hands would reach him much quicker, easily breaking through his inedible barrier before attempting to crush him like before. If the hands successfully landed its attempts, the pterodactyl would simply grab the remaining flesh/body pieces with its mouth so that it could melt the shit into nothingness. The pterodactyl upon creation would be infused with the hungry ghost, thus when it initially eats away the mud technique, it would attach the yin chakra to Sasori and begin to weaken his moves from that point on.


"Oi. I've heard of those swords..... You're a true warrior, eh."


( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo

Rank: D-S (A)


Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks ) 30
Damage Points: 20-80 (60)
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.
Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly

(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.


( Inton: Namakemono no Ude ) Yin Release: Hands of Sloth (Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: [120 + 20] 140
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
 

Sasori

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As Sieg moved forward he would be keeping his eye out for any reactions his opposition made, and on que he had reacted to Sieg's movements. Numerous things happened at once: A dim red barrier was erected around the man before disappearing altogether; Though upon it's disappearance, Sieg noticed the man flying in a retreating fashion. Along with this, puppet-like hands came out of the mans body and performed a couple of hand seals. This made the ground below Sieg to begin changing in structure, becoming soft, then mud like in no time at all.


In reaction to this, Sieg let his Sloth hands continue to stretch as far as possible while with his real hands he'd perform a brisk set of seals himself. This allowed him to leak stygian water from his legs and feet in order to create a pterodactyl 20m in size. The pterodactyl would not only eat through the mud altogether, but lift Sieg upwards as it flew directly at Sasori at great speeds. This lets Sieg chase the cowardice man down as if he was only attacking with the pterodactyl itself, though the Sloth hands would reach him much quicker, easily breaking through his inedible barrier before attempting to crush him like before. If the hands successfully landed its attempts, the pterodactyl would simply grab the remaining flesh/body pieces with its mouth so that it could melt the shit into nothingness. The pterodactyl upon creation would be infused with the hungry ghost, thus when it initially eats away the mud technique, it would attach the yin chakra to Sasori and begin to weaken his moves from that point on.


"Oi. I've heard of those swords..... You're a true warrior, eh."


( Suteijian Suiton: Sutikusu dōbu~tsuen no mezame ) Ξ Stygian Water: Awakening of The Styx Zoo

Rank: D-S (A)


Type: Supplementary | Offensive | Defensive
Range: Short - Long
Chakra Cost: 10-40 ( -10 per turn / 15 per turn for S ranks ) 30
Damage Points: 20-80 (60)
Description:
This technique is simple in nature, yet proves to be a very useful asset to the Stygian water element. The user, by the proper amount of Chakra sacrifice, is able to create and maintain creatures of all sorts that hold a form of sentience to them. These creatures can vary In shape, size and form, which are limited only by the user's imagination and knowledge on animals. All the creations would still hold their usual anatomical features such as flight if they had wings etc. Of course, these creations would be capable of being brought to life from either the user directly, a body of water (regular or Stygian) or any other source that is high on water. Any B rank or higher usages will require 3 hand seals. Once a creature/creatures is created, it can maintain itself with limited sentience (attacking/differentiating friends foes, defending etc) and can stay active either untill destroyed or the user doesnt have enough chakra to sustain them.
Note: S rank variant can only be used 3 times and A-rank only 4
Note: Using A-rank variant will require a one turn cool down after the creation is gone, and S rank will require 2 turns.
Note: Multiple creatures can be made with a single use, but power will be split accordingly

(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.


( Inton: Namakemono no Ude ) Yin Release: Hands of Sloth (Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: [120 + 20] 140
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
let's have a little discussion
 
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I believe you both resolved most of this yourselves quite well already, the only thing you couldn't agree on being the Crimson Demon Debuff. Now in the jutsu it says "Three times per battle the user can call a rank and the opponent can't use any Jutsu's of that rank in his next turn (the user can only activate this at the end of his turn)." And Shady doesn't technically use the S-Rank Jutsu in his turn, he had used it previously and is only referencing it's continued usage in this turn. The Crimson demon of war doesn't state it deactivates existing jutsu it just prevents the use of another next turn, this is not another and had already been used previously.

So the Stygian Water would cancel out the Mud, leaving Shady descending in a bit as the water destroys the mud. The Lightning would be combated by the Yin Release and no dumb-ass Hungry Ghost would be used because it's S-Rank. Leave an open playin field, continue boys :D
 
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Sasori

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Fear would watch as his opponent fell into the swamp he previously had created after countering it. Something Fear paid more attention to is how it appeared that an invisible force had managed to disrupt his lightning technique. It was at this moment that Fear realized it was smart to keep his distance and maintain an aerial advantage. Without wasting anymore time, Fear would passively activate a seal on his chest and cause the upper half of his Ludger puppet to emerge from it. Moments later, Ludger would perform a hand seal and begin to manipulate his wind chakra and begin to control the air currents in the battlefield. From the opening created for Ludger to do so Fear and his bubble would remain untouched by the storm but the storm would cloud the view of anyone on the field. Simultaneous as this, Fear would perform a series of hand seals and create an opening in the barrier and shoot a chakra string at the ground below. Moments later, Fear would have infused his scoria chakra into the entire battlefield causing it to split apart. The battlefield would be converted into scoria and form into a 30 meter deep chasm. His opponent would be in for a much longer fall if he could not fly and that was if he survived to see the end of his fall. In the midst of the darkness of the chasm, four demonic wraiths of scoria chakra would be swimming up towards the man and aim to collide with him and catch him in a gruesome explosion. This, however, would not be the end of his assault because at the same time as all of this was happening Fear would have activated another seal on his body causing the abdomen of his SuperNova to appear somewhere on his body. Right after it would shoot a Cracker bomb empowered with Resurrection of Sorcery into the sky through an opening in the barrier and would be aimed to begin falling downwards right above his opponent's location.

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage Points: N/A
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.

(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm

Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by performing three hand seals and then slamming their hands and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the user and the target begins to rumble as the ground begins to split apart. The land directly underneath the both parties begins to quickly move apart forming a massive fissure beneath anyone on the field and in the vicinity.If precautions are not taken the enemy and user will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Short-Long. If they happen to clash with any of the scoria converted earth or any other scoria creation it will trigger a small scale short-range explosion. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

[Ningyo no Doro] Puppeteer's Roadshow

Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: N/A (-5 along with the used technique)
Damage: N/A
Description: This technique an alternate method for puppeteers to perform techniques that require channeling their chakra to a surface, usually done by slamming one's hands or limb on the ground that is typically required techniques like Earth. Through this method, the user still performs the handseals required for the technique, however instead of channeling their chakra onto a surface directly through their limbs, they shoot a chakra thread connecting between them and the ground or the desired surface. By passing the user's kneaded chakra through the thread, and into the ground, allows the desired technique to take form. This is a different method of performing surface channeling techniques, passively done at the same time frame. However the user needs to spent extra chakra for the chakra thread and post the method when used.
~ Only useable by puppeteers

(Shīringu/Iryō Geijutsu) — Gluttonous Manifestation
Type: Supplementary
Rank: D
Range: N/A
Chakra Cost: N/A (+5 each time activate)
Damage Points: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would. Since the seal is able to passively activate up to three seals it allows for them to logically release up to three puppet attachments at the same time, but if choosing to use three at the same time it would take up three moves. If choosing to release only, say, two seals passively the user could release those puppet attachments at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.
Note: Must be stated in the user’s biography as a seal.
(Sūpānovu~a) — SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each exploding sphere )
Damage Points: NA 80
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.
Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil Exploding Sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.
Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down after each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Abigōru) Abigor
Type: Puppet
Rank: A S
Range: N/A
Chakra Cost: 30 40
Damage Points: NA 80
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.
Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.
Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)
Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.
Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)
Notes:
~ Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~ Each cannon has a one turn cool down except for Absorption cannon which has a three-turn cool down.
Name: (Rudoga) Ludger
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Ludger is a fairly tall human puppet of Sasori’s collection. Being one of Sasori’s newest editions of Human puppets, Ludger was equipped with several mechanisms and modifications to make it unique from any other puppet. Ludger was most famed for his special kekkei genkai, known as steel release. Along with the usage of the steel kekkei genkai, Ludger also possessed the ability to use all 5 basic natures. Ludger’s entire body is covered with steel plates which offer extra defense and, supplementary usages for his steel release technique. Another modification of this puppet is that it has large wings made of metal plates.These wings would be capable of offering offensive support or defensive support from behind. Each wing both had the property of an B-Rank technique. Weapon wise, the puppet has holes in its palm just like Sasori which can be used to fire out chakra waves, due to it being a human puppet, and capable of forming chakra. Along with it being able to fire out chakra waves it was also capable of launching itself forward in a linear/upward pattern with the added holes which were placed on its feet, allowing for it to travel long distances by blasting chakra through the holes in its feet. Also there would be a hole in the middle of puppet’s chest allowing for Sasori to quickly switch into the puppet’s body. Its right hand would also be capable of launching off like a grappling hook allowing for it to drag around for long distance, along with that it could pull the puppet in the desired location. Lastly, another ability of the puppet was the heat generator (separate jutsu)within the puppet which allowed for the puppet to be heated to extreme temperatures. Ludger uses that form in order to power up his attacks, but it also has its drawbacks.
Note: Can only be used by Sasori.
Note: Can use all basic puppetry attacks.
Note: Can only use attacks up to S-rank.
Note: Can only be two human puppets on field at a time.
Note: Grappling hook counts as a move.
Note: Wings cant be used to fly.
Note: Chakra waves and Chakra jets is a separate jutsu and are B ranks.
Link to Battle:
Link to Biography:
 
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Shady Doctor

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Fear would watch as his opponent fell into the swamp he previously had created after countering it. Something Fear paid more attention to is how it appeared that an invisible force had managed to disrupt his lightning technique. It was at this moment that Fear realized it was smart to keep his distance and maintain an aerial advantage. Without wasting anymore time, Fear would passively activate a seal on his chest and cause the upper half of his Ludger puppet to emerge from it. Moments later, Ludger would perform a hand seal and begin to manipulate his wind chakra and begin to control the air currents in the battlefield. From the opening created for Ludger to do so Fear and his bubble would remain untouched by the storm but the storm would cloud the view of anyone on the field. Simultaneous as this, Fear would perform a series of hand seals and create an opening in the barrier and shoot a chakra string at the ground below. Moments later, Fear would have infused his scoria chakra into the entire battlefield causing it to split apart. The battlefield would be converted into scoria and form into a 30 meter deep chasm. His opponent would be in for a much longer fall if he could not fly and that was if he survived to see the end of his fall. In the midst of the darkness of the chasm, four demonic wraiths of scoria chakra would be swimming up towards the man and aim to collide with him and catch him in a gruesome explosion. This, however, would not be the end of his assault because at the same time as all of this was happening Fear would have activated another seal on his body causing the abdomen of his SuperNova to appear somewhere on his body. Right after it would shoot a Cracker bomb empowered with Resurrection of Sorcery into the sky through an opening in the barrier and would be aimed to begin falling downwards right above his opponent's location.

(Fūton: Kiryū Ranbu) - Wind Release: Air Current Wild Dance

Type: Supplementary
Rank: S
Range: Short-Long
Chakra: 40 (+15 per turn)
Damage Points: N/A
Description: After making the Rat handseal, the user creates and controls air currents from the palms of their hands, forming a large field of raging air currents and gusting winds. The technique expands quickly, rapidly spanning through all of the battle field, gathering debris, dust and other small particles in its path. The technique effectively creates a very large controllable "dust" storm.
Note: Lasts 3 turns or until released.

(Hadesu no abisusasupensu) ⌭ Scoria Release: Hades’s Abyssal Chasm
Type: Offensive/Supplementary
Rank: S
Range: Short-Long
Chakra Cost: 40
Damage Points: 80
Description: In order to initiate this technique the user starts by performing three hand seals and then slamming their hands and begin infusing their Scoria chakra directly beneath the target. In a matter of seconds, the ground located directly underneath the user and the target begins to rumble as the ground begins to split apart. The land directly underneath the both parties begins to quickly move apart forming a massive fissure beneath anyone on the field and in the vicinity.If precautions are not taken the enemy and user will find themselves falling into a thirty-meter deep chasm. The fissure crafted out of Scoria will continue to constantly move apart until it is twenty meters in width leaving little room to outrun it. Let it be noted, that all land twenty meters to the left and right will be converted into Scoria. Before the earth completely moves apart, four distinguished figures can be seen pacing towards the top of the fissure. These objects are actually Scoria constructed creations shaped after humanoid-demonic wraiths, and as they rush to the top of the fissure, some of the wraiths will find themselves colliding with any targets who happen to be falling inside the fissure. Of course, upon impact, the enemy would find themselves engulfed in a gruesome explosion likely to trigger more explosions in the process. Meanwhile, the rest of the wraiths will instead hastily relocate themselves out of the fissure until they have raised themselves into the air. Once they have reached a desired position in the air each of the wraiths will move in a sporadic manner as they rush all over the field up to Short-Long. If they happen to clash with any of the scoria converted earth or any other scoria creation it will trigger a small scale short-range explosion. Let it be noted, that the user can choose to use the scoria wraiths to collide with the enemy while still in the fissure. The user can choose to close the fissure after it has been opened in order to crush anyone inside.

Note: Can only be used twice.
Note: Requires a turn cool down after each usage.
Note: Cannot perform Scoria techniques above A-rank in the next turn.

[Ningyo no Doro] Puppeteer's Roadshow

Type: Supplementary
Rank: C rank
Range: Short-Long
Chakra: N/A (-5 along with the used technique)
Damage: N/A
Description: This technique an alternate method for puppeteers to perform techniques that require channeling their chakra to a surface, usually done by slamming one's hands or limb on the ground that is typically required techniques like Earth. Through this method, the user still performs the handseals required for the technique, however instead of channeling their chakra onto a surface directly through their limbs, they shoot a chakra thread connecting between them and the ground or the desired surface. By passing the user's kneaded chakra through the thread, and into the ground, allows the desired technique to take form. This is a different method of performing surface channeling techniques, passively done at the same time frame. However the user needs to spent extra chakra for the chakra thread and post the method when used.
~ Only useable by puppeteers

(Shīringu/Iryō Geijutsu) — Gluttonous Manifestation
Type: Supplementary
Rank: D
Range: N/A
Chakra Cost: N/A (+5 each time activate)
Damage Points: N/A
Description: A Mutation fist technique that involves the user summoning forth puppet limbs and things of that nature. This technique, however, involves basic puppetry and Fuinjutsu, something that the style is based on. Sasori created this technique to allow him to manipulate his puppets with greater control and precision without the need of chakra threads and without having to worry about another individual such as his puppets. Gluttonous Manifestation is a technique that involves the user sealing up to three puppets of their own inside of a sealing tag that will be placed on their body like any other Mutation seal. The thing so special about this seal is that the user will be able to passively spend five chakra points to activate up to three seals on their body and release one of the sealed puppet’s limbs. For example, if the user were to seal the Hiruko puppet inside of their seals, the user would be able to passively spend five chakra points to activate the seal and release from it one of Hiruko’s body parts like his tail. While the seal may be passively activated it still requires for the user to spend a move in order to actually utilize one of the sealed puppets abilities or limbs. The puppets that are sealed by this technique cannot be used by any other means so they cannot be summoned to the field and also the user must post this technique in their biography with the puppets that are sealed inside. Since this technique can be passively activated, up to three of the seals can be activated at once, but it would still cost a move for the user to utilize the attachments that emerge from them. Additionally, the strength and range of attachment simply depends on the puppet the user is utilizing. Essentially, this technique allows the user to become one with their puppets and fight along side them as they normally would. Since the seal is able to passively activate up to three seals it allows for them to logically release up to three puppet attachments at the same time, but if choosing to use three at the same time it would take up three moves. If choosing to release only, say, two seals passively the user could release those puppet attachments at the same time as they would be using one of their own ninjutsu attacks in the same manner as ordinary puppeteers would.
Note: Must be stated in the user’s biography as a seal.
(Sūpānovu~a) — SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra Cost: 40 (-30 for each exploding sphere )
Damage Points: NA 80
Description: Sasori was inspired to create this puppet because of one of his former teammates “Deidara”. While the two were together Sasori analyzed Deidara’s natural ability to create explosions at ease—which intrigued him. Fascinated by his explosions to a certain degree Sasori decided to create a puppet based off of several types of explosions. Inside of its body are a variety of exploding spheres that Sasori is capable of utilizing throughout a battle. SuperNova can also extend its body parts up to Mid- range in order to make using exploding sphere s more convenient. Also, exploding spheres can be launched from just about anywhere off of its body such as its: Back, arms, head, legs, chest etc. SuperNova itself is a seven foot tall puppet that is rather thick and rounded and, also is covered in layers of metallic plates and has its innards branched off into separate layers containing one of it's exploding spheres. due to the explosives it holds inside of its body. Sasori has also implemented a variety of Fūinjutsu tags inside of SuperNova in order to replicate the effect of an exploding sphere . All of the exploding spheres are essentially metallic balls with sealing tags on them which can be expelled from Supernova's body up to long range unless stated otherwise.
Cracker: This is one of SuperNova’s most rudimentary types of exploding spheres available in its arsenal. The Cracker exploding sphere is simply an exploding sphere that will in a way explode once it has made contact with a surface. While utilizing this sphere, the user is capable of catapulting this exploding sphere up to Long range. When the exploding sphere goes off it will cover such a large blast radius that it covers everything up to Short-range of where it exploded— making it dangerous for close combat. This exploding sphere works by putting several sealing tags on the metallic ball that contains explosion set to go off when the ball makes contact with a surface. This particular bomb is expelled from Supernova’s abdomen.
Timer: The user is capable of placing this exploding sphere underground for surprise attacks—if the user chooses to. The special ability of this one is that the user can set a certain activation time for the exploding to go off or to activate when someone steps on it. So if the enemy accidently steps on it will catch them in an explosion that covers everything up to Short-range of them. (Due to how this exploding sphere works it can also be used for Naruto World Purposes) With the Fūinjutus tag on this puppets exploding sphere contains a sealing tag containing an explosion set to go off upon interaction with Foreign Chakra. This particular bomb is expelled from Supernova’s right arm.
Implosion: The implosion exploding sphere can also be planted underground or anywhere else on the field. When this exploding sphere activates it swirls in on anything nearby and sucks it in. The exploding sphere can also be said to spiral in objects. Implosion is most useful when it is used against thick objects. Implosion sucks in all of its surroundings, and can even cause for the ground to swirl in or even be left like it has a large dent in it. The implosion exploding sphere suctions in everything up to Short-range around it when it goes off. Inside of this Fūinjutsu tag is an effect that has a suctioning sealing effect. Implosion has a seal that seals anything in the nearby vicinity of it as well as the ground so it appears as if it was imploded. This particular bomb is expelled from Supernova’s left arm.
Flammable Oil Exploding Sphere: Now this is an exploding sphere that only has four sides to it. Once the exploding sphere goes off from wherever it was located— it then spits fire into four directions that close in on the target, and attempts to surround them as well as limit their movement. Unlike all of the other exploding spheres this one doesn’t necessarily have an “exploding” impact as to say. Inside of the sealing tag is simply Fire. This particular bomb is expelled from Supernova’s left thigh.
Final Explosion: The last exploding sphere in SuperNova’s arsenal is one that the puppet user will only use when they are in a dire situation. Set aside in SuperNova is a large quantity of explosives that are specifically for setting off inside of SuperNova. Once the user activates SuperNova’s last ability the user will catapult SuperNova up to Long range at a target, and once it has reached the target, it will activate releasing a large explosion that covers everything up to Short-range and counts as a S-rank technique. Due to how this works it is only good for one go as SuperNova will be destroyed in the process. This particular bomb is expelled from Supernova’s body as a whole.
Note: Each exploding sphere s counts as an A-rank technique except for Final Explosion.
Note: Can only be taught by Sasori.
Note: Up to two exploding sphere s can be used at once; except for any combination with Final Explosion.
Note: Each exploding sphere requires a turn cool down after each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Abigōru) Abigor
Type: Puppet
Rank: A S
Range: N/A
Chakra Cost: 30 40
Damage Points: NA 80
Description: Abigor is a rather tall, demonic oriented puppet whose frame is larger than any ordinary puppet or human because it is around eight meters tall making it a distinguished puppet. As far as aesthetics go, Abigor is a rather bulky puppet that possesses a brownish hue and appears to be coated in a layer of metallic plates. Abigor is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Some of its more distinguished characteristics would have to be the massive cannon that it holds on its arms. The cannon happens to be the puppets main source of power and with it allows the puppeteer to expel a variety of different types of attacks.
Abilities:
Elemental Cannon: The first ability of Abigor involves the user utilizing a Fuinjutsu tag located inside of cannon. By infusing thirty chakra points into the cannon the user will be able to release from it the lightning element. The cannon will release a thick and wide stream of the desired element that the user can choose to use to hit multiple opponents by simply moving the cannon around. This particular ability can extend up to long range.
Goo Cannon: The second ability of Abigor, involves the user channeling chakra into the cannon as previously done, but this time around the chakra will manifest itself into a sphere of concentrated chakra. Once ready the user can quickly release up to two chakra spheres in quick succession towards a targeted area. The special thing about these spheres in that the moment they make contact with the ground it will begin to disperse up to five meters around the targeted area. Once contact has been made, the ground will have been layered in a special chakra that is very sticky which can be used to immobilize targets. (A-rank)
Absorption Cannon: The third ability of Abigor, involves the user sending chakra points into a seal inside of Abigor's cannon. Once the user has done so they will point the cannon into the direction of an incoming attack. In response to the attack, the cannon will begin to unleash a powerful sealing jutsu that will begin to drag inside of it any incoming attacks or persons. The thing about this sealing jutsu is that the suctioning wave can only be felt when the object the user is trying to seal is five meters away. Also, when the user is trying to seal away a technique they are only able to seal away certain techniques which just means that jutsu that cover a wide range and scale will not be able to be sealed inside. Despite the cannon being unable to seal certain jutsu, it is still possible for the user to seal large jutsu because once the attack is within range of the suction wave the attack will become compressed and will be dragged inside of the cannon. When a person or sentient creation is within range of the suction wave they will find it difficult to move due to powerful suctioning wave This ability is equal to A-rank and can seal up to S-rank jutsu.
Poison Cannon: By utilizing a compartment inside of the cannon, the user will be able to release from the cannon a concentrated stream of gaseous poison throughout the field. This ability has the strength of an A-rank and, it is possible for the user to utilize it in order to counter other attacks or they could use it to blast away opponents with a powerful stream of smoke. This poison will have the effects and properties of the puppeteer poison. (A-rank)
Notes:
~ Each ability has a range of Short-Long except Absorption Cannon, which is limited to short-range.
~ Each cannon has a one turn cool down except for Absorption cannon which has a three-turn cool down.
Name: (Rudoga) Ludger
Rank: S
Type: Human Puppet
Range: Short-Long
Chakra Cost: 40
Damage Points: N/A
Description: Ludger is a fairly tall human puppet of Sasori’s collection. Being one of Sasori’s newest editions of Human puppets, Ludger was equipped with several mechanisms and modifications to make it unique from any other puppet. Ludger was most famed for his special kekkei genkai, known as steel release. Along with the usage of the steel kekkei genkai, Ludger also possessed the ability to use all 5 basic natures. Ludger’s entire body is covered with steel plates which offer extra defense and, supplementary usages for his steel release technique. Another modification of this puppet is that it has large wings made of metal plates.These wings would be capable of offering offensive support or defensive support from behind. Each wing both had the property of an B-Rank technique. Weapon wise, the puppet has holes in its palm just like Sasori which can be used to fire out chakra waves, due to it being a human puppet, and capable of forming chakra. Along with it being able to fire out chakra waves it was also capable of launching itself forward in a linear/upward pattern with the added holes which were placed on its feet, allowing for it to travel long distances by blasting chakra through the holes in its feet. Also there would be a hole in the middle of puppet’s chest allowing for Sasori to quickly switch into the puppet’s body. Its right hand would also be capable of launching off like a grappling hook allowing for it to drag around for long distance, along with that it could pull the puppet in the desired location. Lastly, another ability of the puppet was the heat generator (separate jutsu)within the puppet which allowed for the puppet to be heated to extreme temperatures. Ludger uses that form in order to power up his attacks, but it also has its drawbacks.
Note: Can only be used by Sasori.
Note: Can use all basic puppetry attacks.
Note: Can only use attacks up to S-rank.
Note: Can only be two human puppets on field at a time.
Note: Grappling hook counts as a move.
Note: Wings cant be used to fly.
Note: Chakra waves and Chakra jets is a separate jutsu and are B ranks.
Link to Battle:
Link to Biography:
As Sieg is falling down into the pit, he could hear numerous things happening at once. He had failed his last attempts due to some sort of random reason and it was seemingly giving the opponent the confidence to attempt to finish him. Wind would be heard from above the pit, while the ground splitting apart was loudly heard from below Sieg, which prompted him to act accordingly. From the soles of his feet wind would be pushed out and formed into a large sheet of wind that Sieg would be standing on in mid air. Upon creation it simply continued to grow as Sieg manipulated the sheet to create a cube around him with him still standing within the center. It was also combined with sickle draws to make the outside of the cube vicious cutting winds, boosting the damage of the cube altogether. Lastly, Sieg had applied hungry ghost to the wind also, hoping it wouldn't fail once again.


Once the cube is created with great haste, Sieg controlled it to go upwards out of the pit/chasm, breaking through any obstacles or jutsu that was coming up or down upon him. Ofc once the scoria shit hit the cube or the cube hits the bomb, or the cube makes contact with the wild winds on the surface, Sasori would have the hungry ghost attached to him which would begin dwindling his spirit and strength. After making it out of the pit, Sieg would spot sasori and go on the attack immediately. The whole time he had his hands of sloth in a phasing mode so it wouldn't be disrupted by any obstacles, though they'd be used soon. Sieg would rush at Sasori with the cube carrying him through the air at high speeds in order to close in on him. Once Sasori is within 15m of Sieg, he'd send the invisible sloth hands at the man to attack him from 4 different angles; above, below, left and right. The hands ofc aimed to crush sasori altogether before the cube made it to close range and finally grinded the broken body into nothingness.


( Fuuton: Gachi Tameni Aeolus) l Wind Release: Grace of Aeolus
Type: Supplementary/Offensive/Defensive


Rank: S
Range: Short - Mid
Chakra: 40 + 10
Damage: 80 + 20
Description: The user will channel their wind chakra around them, bringing it together and manipulating it a thick sheet of wind. The sheet gives off a greenish hue and is very strong and durable yet being flexible as well. The size, strength and thickness of the sheet can vary depending on how much chakra the user inputs. It can be like a small .5m by .5m handkerchief to as big as 30m by 30m. The sheet is created short range but can travel up to long range when needed by the user. The sheet can be used to wrap around an object and move them, or push object out of the way and it can be made with sharp or dull edges. It can be used to catch large or small earth materials used by an enemy and throw them back at the opponent. Alternative roles it can play is acting like an umbrella over the user, a make shift bridge or a little fan. Overall the sheet is to act as a general battle aid with not much offensive capabilities. However it is capable of doing physical damage by smashing into the opponent, cutting them or wrapping around them and squeezing. The sheet also requires constant focus and as such cannot use another jutsu while the sheet is being used. The user can at will decrease and increase the size of the sheet upto its allowed max at will, as long as he keeps focus on the sheet.
Note: Can only be taught by Strawberry
Note: Can only be used 3 times
Note: If it is not destroyed the sheet disappears after the third turn.
Note: No S-Rank or above Wind on the turn this is destroyed/deactivated

(Fūton: Kamaitachi) - Wind Release: Sickle Draws
Type: Supplementary


Rank: A
Range: N/A
Chakra cost: N/A (+10 chakra cost to techniques this is applied to)
Damage points: N/A
Description: A two part jutsu, Sickle Draws aims to augment Wind jutsus in specific ways, allowing the usage of simple jutsus to become more complex, and simply more dangerous in nature. The nature of this jutsu itself only allows it to work alongside the Wind element. The first part requires the user to focus more of his Wind chakra into his future Fuuton jutsu which have no cutting abilities whatsoever (supplementary, defensive type techniques), and using said chakra to sharpen the outside edges of the aforementioned jutsu. This manipulation causes a change within the technique's shape and allows the most defensive Wind jutsu the capability to inflict lethal cutting damage. The damage output would depend on the rank of the supplementary/defensive jutsu used (i.e. an A-Rank will inflict 60 damage). The second usage of this jutsu allows the user to do the same, still only working on Wind jutsus, but instead only focuses on offensive Wind techniques, simply adding a +20 damage to the jutsu used in conjunction as it adds on to whatever it is used with, rather than focusing on things which are purely defensive. When used in either form, however many hand seals the jutsu used alongside this requires, an extra one (the Ram handseal) is added on. This is added on regardless of any abilities which the user may have which allows him to perform wind jutsus without hand seals (specialty, NB sword etc.) This is an activation type jutsu and its effects apply to future wind techniques rather than pre-existing ones. Activating this ability is instant and does not consume any time whatsoever.
~ Can only be taught by Erzo. Can only be used a maximum of two times per battle/event, and once used lasts a maximum of four turns, or until deactivated. Upon it being deactivated/timing out, the user must wait a turn before being able to use again. The user can decide to use one form 2 times, or mix and match as he likes, as long as both the first and second usages are not used at the same time.



(Inton: Gaki no Jutsu) - Yin Release: Hungry Ghost Technique
Type: Supplementary
Rank: S
Range: N/A
Chakra Cost: N/A (+50)
Damage: N/A
Description: Hungry Ghost is a spiritual parasite created through the user’s Yin Release chakra. When using an elemental jutsu, the user will form the ram hand seal to seal the hungry ghost within their technique. Sealing the hungry ghost inside one’s technique happens within the same timeframe as their elemental technique. When the user’s technique clashes with another technique, the parasitic Yin Chakra will eat away at the chakra within the technique, weakening it by one rank. Once the hungry ghost consumes foreign chakra it is released and immediately attaches itself to the source of the foreign chakra (the opponent). From there, the parasite continues to eat away at the enemy’s chakra every time they use techniques (all techniques reduce in rank and power by 1 degree). Once the Hungry Ghost is released, its tether is immediate and cannot be blocked or circumvented by ordinary means. The effects of Hungry Ghost last for 4 turns.
Note: Can only be used 5 times per battle and cannot be used on the same target more than twice.
Note: Surges or Barriers that utilize Yin, Yang, Yin-Yang or Natural Energy can break or prevent the tethering of the Hungry Ghost.
Note: Yin Release master can apply this technique to advanced elements and CE
Note: Hungry Ghost can only be used on S-rank techniques and below.


( Inton: Namakemono no Ude ) Yin Release: Hands of Sloth (Reference)
Type: Supplementary/Offensive/Defensive
Rank: S
Range: Short – Mid
Chakra Cost: 100 (110 w/ YY: Hands of Sloth) -50 per turn
Damage: [120 + 20] 140
Description: This technique gets its name from one of the deadliest sins, sloth. The user begins by clapping their hands and focusing their Yin Release chakra behind them. The user creates several chakra arms (up to 8) behind them which are spiritual in nature. They do not appear to the naked senses, only Sage Mode users, Rinnegan and other Yin-Yang Release users can detect these hands. The best way to describe this technique is in relation to Madara’s Boader Jail technique. The arms are capable of physically interacting with the world and attacking or defending against physical constructs. However, the user can freely turn them completely intangible if they wish to bypass physical obstacles. The base usage of this technique allows the user to attack or defend covertly by freely manipulating the invisible arms. However, in their second form the user can add the “properties of sloth” to the hands which are dejection, idleness, and sleep. Dejection is a loss of will and focus translated in causing a victim to lose coherent perception of the world around them and weaken their ability to defend against genjutsu. Idleness is a loss of action which is translated to a hampered ability to cast techniques. Sleep is a loss of consciousness which is translated in a comatose state brought about by the sealing of one’s spirit if they are not sufficiently healed. The third and final form of this technique is brought about when the user introduces their Yang Release chakra which essentially makes the hands quasi-sentient and self-sufficient without the user’s mental input.
Note: all Yin Release users can use the base form of this technique. Yin Release masters or Yin-Yang users can use the second form. The final form of this technique can only be used by Yin-Yang users with a Yin affinity.
Note: The properties of sloth are spiritually degenerating properties. The more a victim interacts with the hands the worse they become. When touched by the hands once, the victim enters dejection and becomes unable to deduce A-rank and above genjutsu and unable to break S-rank genjutsu by any means. When touched twice the victim enters idleness and they become unable to perform techniques within a single time-frame. When touched thrice, the victim’s mind is sealed over the course of 2 turns and they enter a genjutsu that renders them a mindless puppet to the user. The properties of sloth can only affect victims if the hands are tangible. Switching between tangibility and intangibility requires a move.
Note: Genjutsu specialists and other Yin-Yang users can resist the properties of sloth through the use of counter genjutsu or Yin Release techniques like Yin State.
Note: This technique can be used once per battle. While in use, the user cannot use any non-elemental ninjutsu, Yang Release, or Yin-Yang Release techniques.
 
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