[CJ] Nice and Easy, and no one gets hurt.....

Squidy

Active member
Regular
Joined
Jan 4, 2017
Messages
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1,554💸
Kumi
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Trait Points
70⚔️
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with a greater force than it was met with even allowing the user to propel themselves in linear directions. The user can either manifest 4 disks with a max radius of 1m all at D rank, 2 disks with a max radius of 1.5ms both at C rank, or 1 strong disk at B rank with a max radius of 2.5ms. This techniques creation is up to the user, stemming from the body, a close source, or the ground, but stays within its creation spot when made even being able to be suspended within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength. Disks fade after usage.
>Can be used 5x per battle
>Countered jutsu returns at same strength




Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns



Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle



Don't be a hero bro...
 

Excision

Active member
Elite
Joined
Jan 26, 2017
Messages
6,034
Kin
714💸
Kumi
6,473💴
Trait Points
0⚔️
Type: Supplementary/Defensive/Offensive
Rank: B
Range: Short
Chakra: 20
Damage: N/a
Description: A basic technique initiated by the user with simple body movements focused in a specific direction within short range. Iron Sand: Rebounder is a distinct disk of iron sand made by the user carrying special qualities related to rebounding due to its unique structural qualities. Utilizing the versatility of iron sand each grain conjoins together much like a liquid rather than a solid, the disk(s) having a round shape, allowing flexible movement of the disk's surface when met with a physical force. Rapidly returning to its original form after being extended by force the disk of iron sand then recoils as it launches the physical object(s) in the opposite direction with a greater force than it was met with even allowing the user to propel themselves in linear directions. The user can either manifest 4 disks with a max radius of 1m all at D rank, 2 disks with a max radius of 1.5ms both at C rank, or 1 strong disk at B rank with a max radius of 2.5ms. This techniques creation is up to the user, stemming from the body, a close source, or the ground, but stays within its creation spot when made even being able to be suspended within the air. Opposing physical techniques can be rebounded as well, like a counter, but the jutsu in question has to be within the disks diameter and equal to or weaker in strength. Disks fade after usage.
>Can be used 5x per battle
>Countered jutsu returns at same strength




Type: Supplementary
Rank: B
Range: Short-Long
Chakra: 20
Damage: N/a
Description: A technique that can be used on, or in conjunction with, another structured iron sand jutsu by waving 1 hand seal, or 1 additional hand seal when used in conjunction. Upon initiation this jutsu increases the magnetic field of an iron structure, both in power and range, making it so that the structure emits said field within the space of short range around it which affects all material able to be magnetized (ex organic, metals, etc). Affected objects within the magnetic field of the targeted iron sand jutsu will be swiftly pulled into the field's core, which is the iron sand jutsu, with a strong magnetic force that if fought against by an opposite force will experience great resistance that dramatically reduces speed(halves speed). In order for this technique to successfully work the targeted jutsu must be bigger than the magnetized objects being pulled in, meaning in order to work on a human sized object the targeted jutsu must be bigger than 2m<.This magnetic field can be disrupted/negated by lightning techniques of the same rank as this technique.
>Can only be used on objects 2m<
>When this jutsu is in play it can not be used again until completion
>Can be used 4x per battle, with a two turn cool down in between usages and each usage lasts 3 turns



Type: Off./Supp./Def.
Rank: A
Range: Short-Long
Chakra: 30 (-10 per additional turn)
Damage: 60
Description: Using body movements the user takes hold of a pre-existing source of iron sand and manipulates it, making it animated. This tech can be used to animate already present static structures created from other iron sand jutsu, or used to give form to a pre-existing source, up to the user's discretion, that the user then controls. When taking hold of the iron sand its body and features become moveable, flexible, made less dense, made denser, and/or ultimately able to be transformed into a whole new form, until the source is either destroyed or the user stops focusing on it where the structure then becomes static in its present state. The size of the structure depends on the size of the source being used, but can never exceed midrange dimensions, and the user can choose to make the iron structure defy gravity via magnetism if wanting to, even causing it to stay suspended in midair when static. Within the 3 turns of this jutsu's activation the user can take back control of the same static structure with body movements, making it adaptable once again unless the source was completely destroyed, thus ending the technique.
>Taking back control of a static structure costs a move
>Requires a 1 turn cooldown after ending
>Can be used 3x per battle



Don't be a hero bro...
Hawkins enters the area with his tradesman before him. He looked around from side to side with his right hand in his jacked on the left side, looking suspicious. As they place down the three items he looks at them cautiously before nodding.

"Understood, no questions here..."

He looked around once more before pulling out his right hand now, placing three things on the counter to complete the trade.

"Here you go, are we all done here?"

(Jiton: Tetsu Bakuhatsu)Magnet Release: Iron Explosion
Type: Offensive
Rank: A rank
Range: Short-Mid range
Chakra: 30
Damage: 60
Description: Using pre existing Iron sand, the user will form two hand seals and channel their Magnetic chakra a few meters below the opponent. The user will create a large sphere of pure magnetic chakra beneath the opponent. Once formed, the user will change the properties of the chakra, causing it to repulse all the iron sand around it. In turn, this will cause all the Iron sand near and around the sphere to violently repulse away, without such force that it causes a shock-wave like explosion under the opponent. The power of the explosion is enough to launch the opponent several meters into the air. At the same time, the opponent will be showered by bullets of iron sand from below, which will have enough power to pierce holes in their body, effectively killing them before they hit the ground.

Restrictions:
Can only be used in adjoining turns.
Can only be used 3 times per battle.
Requires the opponent to be standing on top of a large amount of Iron Sand to activate.

(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.

Restrictions

Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.

(Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
Type: Supplementary/Defensive
Rank: B
Range:Self-Mid
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Iron Dispersion is a bail out jutsu created for Katora when he simply can't go up against a technique, or needs to flee an opponent to better re-position for the fight. Similar to "Sand Body technique", Katora will turn his entire body into Iron sand. Afterwards, Katora will split up, dispersing all the Iron sand he has made his body up of into random directions. By doing this, Katora can dodge most techniques that are aimed to kill him. Katora can evade up to Mid range from his original position in almost any direction except into the ground itself. Once he is clear of the technique, Katora will bring all the pieces of his body back to a central location and reform his body, deactivating the technique. While dispersed, Katora cannot attack in any way. Also while dispersed, locating Katora is difficult as his chakra signature will be spread out, like flecks of chakra across the battlefield. While in this form, Katora is still able to perceive the battlefield in front of him.

Restrictions:
This technique can only last 2 turns, including the turn used, so the second turn Katora must reform.
While in this form, Katora cannot attack or perform any jutsu until he reforms.
Note: Has a two-turn cooldown after the technique ends.
 

Squidy

Active member
Regular
Joined
Jan 4, 2017
Messages
1,691
Kin
1,554💸
Kumi
2,480💴
Trait Points
70⚔️
Hawkins enters the area with his tradesman before him. He looked around from side to side with his right hand in his jacked on the left side, looking suspicious. As they place down the three items he looks at them cautiously before nodding.

"Understood, no questions here..."

He looked around once more before pulling out his right hand now, placing three things on the counter to complete the trade.

"Here you go, are we all done here?"

(Jiton: Tetsu Bakuhatsu)Magnet Release: Iron Explosion
Type: Offensive
Rank: A rank
Range: Short-Mid range
Chakra: 30
Damage: 60
Description: Using pre existing Iron sand, the user will form two hand seals and channel their Magnetic chakra a few meters below the opponent. The user will create a large sphere of pure magnetic chakra beneath the opponent. Once formed, the user will change the properties of the chakra, causing it to repulse all the iron sand around it. In turn, this will cause all the Iron sand near and around the sphere to violently repulse away, without such force that it causes a shock-wave like explosion under the opponent. The power of the explosion is enough to launch the opponent several meters into the air. At the same time, the opponent will be showered by bullets of iron sand from below, which will have enough power to pierce holes in their body, effectively killing them before they hit the ground.

Restrictions:
Can only be used in adjoining turns.
Can only be used 3 times per battle.
Requires the opponent to be standing on top of a large amount of Iron Sand to activate.

(Jiton: Desutorakuto Disuku)Iron Sand: Destructo Disc
Type: Offensive
Rank: B rank
Range: Short-Long
Chakra: 20
Damage: 40
Description: Using his magnetic Chakra, the user will concentrate his Iron sand into a paper thin, razor sharp disc, anywhere on the battle field. This disc is no larger than the users palm, and once formed, once again using his magnetic chakra, the user will cause the disc to spin at extremely high speeds. With the disc spinning, the user can remote control the disc to send it flying in any direction from the formed location. This allows the disc to not only dodge any jutsu the user needs to dodge with it, but due to its small size, it is hard to see and fight against.

Restrictions

Remains active for the turn it is used in
Can only be used 4 times per battle
Must be formed at least 5 meters away from the opponent.

(Jiton: Tetsu Bunsan)Magnet Release: Iron Dispersion
Type: Supplementary/Defensive
Rank: B
Range:Self-Mid
Chakra: 20 (+10 per turn)
Damage: N/A
Description: Iron Dispersion is a bail out jutsu created for Katora when he simply can't go up against a technique, or needs to flee an opponent to better re-position for the fight. Similar to "Sand Body technique", Katora will turn his entire body into Iron sand. Afterwards, Katora will split up, dispersing all the Iron sand he has made his body up of into random directions. By doing this, Katora can dodge most techniques that are aimed to kill him. Katora can evade up to Mid range from his original position in almost any direction except into the ground itself. Once he is clear of the technique, Katora will bring all the pieces of his body back to a central location and reform his body, deactivating the technique. While dispersed, Katora cannot attack in any way. Also while dispersed, locating Katora is difficult as his chakra signature will be spread out, like flecks of chakra across the battlefield. While in this form, Katora is still able to perceive the battlefield in front of him.

Restrictions:
This technique can only last 2 turns, including the turn used, so the second turn Katora must reform.
While in this form, Katora cannot attack or perform any jutsu until he reforms.
Note: Has a two-turn cooldown after the technique ends.
I'm good on my ends as well. Nice trading with yah
 
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