[CJ] The Student Teaches !

Zaphkiel

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(Asutarosu) Astaroth
Rank: S
Type: Puppet
Range: NA
Chakra: 40
Damage: NA
Description: A rather tall, demonic oriented puppet; whose frame is more expansive than that of any ordinary puppet or human because of its height of around 15 meters; implying that it is one of Sasori’s more distinguished puppets. As far as aesthetics go, Astaroth is a puppet that possesses a brownish hue, and was crafted after a demonic spawn from Purgatory itself. Astaroth is a grotesque, monstrous puppet entity with several lesser accessories scattered throughout its body. Located on top of its head, are sets set of sharp edged horns adjacent from each other with one lesser pair of in size directly in front of it. Some of its more essential features include: an extensive, crimson shaded whips connected by a hilt; sprouting from Astaroth's whip hilt are two distinct whips most suitable for lashing out at target. More of its noteworthy features include: A massive yet rudimentary pole that it is capable of utilizing while in battle; more importantly there is a Fūinjutsu tag locating on the crevice of its pole containing a special ability that can be called upon as wanted. Sprouting from its dorsal side are a pair of expansive wings—with unique flaps located on its surface.

Abilties:
Moreover, the wings serve an ulterior purpose which involves manipulating each flap located in its wings. While chakra is connected to its wing via a method the user will pump chakra into triggering forth a reaction. With help of the chakra the wings are capable of lifting Asatorth into the air allowing for it to activate a sort of flying mode, that requires -15 chakra each turn. Only the initial takeoff will counts as a move. Onwards, there is a rather large pole that it holds in its left hand that can be used for rudimentary strikes equivalent to C-rank. It is only when Astaroth makes use of the sealing tag on the weapon does its potential come to fruition. Once the seal has been activated through the usage of chakra it begins to manifest at the top of the pole a magenta colored barrier shaped after an axe. This barrier—surrounding only the top of the pole has a special ability derived from its malleable property. When the axe comes into contact with a small enough physical projectile; that is when the Barrier comes into action—to then utilize its bouncy like properties and repel said attack back into the opposite direction. This ability is only able to work on Attacks up to A-rank, and can only be used four times, with a turn cool down each time. More importantly, there is Astaroth signature ability: It's whips. Both whips will normally be used in conjunction with each other, and are equal to a S-rank tool, collectively.

Even though they can be used together—it is also possible for them to be used individually at the same time, and when doing so the damage is split between them. It's can be used for alternate purposes such as: slashing a target or coiling around them. Each whip holds the ability to extend up to Long-Range. While in action, it may appear that the user is not actually in control of the whips and their direction, and that is true for the most part because the user does not control them all the times. Located inside of the hilt of its whips are a special Fūinjutsu tag that affects each whip. Whenever it is wanted it is possible for the user to simply lash out their whips which will cause for the sealing to passively activate. Once activated the whips will be directed towards any foreign chakra with or against the user's volition. Upon being directed towards a target the user can choose to entangle the target with a binding of the two whips or choose to simply strike them. Lastly, there is another sealing tag located, on the hilt of the whips. This sealing tag is to only activate once the user binds a target with their whips, and upon doing so will cause for the tag to activate; therefore activating a sealing technique that drains a target's chakra by -50 each turn active while also paralyzing them with an influx of electrical currents. If desired the user can submerge Astaroth whips underground for a surprise strike.


Note: Can only be taught by Sasori
Note: If simply using the whips for a basic strike/restriction with/without help of a Fūinjutsu tag, they require a turn cool down each time.
Note: If using the chakra absorbing restriction method—let it be known that it must be stated that the user is using The whips for that purpose and can only be activated four times.
(Sūpānovu~a) SuperNova
Type: Puppet
Rank: S
Range: NA
Chakra: 40 (-30 for each exploding sphere )
Damage: 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 a
fter each usage.
Note: If using the same exploding sphere twice at once then it requires a two turn cool down.
(Kimera) - Chimera V
Rank: S
Type: Puppet
Range: Short-Mid
Chakra: 40
Damage: NA
Description: A muscular puppet shaped in the form of a four legged beast with several unique limbs attached to its body. Sasori has assembled here a grotesque monster holding several unique limbs of several animals. The reason this puppet was considered a special was because of how it possessed characteristics of a wide array of animals merged into one entity. Due to some of the features it is composed up of it gave this puppet a slight advantage over others. Most people when they witness this creature on first sight are shocked by its physique and stature almost thinking it’s the real thing. This specific Chimera has four legs with two hind legs in the back that resemble goat legs. The goat legs in the back almost look as if they are preparing to pounce or jump, and they are capable of it with the springs located along both of its hind legs allowing for it to jump to Mid range in specific directions if the user desires. Emerging from its abdomen would be an extendable snake with a bluish tint that has the reach of up to Mid-range. The snake possesses lithe and flexible movements making it maneuverable throughout the field.


From inside of the snake's mouth it holds the capability for it to release a small circular sphere which contains a grayish smoke bomb that covers everything up to mid-range (counts as a move). Using the snake’s mouth the user can cause for the snake to unleash a wide array of senbon up to C-rank strength and, can be fired for as long as the user has chakra to sustain it but, if sustained more than one turn it takes up one of the user’s move next turn. On its neck would be a long pair of finely modeled goat horns that holds the ability for the user to manipulate them in order to defend the puppet from incoming attacks or to lower them down so that the puppet could possibly charge and penetrate a target with C-rank strength in horizontal sort of manner. Also, Chimera has three notable heads growing from its neck/nape: a lion on the left, a goat in the middle, and a dragon’s head on the right. Each of the heads was designed with the intention of specific elemental functions. The lion head is capable of releasing a thin, pressurized stream of water. The dragon’s head is capable of opening its mouth to release a scorching hot stream of fire from its mouth. On to the goat’s head, it has the ability to release a thin blast of compressed air with the ability to easily blow or destroy sturdy objects. Each of these attacks is equivalent to an A-rank technique, in addition to following the strengths and weaknesses for basic elements.


The user while manipulating the heads can rotate their heads like a knob while using their ability in order to turn the blast into a thin or thick blast version. All of the heads have the ability to release said attacks due to a small circular valve located along the lining of their napes which offered for a place for the attacks to be released. Lastly, from each of their heads they have the ability to launch forward a thin and lithe tongue used as a grappling hook of sorts by looping around an object and is equal to D-rank which can extend to mid-range. User can manipulate the puppets functions together as they see fit. Once per battle the user can release two simultaneous blasts with any combination of the heads three heads to unleash one powerful attack at the enemy.
Note: Can only be taught by Sasori.
Note: Every attack or ability counts as a move
Note: Using two elemental attacks simultaneously will require a two-turn
(Fūin geijutsu: Shinseina enjo) Sealing Arts: Divine Aid
Type: Supplementary
Rank: A
Range: Short
Chakra Cost: 30
Damage Points: NA or 60
Description: This is a Fūinjutsu tag that will be applied directly on one of the user's puppets. Imbued inside of each tag is one of the five elemental natures that can be called upon by the user. With this tag it can be passively placed upon one of their puppets as along as it has been stated along with the summoning of said puppet or in the user's biography. When the user activates this seal it coats, said puppet in a thick layer of whichever elemental the user decides. The aurora can be utilized to give a puppet offensive or defensive capabilities. The main purpose of this technique will be to act as a shield or offensive attack; which can be done by using the seal to expel a skintight barrier infused with whichever element was selected, in order to block an attack (up to and including a single A-rank attack). Each time it is activated the aurora can span up to short range of the puppet or be placed skin tight around it. On the other hand this technique can be used as an offensive attack by slamming into targets hitting them with the blunt elemental force of whichever element was chosen. Also, each usage only lasts one turn unless counteracted. When using this technique in battle only when activating the seal does it cost a move.


Note: Can only be taught by Sasori.
Note: Can only be used four times.
Note: Only four puppets can have this seal attached.
Note: Each puppet can have only one seal on it, and only this particular seal once applied, per event.
Note: The element must be determined at the moment it is applied.
(Mamushi) Viper
Type: Puppet
Rank: S
Range: Short
Chakra Cost: 40
Damage Cost: NA
Description: Viper is one of Sasori’s more advanced types of puppets that he has in his collection because of its framework. It is around seven feet tall quite taller than the average ninja. Viper has a futuristic look and is a humanoid shaped puppet due to how Sasori modeled it. The puppet is most dominantly covered in onyx, metal platings with a wooden core. From several different areas on the puppet cyan colored lining can be seen which represents the chakra flowing into the puppet when the user is controlling it. With the chakra flowing through the puppet it greatly resembles the appearance of veins. Connected to its head, left shoulder, and right shoulder are onyx colored, ordinary metallic disks that can easily have chakra flow through them when the user is using them via a chakra method, which the user can use to throw at a target to mutilate their body. On its back it possesses two sword like wings which have three spikes emerging from them, somewhere along the lining of each wing are three small circular holes about an inch wide.


On to the puppets abilities, with the small holes on the soles of the puppet it enables the user to release a concentrated blast of chakra from them which allows for the puppet to move swiftly through the battlefield which includes moving into the air, this ability can be sustained as long as the user chooses as long as they spend a move to do so. (C-rank | Mid-Range) With the help of the wings on its back the user can control it to protect the puppet from frontal attacks or even use the wings as swords by flipping them into a horizontal manner allowing them to pierce a target ( C-rank | Short- Range). As it was stated before the puppet has three circular disk which can be used to slice through objects. However, throwing the disk is a one time thing, but concealed in the puppet is one extra set of the disks for the user to manipulate as they see fit. Three disks together collectively equals A-rank (Short-Mid | A-rank) By controlling each of the circular disk at the same time with the help of the chakra already flowing through them the user can connect them together by locking them together sort of a like a clip on to each other intertwining them to form a spherical orb. As the sphere is being formed the chakra that was flowing in them will then be focused into a powerful sphere of chakra. The chakra can either be released as a concentrated blast of chakra in a linear manner or a wide scale version and both of great strength, and requires a turn cool down after each usage. (S-rank | long) Since there are blue chakra veins following through the puppet the user can manifest them into blades coated in chakra which can skewer close range targets or be controlled to attack the enemy in several directions (B-rank | Short-Range). Another form of this technique is where the user will use the vein-like pathways to create a chakra based weapon which can be used to act as a weapon throughout the battle for as long as the user chooses as long as they pay -5 chakra each turn, and is about a meter long. It’s head has the ability to release a blue colored flash beam which covers a large array of land up to Mid range blinding anything that gets in it path, but is just an ordinary flash so it can be blocked by relatively simple methods, but counts as a move. Lastly, the puppet has the ability to use the three disks and connect them to form a powerful version of the chakra shield technique that can be used to block external attacks from the front or they can be manipulated to cover the front, side, and back in order to create a chakra shield everywhere except for the groun ( A-rank | Short Range). In the middle of its chest is a place Sasori's core.


Note: Can only be taught by Sasori.
Note: Each function of the puppet takes up chakra equal to the rank ofit.
Name: (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 possbie. 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

Reporting for duty.
 

Zaphkiel

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Lol now hold on a filthy minute.

(Fūinjutsu: Mugen Kyōsaku) – Sealing Technique: Infinite Constriction [1/1]
Type: Supplementary
Rank: C
Range: Short – Mid
Chakra: N/A (+5 chakra cost to applied technique)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement passively applied to the Infinite and Multiple Infinite Embraces. When created the Embraces, both B and A-Rank versions, create a cuboid structure around its target(s). With the supplement Infinite Constriction the cuboid construct is modified to become far more malleable and instead fit itself around a single target trapping them within it. In order for this supplement to operate generic black sealing script will spread on the barrier produced; the script, while plainly visible, will not obscure vision of the target trapped within the Embraces. This can be best visualized as a tightly fit spandex suit which forms around the target and traps them within it, effectively making the Embraces a far more potent restricting technique. Because of this technique’s nature it can be applied within the same time frame as the Infinite Embraces and its variants. Infinite Constriction does not supplement the strength or durability of the Embraces and its variants.
(Fūinjutsu: Kōsoku Fantajia) – Sealing Technique: Restraints of Phantasia [2/2]
Type: Offensive, Supplementary
Rank: A
Range: Short – Mid
Chakra: 30
Damage: N/A
Description: This technique employs the usage of barriers to create a technique designed to restrain targets. With a single hand seal the user causes a large geometric barrier to encapsulate the target in what appears to be a box. The walls restrain the target by pressing and squeezing down on the target; while they exert great pressure and effectively prevent the target from moving under normal circumstances they are harmless themselves. The barrier itself can fit to the size of its target, however it cannot reach sizes equivalent to boss summons. It can only be used to trap targets up to three times the size of an average human. The barrier is simple to escape, however, in that it only requires an A-Rank technique to shatter it from within. Unlike the Embraces, which specialize in sealing abilities and chakra, the Restraints of Phantasia is only able to restrain its target independent of the user. The Restraints can also be used on targets within mid-air, causing them to enter a sort of suspended animation within the barrier. Restraints of Phantasia can only be used three times per battle within two turns in between applications. No fuuin above A rank in the following turn
(Fūinjutsu: Butsuri Kyōsaku) – Sealing Technique: Physical Arctation [1/1]
Type: Supplementary
Rank: B
Range: N/A
Chakra: N/A (+10 chakra cost to applied seal)
Damage: N/A
Description: This is a unique sealing technique in that it is not a standalone seal; it is actually a supplement to a seal, or an adjustment to sealing script, applied to other seals such as the generic Sealing Tag technique. Physical Arctation is based on the principles of Sealing Technique: Artifice and Revision. This technique is designed to slightly adjust their sealing script so to emulate the effects of the Living Barrier. Through an infusion of chakra the applied adjusted script will release an intangible barrier on its target, much like an armor. Those entrapped within will experience the disruptive effects of the Living Barrier, but to a lesser degree. The barrier creates a seal which effectively seals away 40% of the target’s maximum chakra reserves while also preventing the target from using techniques above S-Rank. Unlike the Living Barrier, Physical Arctation will remain active until the seal which it has adjusted is destroyed. Because of the nature of this technique it can be used within the same timeframe as the technique it is applied to. Physical Arctation can only be used two times per battle, with two turns in between each application. Its effects cannot be boosted to restrict the target further.
(Kōan Genjutsu: Jōmyō Inin)- Koan Illusion: Mortal Dictata [1/6]
Type: Supplementary
Rank: S
Range: Short-Mid
Chakra cost: 40
Damage: N/A
Description: The Jōmyō Inin or "Mortal Dictata" is a Genjutsu developed by a skilled Uchiha during one of his episodes of meditation. The nature of the illusion was a paradox placed on his mind that tampered with how he perceived opportunity and misfortune. He later recorded these feelings and became able to replicate them in the minds of others through chakra, making it a Genjutsu. The technique begins with a Ram hand seal and placing the chakra on the opponent(s)' mind. The illusion has two parts; fortune or misfortune, and will be highlighted below.

Fortune | Kōun: This side of the illusion tampers with the opponent's visual cortex where it completely changes the appearance of the user and his techniques. The user will appear gravely injured and weak in the opponent's eyes. This can be anything from missing limbs to profuse bleeding. Again, this is a visual illusion is does not actually tamper with the opponent's cognitive perception of the user, it only provides visual stimuli that would lead him/her to believe the opponent is actually injured. The second use to this side of the technique is how it affects the visual information of the user's jutsu as well. In other words, a grand fireball from the user may appear like a measly fireball to the opponent.

Misfortune | Fukō: This the second side of the illusion changes the opponent(s)' visual perception of the user and his techniques so that they appear much more superior to theirs. The user may appear godlike (as in vastly superior in strength and not looking all shiny and golden), in their peak condition and appear very capable of combat. This also applies to the techniques where a simple wave of water may appear even more devastating, like tsunami level. Of course the illusion doesn't actually change the rank and damage of the user's techniques, it only changes the appearance and will go as meticulous enough to alter the terrain to compliment the false powered jutsu. Such as the trees being flung about from the water waves to houses being decimated.


Both sides, Kōun & Fukō, when used individually are S ranked in strength. However, they can be used simultaneously, but only on different minds. Meaning, the user may place Fukō on one opponent and Kōun on another at the same time they activate this technique. This can lead to incoherence between allies and further aid the user. However, it is impossible to cast both sides of the illusion on one person at the same. However, if this double use is used both the techniques Kōun & Fukō become A ranked in strength while the overall technique itself is immediately spent twice and hence can't be used again. But if the user applies one at a time he may wait a while before using it again.


Note(s):
- Can only be used 2x.
- Kōun & Fukō lasts 2 turns each on the opponent(s), with a three turn countdown between each individual use.
(Futon: Usuguraikara Sakebimasu)- Wind Release: Cries from The Dim [3/6]
Type: Supplementary/Offensive
Rank: S
Range: Mid-Long
Chakra cost: 40
Damage: 80
Description: The user will form the Tiger and Ram hand seals and stomp his dominant foot on the ground, sending his Futon chakra in the form of drilling wind through the earth. The wind will travel exactly 3 meters under the surface before heading towards the intended area. Once the wind has drilled at least 5 meters away from the user he will have the wind dig a huge cavity underground, a 20x20 meter cavity to be exact, resting just 3 meters below the surface. Once this cavity is dug it prevents underground travel in that area, and also prevents earth techniques of A ranked and above that would require sufficient amounts of earth to perform. If any of these techniques are performed over the hidden abyss the ground will shatter and allow anything above it to fall into a 20 meter ditch. However, the ditch isn't so much harmless for the most part, as the wind that had made it would stay circulating as vicious, slicing winds as well as grounded up earth which would be reduced to the point of dust. These winds and dust raging beneath the surface would have the faint whirling sound which could be misinterpreted as crying sounds. Anything or one caught in the hole would be sliced to ribbons in mere seconds. Although the technique lasts 2 turns, the user may flash the Dog hand seal and have all that cooped up wind explode upward from the ground in a massive column of slicing winds and rocks of a diameter 15 meters and an indefinite height whereas the column can continue all the way into the clouds before dispersing. This technique was made primarily to prevent earth technique coming from deep in the ground however.
Note(s):
- Can only be done 2x
- The slicing winds will persist for 2 turns underground after this technique is performed, after these 2 turns the winds will leave but the ditch remains.
(Fūton: Kuikku Ken no Jutsu)- Wind Release: Quick Sword Technique [3/6]
Type: Offensive/Defensive
Rank: A
Range: Short-Mid
Chakra cost: 30
Damage: 60
Description: Based on the timeless principle of Iado, the art of releasing and sheathing ones sword in the blink of an eye, this technique entails a sort of mock Iado where the user will simply grab the handle of his sword while focusing his Fūton chakra. His chakra will then seep into the air around him to take command of the naturally occurring wind up to 5m from his position. By holding on the handle of the blade the user will use his Fūton chakra to replicate the entire blade down to the very length and density as invisible swords of wind, 6 in total. The swords can be heard, if not seen, as sharp whistling sounds as they sling around the user as well as the damage they do to any nearby objects such as the ground which makes the technique very noticeable. If one would look closely however, the blades can be observed as faint arcs of green Fūton chakra. The blades will slice at anything within 5m of the user's vision and can be pushed forward after being spawned to a maximum range of 10m using the air as a medium with a combined rank of A instead of individually. The technique is only applicable as long as he keeps his hand on the handle of the sword, once the user lets go the technique is ended. This prolonged usage can only last the entire turn it was performed.
Note(s):
- Can only be used 3×
- Requires contact with a bladed weapon
- While being performed user cannot perform any other chakra related techniques.
 
Last edited:

Zaphkiel

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(Fūton/Katon: Shingan no Dai Sanji) - Wind & Fire Style: God Eye Calamity
Type: Offensive
Rank: S
Range: Short-Long
Chakra cost: 40
Damage: 80
Description: A highly effective and difficult technique involving both one's Fūton & Katon chakra, God Eye Calamity is just as dangerous as its name suggests. However, depending on the user's mastery of the aforementioned elements Shingan no Dai Sanji can actually have adverse effects. The style is divided into two parts. The first component begins with the molding of one's Fūton specialty to channel their chakra into their head and neck area. From there they will have their eyes or any other extra sensory means focus on a target within mid ranged of their vision (or range of whatever sensory the user is capable of) while amassing the chakra into the forehead region right above both eyes. Once the target is set the user will fire a highly condensed tubular shape of wind about an inch thick and a meter long and slightly translucent, with similar translucent appearance to the Wind Blade, at said target. This tube of wind will act like a lance, able to pierce through objects and people like a high caliber round. It's a projectile attack rather than a stream one and is A ranked by individually. The Katon chakra serves as the real killer side to the technique as once the wind tube connects with a solid object the wind is uncontrollably blown from shape in the form of a localized wind explosion reaching up to short ranged from the impact area. Then, in the millisecond as the wind explosion happens the user will flash the Seal of Confrontation and have his Katon chakra ignite the explosion to form a raging fire which changes the nature of the detonation to a deflagration which stretches up to mid ranged of the impact area. I say deflagration instead of explosion because, the resulting detonation has just the right amount of fire and air that it rages with pure might that sends slight shock waves of heat and wind throughout impact area (short ranged) that can affect opponents that weren't even directly hit by the attack, and then it all dies out in less than a second. That translated into the time frame logic means its quick, hot, and powerful, but also very fast (the explosion, not the projectile) and can be over before it was even realized. The Katon chakra inserted into the Futon tube is A ranked in strength which in turn makes the technique and overall S rank. Shingan no Dai Sanji is also able to adopt a slight curve in its trajectory to hit targets that may be hiding but this curve has to be initiated at launch and cannot be sharper than a ninety degree turn.
Note(s):
- Can only be used 2x
- Requires a turn cool down
- No Futon or Katon techniques above A ranked next turn.

(Suiton: Hakai torentokomando)- Water Style: Destruction Torrent Command
Type: Offensive
Rank: S
Range: Short - Long
Chakra cost: 40
Damage: 80
Description: A unique and tricky technique, requires the finesse of a water affinity to be completed perfectly due to its complexity and range. The technique begins with two hand seals (Ram➡Boar) where the user will begin an uppercut motion with his dominant arm, as he does this a thin film of water flat and round spanning 5m in diameter and mere centimeters in height would condense from the air above him. As he punches, his hand passes through this film sending splashes of water into the air above. As the splashes fly upward they grow exponentially in size gathering moisture from the atmosphere while joining together until 4 dense comets of water each the size of an adult bear come crashing down anywhere the user wills up to long ranged. The user can choose to release all comets at once for maximum splash damage or one at a time for strategic importance, however at one at a time the user has to remain focused on the technique and is unable to perform any other chakra needed techniques until the move is finished.
Note(s):
- Can only be done 2×
- Bios with Suiton primary affinity can perform this without the need for hand seals
- Requires a turn cool down

(Fuuton: Hai ni uchi)- Wind Release: Between Two Lungs
Type: Offensive
Rank: A
Range: Short-Mid (Suction is short-ranged)
Chakra Cost: 30
Damage: 60
Description: The user will channel his Futon chakra throughout his blade and then release a thin, spiraling cocoon of actual wind over his blade, spanning from the hilt to the tip in a full undulating coat. This will give the blade added cutting power naturally but the true purpose is to thrust the blade forward while twisting the arm and wrist counter-clockwise, this will form a drilling motion of wind like a sharp thin spear that extends up to short ranged of the user (5m). However, after the thrust- or mid way of the user so chooses, he'll quickly flick his wrist clockwise which spins the sword in the same motion and cause the spear of wind to quickly expand width wise, like an opening umbrella while extending another 5m to reach mid-range from the user (10m).The spinning motion will quickly take shape of a localized tornado with the tail being the user's sword and the broad head being the technique's area of influence, its powerful clockwise motion sucks anything in its aim into its eye and by extension the user's outstretched sword while slicing and dealing cuts to the victim through its viciously rotating wind walls.
Note(s):
- Can only be done 3x
- Requires a turn cool down

There you go.
 

Pyro NB

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Tosses up some scrolls.
(Abigōru) AbigorType: Puppet
Rank: A
Range: N/A
Chakra Cost: 30
Damage Points: NA
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 cooldown except for Absorption cannon which has a three-turn cooldown.

(Shiru tame ni) Saber
Type: Puppet
Rank: A
Range: N/A
Chakra: 30
Damage: NA
Description: Saber is a rather tall puppet being around six feet tall. Saber is a wooden puppet crafted in the image of a man. Image-wise, Saber wears an armor with metallic plates which is purely a cosmetic part of its design. The thing that is so special about Saber is that he was crafted to be a sword specialist. He owns up to the name by carrying two ordinary katanas in his hands and other than the swords that he carries when he is summoned to the field there is nothing else unique about the puppet upon first glance. Saber, however, has Fuinjutsu seals scattered across its body that allows it to summon forth unique swords that are combined with Fuinjutsu in order to make deadly combos. If desired, the user can even passively activate a seal on the puppet with a surge of five chakra points and summon forth up to two ordinary katanas.

Abilities:
The first ability of the puppet involves the user manipulating the swords in Saber’s hands and pointing them in the desired direction. The swords can be pointing in different directions, but once a direction has been found the user will charge their puppet with raw chakra and upon doing so the puppet will release from the tips of its blades a thin stream of chakra. This chakra is refined so that it can easily cut through objects or pierce them. When using this ability, the user is free to manipulate the chakra in order to make abrupt turns or to move the arms of the puppet in order to allow for the chakra streams to move into another direction. If desired, the user can pierce the ground with the swords and cause the chakra streams to travel underground and emerge to attack the opponent. This particular ability is equivalent to A-rank and can extend up to long range.

The next ability of the puppet requires the puppet to retrieve two katanas from somewhere inside of its body or utilize the ones in its hands in order to place on the ground directly below the puppet. Upon the tips of the swords being placed on the ground, a fuinjutsu tag located on the puppet will activate and from it, an emerald barrier will spring forth from the swords. The barrier will extend up to five meters of where the swords were, but the special thing about this barrier is that upon its emergence the user can control the barrier to repel foreign chakra sources around it. This just means that the user can use the barrier in order to push away an enemy to the outskirts of the barrier which would be five meters away, but they could also use the barrier in order keep their allies inside. The barrier can also be used to push away other techniques such as smoke or mist that are around the swords when they release the barrier. Otherwise, the barrier is able to sustain up to A-rank damage but can be canceled if the opponent finds a way to remove the swords from the ground.

The last ability of Saber is the ability of the user to open a compartment on Saber’s left arm and send chakra into a seal located on the puppet in order to release a barrage of katanas from the seal that will be attached to a string. With the help of the strings, the user can manipulate them to alter their directions suddenly which can be useful to attack multiple targets at once. If desired the user can also choose to attach a poisonous smoke bomb filled with a poison of their choice and once the swords make contact with an object the user will release a smoke cloud up to a meter of where the sword was. This particular ability can extend up to long-range and covers a wide range making it difficult to outrun especially with the help of the strings. This technique, essentially, could allow the user to fill a good percentage of the battlefield with smoke. The poison used can only be the puppeteer's specialty poison.

Notes:
~Chakra stream ability is equal to A-rank, has a one turn cooldown
~The barrier technique is equal to A-rank, has a three-turn cooldown
~The barrage of Katanas technique is equal to A-rank, has a one turn cooldown

(Juno) Artemis
Type: Puppet
Rank: A
Range: NA
Chakra: 30
Damage: NA
Description: In ancient stories, Artemis was known to be the goddess of the hunt. Artemis is a rather average puppet height wise due to it being only five feet tall. It is clothed in rudimentary fabrics that run throughout her entire body. The most distinguishing feature about Artemis would have to be her holster used to carry a large amount of spear tipped arrows. In her holster, Artemis holds a variety of different arrows, some attached with sealing tags or explosion tags. Upon being summoned to the field, Artemis will hold in its arms a wooden bow that it will use to release arrows throughout the field. These arrows, for the most part, can reach up to long range with the help of the chakra the user uses when the arrows are released. There are specific arrows that Artemis has, but the user is also free to release free form arrows of the falling choices: wooden arrows by themselves or arrows with explosive. The user is free to release up to four arrows of freeform nature at once. Regarding its specialty arrows, the user is free to release up to two of any kind in different directions if wanted but at the cost of two moves. If by any chance, Artemis’s bow is destroyed, the user can retrieve up to three spare bows from inside of her body.

Abilities:
Sacred Arrow: The first ability of Artemis calls for the user to attach three arrows to its bow where it will then propel the arrows up to long range with the help of its chakra infused bow. The arrows will all be arranged into the formation of a triangle around whatever it is nearby. Instantly, as contact has been made the Fūinjutsu tags will activate and begin emitting a magenta colored barrier that will attempt to close in on whatever it is around. The point of this barrier will be to entrap enemies in a barrier that constantly closes in on them until they are crushed. If desired due to how these arrows work the user can instead use it as a protective shield to stop incoming attacks by surrounding themselves in the barrier or by placing the barrier in front of them. Let it be noted, that each arrow is placed at least five meters from its target, but if the user is placing the arrows around themselves then they can cover any allies five meters around them. If the arrows are removed from the ground then the barrier will be dispelled. (A-Rank)

Chaos Arrow: The next set of arrows have more of an elemental touch them. By first placing a string attached arrow laced with a Fūinjutsu tag, the will the propel it up to long range. While it is in mid-air the tag will activate unsealing a wide array of stringed arrows that cover a wide range and are hard outrun. A special thing about these arrows is that they can be coated in the lightning element and are able to be controlled via a string in order to allow for directional control. (A-rank)

Exorcism Arrow: The Exorcism arrow is one that has a sealing jutsu imbued inside of it. The seal is set to activate whenever the arrow makes contact with foreign chakras such as the enemy or the enemy’s technique. Upon expulsion of this arrow, the arrow will glow in a bright white light. The thing so special about this arrow is that upon contact with a surface the user will be able to seal away impurities and foreign chakra upon contact. For example, the user can use this to target poisonous smoke clouds or other toxins and upon the arrow making contact with the source it will seal all of it away. In regards, to enemy techniques, this technique can be used on A-rank jutsu within reason in order to seal them away. For instance, if this seal were to make contact with the Stone Golem technique, upon the arrow touching the creature, ethereal arms can be seen manifesting from the arrow and will begin to submerge the technique from all angles until the beast has been sealed inside of the arrow. This ethereal arms can still be countered logic wise with an opposing technique, and if desired the user can choose to shoot the arrow at a piece of the ground in front of a jutsu or person and release the ethereal arms from there, but they can only extend up to five meters (A-rank).

Miasma Arrow: The last arrow is one that has a lethal part attached to it. This arrow has at the end of it a poisonous smoke bomb that is filled with the puppeteer's poison. Upon the arrow making contact with a solid surface it will release a poisonous smoke cloud up to ten meters around where it went off. The user can release up to one arrow of this kind at once and upon them making contact with the ground smoke will be dispersed everywhere.

Note: Each arrow has a one-turn cooldown but do note that Exorcism Arrow is only useable four times per event.
 

Zaphkiel

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Purchasing for 1k:


(Fukitsuna ito) - Sealing Arts: Ominous Threads
Type: Supplementary
Rank: A
Range: Short-Long
Chakra cost: 30
Damage points: N/A
Description: The user will first perform a hand seal at the end of one of their physical or projectile techniques. After doing so, kanji transcripts will begin to spread across said object or technique. For example, if this is used on a free-form kunai then it will cause the kuna to be covered in kanji transcripts. The purpose of this technique comes into play once said object strikes a physical surface. For instance, if the user has a kunai and throw it at the grown in front of them it will cause the kanji transcripts to activate. Once activated the transcripts will release a small scale sealing jutsu that seals everything one meter from its location all directions. As a result this will seal even the affected object. At the most, the seal could create a small cylindrical hole in the ground or whatever it made contact with. This technique can seal objects up to the chakra input of this jutsu, and does not work against living opponents. Kanji created by this technique are in plain view, and cannot be obscured to an opponent aside from being out of line of sight.

Note: Can only be used five times with a turn a cool down

A supplementary Fuin that coats a distanced object/technique in sealing scripts that activate when said object/technique strikes anything physical. A small scaled sealing vortex will come from the seals that take in anything in (small) radius around it. Useful for ranged fighting.
 
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