[CJ] Training with Scorps

Scorps

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Ok, here it is.

Ninpou Hijutsu: Mazu Tsumibito | Hidden Ninja Art: The First Sinner
Type: Offensive/Defensive
Rank: S-Rank
Range: Short
Chakra: 40 (-10 per turn)
Damage: N/A
Description:
The user will use hand gestures to infuse a patch of solid earth or rock with a given elemental chakra. Upon doing so, the material will fragment and rise into the form of a protector, with the fragments of its body connected to each other by a raw form of the element used. The material used is nothing but a vessel for the chakra infused in it and makes up the body of the guardian and its main form. The various clumps of the material will be engraved in several kanji markings, reminiscent of a fuuinjutsu technique, that will serve as the chakra's path way. The clumps will then be lifted, seamlessly held together in the raw humanoid form of the guardian by the chakra used. Depending on the chakra used, the guardian will have different attributes and abilities, but will always be about the same size, namely, twice as big as a normal human. The guardian floats above ground (between 10 and 20 cms) and lacks real lower limbs but does have rudimentary hands and facial features, carved upon the rock that makes up his head. The guardian can use techniques the user knows of its elemental chakra up to S-Rank without handseals (his rudimentary hands are used to substitute the handseals with simple hand gestures). The guardian cannot speak but its chakra link with the user allows a hidden form of instant communication between the user and the guardian. The guardian is a sentient entity, capable of acting on its own but, due to its elemental composition, cannot be mentally or sensorily manipulated. Likewise, if the user loses conscious or the ability to sustain the guardian, it will collapse on the ground.

Kaminari Tsumibito (Thunder Sinner): This guardian is produced using lightning chakra to infuse the rocks. Capable of using lightning techniques, it passively numbs and zaps (harmlessly) any enemy nearby due to the lightning chakra that keeps the clumps together. Once per battle, the user can either detonate the Tsumibito, producing an S-Rank lightning blast, short range in radius or make the Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc).

Kazan Tsumibito (Volcano Sinner): This guardian is produced using fire chakra to infuse the rocks. Capable of using fire techniques, it burns any enemy on contact and is immune to basic weapons (shuriken, kunais, etc) which simply melt upon contact with it. Once per battle the user can detonate the Tsumibito producing an S-Rank Fire blast, mid range in radius, that will scatter countless molten earth debris.

Arashi Tsumibito (Storm Sinner): This guardian is produced using wind chakra to infuse the rocks. Capable of using wind techniques, it has the unique ability to fly. Its flight abilities are strong enough to carry the user while easily out maneuvering most flying summons of his size. Due to the aura of wind that surrounds him and enables flight, its completely immune to Lightning techniques but very vulnerable to Fire techniques. Once per battle the user can make the Tsumibito collapse upon itself, effectively creating a miniature S-Rank "wind hole", sucking anything short-range from its center into it and crushing/shredding it in the process.

Jishin Tsumibito (Earthquake Sinner): This guardian is produced using earth chakra to infuse the rocks. Capable of using earth techniques, it has the unique ability to reform if hit by any technique apart from Lightning or Lava, while being immune to Water techniques. Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns.

Umi Tsumibito (Sea Sinner): This guardian is produced using water chakra to infuse the rocks. Capable of using water techniques without the need for a water source, its completely immune to Fire or otherwise, high temperature related Techniques. Once per battle the user can siphon any and every heat or fire from the battle field on to the Tsumibito, negating it completely.

Note: Usable 3 times per match, with each Tsumibito being used only once per match.
Note: Each Tsumibito can only be sustained for 5 turns.
Note: The ultimate ability of each Tsumibito results in its destruction.
Note: The user cannot mold techniques above A-Rank of the element he used for the Tsumibito on the same turn.
Note: Can only be taught by Scorps.

This is based upon The Elder Scrolls: Skyrim's Storm Atronach:
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I based this off a spell you can use in the Elder Scrolls franchise called "Storm Atronach". It had many variations but the one I tried to emulate was the one used and seen in Elder Scrolls: Skyrim. The idea is that you infuse a bunch of earthen debris (rocks, dirt, sand, mud, soil, etc) with a given elemental chakra, using that chakra to shape the debris into "chunks", who are then engraved with Kanji and infused with said elemental chakra. The result is the creation of a "elemental familiar-type" guardian with specific properties depending on what element you use. The guardian will always float gently above ground and will have some humanoid features (like a bigger, center chunk in what would be his chest, another in what could be his head, others mimicking hands, fingers etc) in a very rough and unrefined manner. The element chakra will connect all the chunks together in what would be the articulations between the different chunks. The neck for example would be simply elemental chakra. An elbow as well, etc etc.

Its sentient thus able to act on its own as long as you can retain consciousness. However, it cannot be sensorily manipulated, meaning it cannot be targeted by Genjutsu. Don't, in any way, use it against a Binkan. We can take control over it and easily take the upper hand in battle.

Each element gives a different ability to it but all of them share 2 things: one is that they can use S-Rank techniques you know, without handseals, from the element they are made of and two, they all possess a type of "ultimate" ability which results in its destruction.

You can use the technique 3 times though each sinner can only be used once. They last 5 turns and you can have 3 made and sustained at the same time with 3 uses of the technique. However, note that it drains chakra per turn.

Questions?

PS: More visual images






 
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Edward

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Hm, just a few.

If a chunk of it is broken off, like a limb, would it be able to function still?

Can you elaborate more on the " Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns."? from the Earthquake sinner.

"Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc)." Does this mean you're able to, with the use of the thunder sinner, take all the metallic-based weaponry the enemy has? SO they would be unable to use kunais, shurikens, senbons, etc. for the rest of the battle?
 

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Hm, just a few.

If a chunk of it is broken off, like a limb, would it be able to function still?

Can you elaborate more on the " Once per battle the user can make the Tsumibito merge with the earth, negating its use by both the user and any enemy for 3 turns."? from the Earthquake sinner.

"Tsumibito collapse upon itself, attracting any small metal object the enemy may possess or that happens to be in the battle field, up to mid range upon itself (kunais, shurikens, senbons, etc)." Does this mean you're able to, with the use of the thunder sinner, take all the metallic-based weaponry the enemy has? SO they would be unable to use kunais, shurikens, senbons, etc. for the rest of the battle?
Well, the tsumbito merges with the earth like you would with udnerground fish projection but as it does, his chakra present and merged within the earth prevents its usage for earth related or bound techniques. Anything that requires the "ground" to be used and manipulated cannot be used. Its an S-Rank ability.

Imagine creating an omega magnet. Thats what that tsumbito does. Even iron and gold sand will be attracted to it as well as any metal weapon the enemy is wielding, has in his possession or scattered trhoughout the field. Again, S-Rank ability so you can attract up to A-Rank techniques in case of iron and gold sand for example but it should work for other metals as well.
 

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Oh right!

Ok, so before I post the technique I want to clarify something: have you ever had to push your chakra beyond your physical integrity limits? I mean, have you ever released so much chakra that you injured yourself in the process?
 

Edward

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Hm, i suppose so. I've learned some Forbidden rank techniques that required me to use my chakra to the fullest, that what i expelled was so strong that it caused damage to myself, physically speaking. (I assume we are talking about Forbidden rank techniques)
 

Scorps

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Ok. So you know this is going against your instincts and as such requires both focus and a desperate need. I need you to focus all your chakra in your core as you do these handseals *shows them*. As you do them, mold that ggathered chakra into sticky water. Think of dense, heavy liquid. Then release your control over it. It will ooze and explode outwards from your pores, drenching this area... *magically gains flight and watches from above* >_> oh...that effort will actually damage you.
 

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Woah, since when did you know how to fly?! Hacksss :|

I gather chakra throughout my entire body, and perform nature transformation to change the properties into water. With the use of the handseals presented, i would send all the water based chakra to every single one of my pores, and change the nature of the water into dense liquid, with a sticky property similar to that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field). I use a massive amount of chakra to push through all the water in such a fast speed while changing the property of the water before it is sent out. It is sent out from all my pores, creating an omnidirectional wave of water to come out of my body at such a fast speed and in great quantities that it would fill the terrain with sticky water. Afterwards, I kneel to the ground, extremely exhausted.

One question about this technique, does it count as an F-rank full-body surge?
 

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*yelling from up above*

YEAAAAHHHH YOU DID GREAT!!!!!! AND ITS A FULL BODY SURGE!!!!!! NOWWWWWWW.....

*lands on the surface of the ocean-like pool of water created focusing chakra on his feet so as not to fall from the surface*

Suiton: Sono Senryou no Mazu | Water Release: The Possession of The Water Goddess

Type: Offensive/Defensive
Rank: Forbidden
Range: Short-Long
Chakra: 50
Damage: 90 (-20 to the user)
Description:
The user will do 3 hand seals (Tiger+Ram+Horse) while focusing and molding a large amount of chakra into his core. As he releases this massive amount of chakra in an omnidirectional burst, thick gluey water (like that of (Suiton: Mizuame Nababara) - Water Style: Starch Syrup Capture Field) oozes from his pores in copious amounts and at great speed. If at first the water seems to quickly ooze from the user, it quickly begins to burst into a gigantic 20 meter high explosion of water that reaches long range in under 2 seconds. However, this technique carries enormous risks. Once triggered the user can't stop or control the technique. The amount of water that is produced is so high that the battle field will be left with a 30 meter deep layer of water in only a few seconds. Once the water is completely created, it loses its sticky properties and reverts back to normal water. However, this water will stay in play until the ending of the match. The user however, will be left exhausted and severely damaged from the overuse of his chakra.

Note: can only be taught by Scorps
Note2: user can't use any Water Jutsu above S-Rank for the reminder of the match and can only use up to A-Rank water in the same and next turn.
Note3: user can't use anything above S-Rank the following turn
Note4: usable only once

Questions?
 

Edward

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Just one, if you perform this technique, the 30 meter deep water left behind; will you be underwater, 30 meters deep or would you float up as the battlefield is being filled with water, so by the time its completely filled, you'd be above water? (I made it sound like a confusing question >_>'')
 

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Well, you can make it so that the water manifests in a way that propels you out of its main body as it does or you can simply float or swim through it to emerge from it. Its more or less meaningless. As the water emerges from all yuor poors, it will also emerge from your bottom, thus in the worse case scenario, you'll be in the middle of the 30 meter deep depth, thus easy to reach the surface.
 
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