Character:Tetsuhiko Hanzo Technique Name: Magnetic Music Performance Rank: Null Type: Ninjusu Element: Jiton | Magnet Release Description:Tetsuhiko is able to use Jiton to play instruments constructed of magnetic material to channel Ninjutsu/Genjutsu through it via the Grand Performance discipline. This technique can be emitted up to ten meters from the source at E rank, twenty meters at D rank, thirty meters at C rank, forty meters at B rank, and fifty meters at A rank. The performance lasts for a static fifteen posts in total.
Ergo War
Posted: Sat Jun 10, 2017 8:00 pm
Approved.
Odoeb
Character: Shinji Gami Technique Name: Atomic Smash Rank: B Type: Bloodline, Taijutsu Element: Lighting, Earth (Bakuton, Explosive) Description:Utilizing the Bakuton release the user focuses their explosive blasts into contact points along side either formless techniques or taijutsu techniques. Using this does not take up an activation but the user still must pay the cost, meaning that it can be quite taxing if used repetitively. The explosion is enough to break bones and mangle limbs if hit directly, with little recoil to the user.
Character: Shinji Gami Technique Name: Double Barrel Rank: B Type: Bloodline, Ninjutsu Element: Lighting, Earth (Bakuton, Explosive) Description:By concentrating his chakra through both of his arms he fires off an explosive blast from his knuckles, powerful enough to travel at least 15 feet. The recoil is enough to send him flying backwards with little residual damage. The close the victim is to the blast the more damage they would suffer, with point blank causing life threatening damage.
BlackFruity
Holy Rinaku
Approved.
Kumurai Kaicho
Character:Tetsuhiko Hanzo Technique Name: Magnetic Music Performance Rank: Null Type: Ninjusu Element: Jiton | Magnet Release Description:Tetsuhiko is able to use Jiton to play instruments constructed of magnetic material to channel Ninjutsu/Genjutsu through it via the Grand Performance discipline. This technique can be emitted up to ten meters from the source at E rank, twenty meters at D rank, thirty meters at C rank, forty meters at B rank, and fifty meters at A rank. The performance lasts for a static fifteen posts in total.
Ergo War
Ergo War Vice Captain
Enduring Guildsman
Offline
Ephemeral Ozymandias
Obsessive Prophet
Offline
Posted: Mon Jun 12, 2017 12:21 pm
Character:Tetsuhiko Hanzo Technique Name: Short Circuit Rank: Passive (Trained as E-Rank) Type: Ninjutsu Element: Lightning Description:Short Circuit is a passive technique that delivers an electric shock through the neural chakra network the moment foreign chakra enters it. This movement of an E-Rank amount of electric chakra immediately clears out the foreign chakra in the brain, negating Genjutsu. This technique requires Electrical Resistance Training to learn.
Ergo War
BlackFruity
Holy Rinaku
Posted: Mon Jun 12, 2017 12:47 pm
Denied. You can't gain immunity to Genjutsu, especially not passively. I'd suggest talking to one of the mods about how to go about something like this.
Kumurai Kaicho
Character:Tetsuhiko Hanzo Technique Name: Short Circuit Rank: Passive (Trained as E-Rank) Type: Ninjutsu Element: Lightning Description:Short Circuit is a passive technique that delivers an electric shock through the neural chakra network the moment foreign chakra enters it. This movement of an E-Rank amount of electric chakra immediately clears out the foreign chakra in the brain, negating Genjutsu. This technique requires Electrical Resistance Training to learn.
Ergo War
BlackFruity
Holy Rinaku
Ergo War Vice Captain
Enduring Guildsman
Offline
Ephemeral Ozymandias
Obsessive Prophet
Offline
Posted: Mon Jun 12, 2017 4:03 pm
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Master's Threads Rank: D-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Master's Threads is a Kugutsu technique developed by Tetsuhiko Hanzo which enhances the puppet strings provided by the Puppetry Technique. By mastering chakra control over the strings they take on the durability and quality of steel cutting wires and become invisible to the naked eye. The puppeteer can use these enhanced threads as weapons by whipping opponents, constricting opponents, they can use them to maneuver quickly through the battlefield by attaching them, swinging, and increasing or decreasing their length, etc. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
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Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Siphoning Strings Rank: B-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Siphoning Strings is a Kugutsu technique developed by Tetsuhiko Hanzo which enhances the puppet strings provided by the Puppetry Technique by giving them a chakra draining ability. By spending a B-Rank amount of chakra to turn the strings into auto-attaching specialty strings the puppeteer can extract an A-Rank amount of chakra from the subject per post (user's) and add it to the puppeteer's chakra pool. To break free from the strings the victim can simply expel a B-Rank amount of chakra. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
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Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Arpeggio Strings Rank: A-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Arpeggio Strings is a Kugutsu technique developed by Tetsuhiko Hanzo. By attaching the string(s) onto a surface the puppeteer can then tap on the string(s) causing the string(s) to glow and make the sound of a strummed guitar string. This sound then creates a vortex of reverberating sound that acts as a highly destructive shockwave of a maximum of twenty-five meters in diameter. Arpeggio Strings in a powerful area of affect attack that must be used at a considerable range to avoid damaging the user. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
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Posted: Sat Jun 17, 2017 6:58 pm
Ergo War
Edited in what mod wanted and took out what they didn't want.
Chet has a turnto-meter that details how "turnt" he is. Turnt meaning drunk/high. He is at a constant 50%. He only gets lower if he doesn't drink or smoke, snort, etc for 10 posts. Going above fifty grants him a higher state of inebriation and affects his output. Drinking sake increases his meter by 5%. Recreational drugs increase the bar by 10% and increase sake's influence by 5% if used during the consumption of drugs. At 70% Drunken Genius Mode. complex taijustu/bukijutsu techniques used against Chet become simple.
At 80% Oni of the Hidden Leaf Mode. Chet's chakra signature becomes unstable and hard to follow for those of his rank and a nuisance for those one rank above him.
At 90% Savage Mode. Chet's presence becomes extremely fearsome. His aura mixed with facial tattoo and random shouting makes those of the same rank lose one descriptive rank in reflex. (1) Those of lower rank lose a complete tier of reflex. (3) and those of higher ranks just look at him awkwardly.
At 100% Beast Mode. His body now numb from the sheer amount of drugs in his body will not limit his muscles. Increasing his Strength, Speed, Fortitude and Reflexes Supremely.
At 50% is the neutral zone.
30% Normal Oni clan abstinence debuffs
20% Techniques used against Chet become complex and gain one rank
10% Chet begins seeing double and his modifiers all lower by a Supreme amount.
0% Chet becomes unconcious until given more alcohol.
Personal attribute applies here: • Conductive by Nature: Metal components on puppets, within close to mid-range, are susceptible to conducting Sadayo's electrical ninjutsu during actions.)Unless otherwise stated...
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Updated November 10th, 2017]
Character: Sadayo Soga Link to profile:Profile Puppet Name: Yūutsu 憂鬱 Puppet Appearance: It is composed of a human-esque head, torso piece, arms, and a short cone-shaped hip piece in the place of legs to reduce weight. The puppet stands to 45 inches tall (3 feet, 9 [inches) and 28 inches wide (2 feet, 2 inches) . Its smaller size, in comparison to a Karasu puppet, is to permit room for swift movement. The puppet is pale in color, with black hair, sports a wide frown, white mournful eyes, and clothed in a dark cloth (split up to shoulder collar in four locations to accommodate present mechanism) with the characters "憂鬱" stitched under its neck.
Puppet Description: Yūutsu is made from wood with iron pieces and patching for protection and transfer of electrical currents.Made to face Sadayo’s opponents at short to mid-range combat Its functioning hands may serve as a way to grapple opponents and objects and feature thick, sharp, metal three-inch long spurs in place of finger tips. The top of the hands feature an iron patch. Yūutsu's shoulders are roughly the size of large cantaloupes and essential for storage of the 45 feet-worth of cables in its arms. A set of four steel, 28 inch curved blades are present and plain as day in the front of Yūutsu’s torso. A worn dark cloth may cover the puppet when inactive and the blades are against the puppet’s body. When the blades are active the dark cloth flows between the blade’s set-up. The puppet’s mouth functions as a vise grip with gritted surfaces and a 10-inch retractable blade built in behind the jaw.
Mechanism Summary: (4+3 from Class Attribute = 7 Mechanisms)
Mechanism Summary: • Vise Grip Jaw: the pads on its cheeks turn to snare enemy weapons (performs best against bladed weapons) or unlucky appendages to quickly latch onto. Once captured, the mouth mechanism may begin the process of crushing, bending, and overall inflicting a significant degree of damage between two, thick metal plates. The mouth may fully open at an 80 degree angle. When its mouth is closed, both plates together resemble ridged teeth and have rough "chewing" surfaces sharing the likeness of a fine cheese grater. The amount of chakra applied reflects the combined capture and strength of its hold. Extra payments are not required to activate the vise feature.
• Wrist Reels : thick copper cables run between the puppet's hands and forearms. Based on its shoulders. The cables have a mid-range reach to a maximum of [45] feet. A minimum of E-rank is permitted in this mechanism to the maximum rank of Kugutsu Sadayo is capable of (B-rank). The rank of chakra used correlates to how fast the reels unwind and the arm’s effectiveness.
• Senbon Shooter: Based in the body located above the hip. Contains up to 250 senbon. Poisons are applicable (custom poison: ** Hydrangea bud based poison: *Poison: Doleful Drag :: sourced from hydrangea buds.
• 10 inch long, 28 inches wide Hip-Drill : The wood & iron rimmed drill mechanism is separate from the torso piece. The top of the drill also has a total of [5] retractable blades that may extend outward (each blade divided in sections to enable retractions are each 30 inches in length). Rank Minimum: D
• Tear Spray; Requires: Suiton and Shizen no Kuchiyose [ Nature Summoning ] A seal attuned to Suiton chakra storing a maximum of 40 chakra ( Rank B ). The tear spray may last up to [2] posts before stopping. In combat, a cooldown of [3] posts is necessary before repeated use. Location of the seal would be within the torso piece with a guided dispersal system maneuvered by the user’s chakra through Hisomi’s eyes to mimic tears (with excessive force). In the case of a detached head, releasing water would create a uncontrolled spout/fountain spray from Hisomi’s body.
•4 Rib Blades: Four, 28 inch steel curved blades scaling the front of the torso. Poison applicable (Doleful Drag custom poison may be used here too).
• 10 Inch steel retractable hidden blade behind mouth: Poison-able. In the event Yūutsu should catch a living, breathing opponent between its mouth plates or that someone is close to her head, Sadayo’s opponent could be in reach of the hidden blade. If the blade isn’t able to touch, it would at least spook an unsuspecting enemy. In the blade’s full reach it would extend out of the puppet’s open mouth.
Character: Sadayo Soga Link to profile:Profile Puppet Name: Nirami 睨み Puppet Appearance: Nirami is a towering 6-feet, 8 inch tall humanoid puppet which boasts the likeness of well-built, armor-clad, helmet-less, armored samurai. Its armor is red and orange in color. A dark grey woven mesh with a thin metal thigh guard exists on the puppet, but doesn’t serve any mechanical function. It is designed to carry an odachi by its hip and a heavy, long, wooden kanabo with thick iron studs on its back. Nirami's facial expression perpetually angry. A menacing growl for Sadayo's opponents. The puppet also features a purple colored faux-hair top-knot on top (hiding a lightning rod) and a pair of decorative orange horns jut from its forehead. Sadayo has given Nirami masculine pronouns. Try not to be too surprised if and when Sadayo begins starts calling Nirami “he”.
Puppet Description: Nirami's frame is widely made from black walnut and sports thick, fully functioning, red and orange colored, iron armor which is the typical state of a beefed up mechanism. The puppet is widely designed for defense and close quarter combat. Sadayo’s last line of defense, in some cases. The puppet is capable of fighitng, blocking, and capturing enemies within 6-feet of its location (after capture, the puppet may “honorably” eliminate opponents from the inside with set of blades). Nirami’s arms, legs, and head can be detached from the torso. The head features a set of three retractable blades from the neck. Key spots on the puppet include its collection of metal chakra-infused pyramid attachments that are incapable of picking up freely passing electricity that together form a mobile shield mechanism. Nirami’s legs both have their own set of functions: the left shin contains a bola launcher and the right shin has an advanced mechanism for canceling incoming ninjutsu. A chakra battery is present in Nirami’s left arm that may coat chakra around a weapon in the puppet’s mighty hand. While being designed for an Odachi at his hip and a kanabo at his back, Nirami currently has an Odachi purchased separately by Sadayo.
Mechanism Summary: (4+3 from Class Attribute = 7 Mechanisms)
Mechanism Summary: • Detachable head : The head features a trio of hidden, retractable 2-foot long blades at the top of the neck which are capable of extending into the chest cavity below. Poison applicable. Minimum D-rank chakra required to activate. • Chakra Battery: [contains 100 chakra; refillable outside of combat] A battery located within Nirami’s left arm creates a coating around the wielded weapon. Rank of the chakra coating is determined by the amount of chakra used at the time of activation. An elemental nature, be lightning or water, may be applied. Duration of coat is [5] posts.
• Bola Launcher : Minimum D-rank The left leg contains a launcher within the shin which fires a chain bola in an attempt snare an opponent’s ankles. Only capable of carrying up to 6. Launches 1 per activation with a [2] post cooldown. Amount of chakra used dictates rank of speed of the launched projectile.
• The Right Leg: {Minimum Rank D} The right leg contains a mechanism designed to cancel out incoming ninjutsu. The action makes itself known in a disorienting flash of light which wouldn’t cause physical damage aside from leaving large annoying specks on one’s eyes. In order for the mechanism to work, Sadayo would need to pay an equal amount of chakra of the incoming attack to cancel out said attack.
• Chest cavity for capture.: {Minimum Rank C} A vertical crevice in Nirami’s torso would allow him to create the illusion of “seppuku” on his captured victims with a blade. Captured victims are safe from electrical currents. A [6] foot cable based inside, with a small grappling hook, may extend and attempt to snare close-range enemies.
• Lightning Rod Shield: The shield is maintained by a total 8, 4-inch pyramid chakra-infused metal pieces. Six pieces are located on the front and two on the back.
This chakra based shield cannot stack on the “Full Iron Wall” Stage. The puppet is fully mobile while this shield is active. Minimum C-rank to the current maximum kugutsu rank Sadayo is capable of. The front pieces are located: top of his head under the hair piece, one on the back of each hand, one on top of each foot, and one below the chest cavity on Nirami’s would-be “below the belt” area. The back pieces are located between its shoulder armor and the lowest section of its torso. Pyramid pieces are not able of picking up stray or pre-existing Raiton sources and may only ignite when Sadayo’s chakra is pumped onto one of the six/eight pyramid pieces.
Combined, the pyramid pieces will create an electric netting in front of the puppet with a [5] foot reach outward that may move with Nirami’s limbs. Process of the Front section: [2] Sadayo Posts are required to for the shield to reach its full state: 3 pyramids in the activation post, 3 pyramids in the post to follow to gain a fully electrical state. Activation of the back pyramids are optional and would cost an extra [5] chakra to activate if added onto AFTER the other 3-6 pyramids must already been active. After paying [5] chakra, the back set of pyramids spark and completes the shield after [1] post (counts as a puppet activation). However, if the back two pyramids are activated when the lightning shield was first ignited, then the bonus cost of [5] chakra is not necessary and simply included in the (C - A rank cost* A-rank when available) .
Full Shield duration would last 3 posts. To continue the shield for another [3] posts payment up to half of the initial cost ( either C or B Chakra cost ) of the mechanism is required.
C-Rank :: Full :: Shield is capable of moderate shock, a notable amount of pain, and slight numbness to the contacted area [1 post duration]. ::Half - No change - Full effect :: B-Rank :: Full:: Shield is capable of moderate shock, moderate numbness [2 posts in contacted area], and painful burns. ::Half:: If contact to the shield is made while [3-4] pyramids are active, the duration's of the effects are halved at B-rank level as so: Duration of numbness last [1] post A-Rank * (when available) : Shield is capable of heavy shocks, stunned for [1] post after being shocked, and loss of control of limbs or part of body initially afflicted for [2] poss after recovering from stun. Second degree burns ::Half:: If contact to the shield is made while [3-4] pyramids are active, the durations of the effects are halved at A-rank level as so: Numbness [1] post. Loss of control for [2] posts. No Stun effect. First degree burns
• Iron Wall Armor: Full and Half staged armor. Hinged Iron-Armor Wall and Sections: Thick, iron, armor pieces on the puppet’s arms, legs, hips, and shoulders may unhinge and flatten out. Additionally, armor on Nirami's back folds out and forms a barrel-like shape on its sides to provide more protection for the puppeteer. Each piece may be individually unfolded and maneuvered (i.e Armor on the right arm may be active and maneuvered while the left arm’s armor is not/ Legs may have iron armor active while the arms do not). There are two stages or settings of this mechanism as well as a chakra buffer incorporated into the build. Either stage of armor, without the active chakra buffer, is currently capable of withstanding C-rank physical blows (Tai/Buki : Complex, Simple, Spiritual, or Complex).
Half ( “Half Wall”): It is possible for any combination of sections of the iron armor to be active at anytime. In this state, the puppet is free to move as if the mechanism was not made active. Full (“Full Wall”) : In the full iron wall state, all armored features are unfolded (or unhinged) and forces Nirami to remain stationary and little movement from its limbs is possible. Nirami may change out of this status at anytime if need and switch back to the half status with no extra payment of chakra being necessary. Chakra Buffer: Maximum A-Rank (when available, current numbers are B-rank, however), chakra payment required to activate on-top of any already paid use of the Iron Wall. The Iron wall, in either state, can be reinforced with Sadayo’s chakra being pumped through her threads. This buffer raises the strength of the iron-wall shields to endure to [30] counts of physical hits.
E - 1 point D - 2 points C - 3 points B - 4 points A - 5 points 6 - 6 points
After burning through the hit count, and reverting protection back to C-rank, Sadayo may apply another [20] chakra to again reinforce the iron shield on her next post.
Character: Sadayo Soga Link to profile:Profile Puppet Name: Hohoemi | ほほえみ Puppet Appearance: Hohoemi is 5’8 in height with short, fluffy white hair and a cynical laughing expression carved into its face. A pair of whitish, tilted crescent-shaped eyes have embedded streaks to mock a tear-stained face which span from the eyes to the corners of its mouth where two orange knobs are fixed at the sides of the mouth. This puppet also has a button-like earring at the side of its hair, it serves no mechanical function aside from being a hidden compartment to hide fuuin seals. Hohoemi’s frame is wood and the color of a traditional battle puppet. It is dressed in bright warm colors: Yellow cowl-poncho, featuring a high collar with orange lining with an overall, slightly worn look to it. Under the neck, below the lining, the puppet’s name is stitched “Hohoemi” as “ほほえみ”. The rest of the puppet is a darker shade of yellow and orange. Its colors function as a means to distract and hold the attention of opponents. The puppets arms feature a pair of heavy, solid metal barrels (5 inches in width by 9 inches in length and 40lbs each) from the puppet’s wrists scaling up along its forearm. Its arms and legs are fully functioning in terms of articulation. The top of the puppet’s hands (are humanoid) are also plated with a thin layer of metal. The inside are suited for gripping the handles of weapons and also feature metal plating. Its abdomen features a transparent, orange tinted plexiglass plate to resemble a simple laughing expression which disguises the location where chakra natured attacked would come from. Puppet Description: His features include serrated arms, a gas dispersing mechanism in its eyes, a barrel-shaped metal wrist accessory behind each hand. The left leg contains a net launcher. The right leg contains a [50] foot reel of copper cable. The back of the puppet, between its shoulders, houses a hidden chakra battery useful for disrupting genjutsu. A segmented serrated sword attaches vertically to the back.
Mechanism Summary: (4+3 from Class Attribute = 7 Mechanisms) Mechanism Summary: • Gas Dispersing Mechanism in eyes: suit for Laughing Gas, Dizzy gas, Toxic Gas (purchase stock), tear gas (once discovered) and (custom) moulding mushroom gases. Active coverage is twenty [20] cubic feet. Gases linger two [2] posts after initial post before dissipating.
• Chakra Battery:(100 chakra, refillable outside of battle) A battery within the puppet’s torso and secured between its shoulders. Generates a pulse to disrupt genjutsu. Chakra released correlates to rank. The range of this mechanism [20] feet in diameter. 3 Post Cooldown
• Large metal wrist barrels: Behind the puppet’s hands. Suited for close range smashing, bashing, electrical conducting upon activation. The mechanism feature is the ability to make its large wrist barrels shocking to the touch. Duration {15} posts. Swinging the puppet’s arms would simply count as formless and therefore, not is not the mechanism itself or an activation. Requires:
• Net Launcher : located in left thigh fires weighted nets. Carries 4 total. One at a time. Requires 1 charge post prior to launch.
•Smile for the Scheme A plate in the center of the puppet’s abdomen, which resembles his smile, would be the exit point of desired element. Activation required per-use. Plate also lights up orange in color when active. [describe the blast] Requires:
•Segmented Serrated Sword: 55 inches total- 45 inch blade. The blade section features nine [9] segments each five [5] inches long. Between each segment, from hilt to tip, would be [8] eight inches of steel cable in an extended mode which may be activated by a cost of [5] chakra. Full reach would be acquired after chakra application to extend the sword. The full reach would scale to total 109 inches (9 feet) of reach. **now has lightning element incorporated via purchase of an elemental based weapon in Suna Shops
• Right leg contains a retractable, [50] ft feed of a 2-inch wide copper cable with barbed wire-qualities fastened.
Posted: Fri Jun 23, 2017 5:59 pm
Kumurai Kaicho
Technique Name: Indigo Secret Technique: Master's Threads So I will approve this on one condition. You can not make it invisible. That is all we ask.
Technique Name: Indigo Secret Technique: Siphoning Strings Going to have to deny this one unless you take out that it is an auto-hit/auto-grapple. You would also need to add a range to it so that you can't just go grabbing people. So we'll say make it line of sight.
Technique Name: Indigo Secret Technique: Arpeggio Strings We'll revisit this one when you are actually able to learn A rank jutsu so just keep till then.
Technique Name: Smoke Reformation Rank: D Type: Ninjutsu: Bloodline Description: Once the user has learned the technique Noukou Soujuu [ Density Control ] they are capable of reassembling themselves if impacted by a wind jutsu instead of perishing. Depending on the rank of the wind technique used, the user will take longer to reform, allowing the foe an opportunity to escape or to recover chakra. Wind jutsu of E-D Rank require 2 posts to recover from. Wind jutsu of C-B Rank require 3 posts to recover from. Wind jutsu of A-S Rank require 5 posts to recover from.
Technique Name: Methane Release Rank: C Type: Ninjutsu- Bloodline Element: Smoke Description: The user manipulates their chakra to convert their smoke to methane gas. The methane gas is a colorless, odorless gas that is released during the technique's usage that is highly flammable. The gas affects an area of four meters within the user's person. The longer a foe is exposed to the gas, the more inhibiting its effects become. The technique will not endure more than four posts before dissipating. Katon Ninjutsu used within the radius of the user's technique will ignite and end the technique, but cause a violent explosion that extends eight meters beyond the technique's normal radius. During this technique's usage, the user cannot perform other bloodline techniques unless specifically stated in the technique description. 1 post: The opponent(s) become dizzy and blur vision. 2 posts: The opponent(s) motor functions are decreased, decreasing the reaction abilities of the foe slightly. 3 Posts: Motor functions become too dificult to properly form hand signs. 4 Posts: Unconsciousness is brought on.
Character: Horus (Taylor's pet) Technique Name: Wing Blast Rank: D Type: Ninjutsu Element: Wind Description: Horus flaps its wings which causes a gale of wind to explode forward via chakra usage. The gust is quite powerful and can knock an opponent back fifteen feet, with minor cuts distributed. In addition this technique can also be used to kick up sand or dirt from an area. The range is twenty five feet in front of the user in a fifteen feet wide arc.
BlackFruity
Holy Rinaku
XAyame_HatakeX
Ergo War
(Side note, can you believe there's not a single technique in this guild which just makes a gust of wind? There's Temari's advance wind scythe technique, but I couldn't find one technique which was just, "Make some wind and knock people back", aside from that one that allows you to make vacuum pockets anywhere in front of you. And that doesn't match the aesthetic I'm looking for.
Character:Taylor Technique Name: Chain Punch Rank: D Type: Bukujutsu Element: Simple Description: Taylor wraps around his arm the chain from his Kusarigama, with the side that has the weight on the end. He then punches forward with the arm which has the chains wrapped around it. The weighted end then shoots forward from the punch and continue along the trail of the punch. This increases the range of the initial punch, as well as increases the damage of the punch if the initial strike connects. Although it can extend up to the length of the weapon, the moment Taylor withdraws his arm the technique ends and the chain returns to its original, wrapped position.
Character:Taylor and Horus Technique Name: Thunder Cloud Creation Technique Rank: D Type: Ninjutsu Element: Lightning Description: Taylor or Horus forms a handsign, (or an animals equivalence), which creates a thunder cloud somewhere in the battlefield. This cloud is about eighteen inches in diameter and is black in color. Once created Taylor or any other ninja can jump onto the top of one and stay on it via the act of water walking technique. They can then move around on top of the cloud by learning their bodies forward for forward, left and right for intended purposes, leaning backward for back, bending down to go down, or extending their back to go up. Combinations of these movements are allowed, and up to three clouds can be created. The clouds do not move on their own once created, and they can only be created within the user's line of sight.
Character:Taylor Technique Name: Crack the Whip Rank: B Type: Bukujutsu Element: Complex Description: Taylor first has to have one part of his kusarigama wrapped around an object. The user then pulls up on the chain which binds the opponent and then crashes the chain hard downward. While doing this action the user pours chakra into the chain. When the downward arc occurs, a wave vibrates to the chain and toward the bound person. When the wave reaches the person, it then creates a massive explosion of sheer force. The bindings are shot off of the bound object and the explosion covers a nine foot radius. It has high lethal power. Although designed for the kusarigama, it can be used with any rope or tether bindings.
Posted: Sat Jun 24, 2017 12:07 pm
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Master's Threads Rank: D-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Master's Threads is a Kugutsu technique developed by Tetsuhiko Hanzo which enhances the puppet strings provided by the Puppetry Technique. By mastering chakra control over the strings they take on the durability and quality of steel cutting wires which can cut like swords and can be manipulated like extra appendages rather than simple tension wires. The puppeteer can use these enhanced threads as weapons by whipping opponents, constricting opponents, they can use them to maneuver quickly through the battlefield by attaching them, swinging, and increasing or decreasing their length, etc. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
XAyame_HatakeX
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Siphoning Strings Rank: B-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Siphoning Strings is a Kugutsu technique developed by Tetsuhiko Hanzo which enhances the puppet strings provided by the Puppetry Technique by giving them a chakra draining ability. By spending a B-Rank amount of chakra to turn the strings into bio-seeking specialty strings the puppeteer can extract an A-Rank amount of chakra from the subject per post (user's) and add it to the puppeteer's chakra pool. The strings will attach to an opponent within a line of sight range. To break free from the strings the victim can simply expel a B-Rank amount of chakra. The string can also attach to an oncoming technique and siphon an A-Rank amount of chakra out of it, but is ineffective against S-Rank techniques. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
XAyame_HatakeX
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Arpeggio Strings Rank: A-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Arpeggio Strings is a Kugutsu technique developed by Tetsuhiko Hanzo. By attaching the string(s) onto a surface the puppeteer can then tap on the string(s) causing the string(s) to glow and make the sound of a strummed guitar string. This sound then creates a vortex of reverberating sound that acts as a highly destructive shockwave of a maximum of twenty-five meters in diameter. Arpeggio Strings in a powerful area of effect attack that must be used at a considerable range to avoid damaging the user. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
XAyame_HatakeX
How about you judge this now and I promise not to learn it until I rank up? No time like the present!
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Forte Threads Rank: B-Rank Type: Ninjutsu | Kugutsu Element: N/A Description:Forte Threads is a Kugutsu technique developed by Tetsuhiko Hanzo which enhances the puppet strings provided by the Puppetry Technique by granting them a push ability. By sending a powerful surge of chakra through the thread(s) a chakra based push occurs to send targets flying a considerable direction. The string(s) can attach to anything within a line of sight which can include an opponent, a technique, a projectile object, a puppet, etc. for offensive and defensive purposes by firing a puppet forward or repelling a projectile back. An object can be pushed up to fifty feet away. Must know Kugutsu no Jutsu (Puppetry Technique) before learning.
XAyame_HatakeX
Character:Tetsuhiko Hanzo Technique Name: Indigo Secret Technique: Master of Manipulation Rank: X Type: Ninjutsu | Kugutsu Element: N/A Description:Master of Manipulation is a Kugutsu technique developed by Tetsuhiko Hanzo which allows the puppeteer to use the chakra contained within the string(s) offered by the Kugutsu no Jutsu (Puppetry Technique) to control an enemy technique by making contact with the Jutsu. The chakra used to grapple the Jutsu is the same chakra used to manipulate the human body via the Skillful Achievement with a Human Body technique, which is required to learn Master of Manipulation. The string(s) must contain the same amount of chakra as the technique it is attempting to manipulate.
XAyame_HatakeX
Character:Tetsuhiko Hanzo Technique Name: Electromagnetism Rank: A Type: Jiton | Raiton Element: N/A Description:By fusing raiton chakra with jiton chakra the Satetsu clansman is capable of turning a magnetic field created by Jiba Soujuu [ Magnetic Manipulation ] into a high-frequency electromagnetic field by introducing a powerful electric charge. This technique can cause powerful eletrical damage to friend or foe, including the caster if they are within the electromagnetic field. This technique is incredibly powerful and lethal and should be used with caution.
XAyame_HatakeX
Character:Tetsuhiko Hanzo Technique Name: Mirage Rank: E Type: Genjutsu Element: N/A Description:By using the Magnetic Music Performance technique Tetsuhiko can play this Genjutsu through the iron pipe organs installed inside of two of his puppets from the Iron Funeral Collection of Nine Marionettes. This incredibly simple illusion cause the victim to believe that the two puppets are reversed because one appears as the other. For example, if this technique is used on Artemisia and Hermes then the enemy might make the mistake of attacking Artemisia thinking that it is Hermes and vice versa.
Character:Hikaru Koi Technique Name: Medical Paper Rank: D + cost of medical technique used Type: Ninjutsu/Bloodline Element: - Description: This jutsu allows the user to channel their medical jutsus through their paper. This allows the user to transfer a technique which otherwise would require direct contact, through the paper.
Character:Hikaru Koi Technique Name: Bomb tag creation Rank: E ( per tag created ) Type: Bloodline/Fuuinjutsu Element: - Description:Using the knowledge of fuuinjutsu and his own affinity to control and manipulate his paper at will, Hikaru can create paper tags on the paper sheets that he touches.
( If used to create and immediately store bomb tags, it must be linked on the profile. Otherwise if used in battle, this technique remains unchanged )
Character:Hikaru Koi Technique Name: Counterfeit Cash Rank: B ( per ryo paper currency created ) Type: Bloodline Element: - Description: This allows Hikaru to make any amount of ryo paper currency.
(Every usage of this jutsu must be linked on the profile)
Technique Name: Radical Good Speed - Supersonic Rank: C Type: Ninjutsu Element: Jinton Description: During use of a Shunshin technique (any version) the Jinton user unleashes a sudden burst of extra chakra to break the sound barrier. A sonic boom follows the user, which will deafen anyone within twenty [20] feet during the movement and stun anyone within ten [10] feet of the user where they stop for one [1] post.
Technique Name: Radical Good Speed - Hypersonic Rank: B Type: Ninjutsu Element: Jinton Description: During use of a Shunshin technique (any version) the Jinton user unleashes a sudden burst of extra chakra to break the sound barrier. A sonic boom follows the user, which will deafen anyone within forty [40] feet and violently throw people/objects with forces capable of toppling trees.
Technique Name: Radical Good Speed - Ultrasonic Rank: A Type: Ninjutsu Element: Jinton Description: During use of a Shunshin technique (any version) the Jinton user unleashes a sudden burst of extra chakra to break the sound barrier. However, unlike its predecessors, this technique completely focuses all of its power. This allows the user to safely tear through obstacles in their path thanks to them "wearing" the carried broken sound barrier as a kinetic shield. Also, any sound made specifically by the user (not what they interact with) is delayed by one post.
Technique Name: Piercing the Veil Rank: X Type: Ninjutsu (Sensory) Element: Maruton Description: The user performs several hand seals to amplify their active sensory ability(s)/technique(s) to allow them to see past obstacles that would otherwise block their detection. Must apply at least the same rank cost as the counter-sensory effect(s) preventing the user's own sensing effect(s); higher rank effects will still block the user's sensory. Learned at D-rank training tier.
Technique Name: Speed Release: Rapid Reasoning Rank: X Type: Ninjutsu Element: Jinton Description: The Jinton user focuses their unique chakra inwardly, specifically upon their brain and nerves. As a result, their reaction speed can be increased to compensate for their hasty maneuvers. The more chakra applied, the larger the effect. For every rank of chakra applied, the user's Reflex stat is doubled (C-Rank minimum); learned at B-rank training tier. The effect lasts for up to 4 posts (+2 per additional rank) before having to repay the cost to refresh the duration.
Technique Name: Speed Release: Advanced Conditioning Rank: A Type: Training Element: Jinton Description: Unlike the usual speed and motion training shinobi perform to perfect their skills, a Jinton user may take it a step further by thoroughly applying their chakra during activities. Over time, their body will adapt to the stresses of super speedy movements allowing for moderately higher speed in all things they do. Must perform at least five [5] Jinton techniques in ten [10] different battles; also, must spend a total ten [10] posts training (out of combat) to practice relevant movements enhanced by one's speed (running, jumping, striking, etc.).
Character:Masato Umechika Technique Name: Lily of the Valley: First Stance Rank: E Type: Taijutsu Element: Description: The primary offensive stance of Masato is prepared with the user's left foot forward and pointed ahead, their right foot to the rear and angled sideways, the right hand forward with the palm facing ahead, and their left hand at the side but also directing the open palm forward. Any of Masato's taijutsu techniques delivered from this stance is considered capable of inflicting wounds comparable to that of a sword after countless hours hardening their hands. Swinging strikes can cut into flesh and thrusting strikes can impale or pierce. Learned at a B Rank
Character: Masato Umechika Technique Name: Orchid Rank: D Type: Taiutsu Element: Description: Masato jumps into the air to attack the opponent. With a burst of chakra prepared while jumping, they can redirect themselves on the way back down to the ground. This allows them to either tenaciously seek out the enemy to land their attack or simply evade an oncoming counterattack. The burst of chakra can propel the user up to 10 ft in whatever direction they want, allowing for seemingly impossible aerial maneuvers.
Character: Masato Umechika Technique Name: Poppy Rank: C Type: Taiutsu Element: Description: An upward palm strike executed with such precise strength that it will send any opponent(s) within 10ft of their self up to 20ft into the air due to the blast of air pressure following the blow. The attack itself is executed so quickly that an intangible afterimage finishes its execution so that the user may proceed into another maneuver.
Character: Masato Umechika Technique Name: Second Stance: Iris Rank: D Type: Taijutsu Element: Description: This movement-focused stance used by Masato is prepared by getting into a "race start" position (either with your fingers or the bottoms of your hands on the ground). Once done the user may rush forward at any angle, leaving behind an intangible afterimage in their place as a feint while moving at a significantly increased amount of speed for a single attack. If the conjoining attack is a Taijutsu , there is no activation paid. Learns at B rank.
Character: Masato Umechika Technique Name: Hachimon Conditioning Rank: Training Type: Taiutsu Element: Description: Mastery of the Second Stance - Iris attained through application in battle will develop Masato practitioner's natural physical ability beyond their normal limits. Fighting from this stance with any stage of the Eight gates active conditions the user further, allowing their bodies natural physical abilities to increase greatly, giving a significant passive speed increase and allowing the user to create an intangible after image every other post in combat. Must use Iris in combat 10 times with a gate open to achieve this.
Character: Masato Umechika Technique Name: Dandelion Rank: B Type: Taiutsu Element: Description: A thrusting strike directed forward with the user's fingers firmly extended ahead of the guiding hand. Due to the chakra focused through the user's hand, the hand becomes extremely durable, allowing for it to puncture through metal and even ninjutsu based armors. If a ninjutsu based armor is contacted, the flesh of the user is susceptible to the elements it is comprised of. ( Fire-burn, wind cutting, ect.) If aimed at a vital part of the body, this attack can be lethal to an enemy.