Post by songstress on Nov 10, 2006 13:27:30 GMT -5
Toll the Great Bell Once!
Pull the lever forwards to engage the piston and the pump…
Toll the Great Bell Twice!
With push of Button fire the Engine and spark Turbine into life…
Toll the Great Bell Thrice!
Sing Praise to the God of All Machines.
Metal is an ever present element that we today take for granted. Blacksmiths and Swordmakers toil endlessly at in their workshops - industrial plants belch out mass produced weapons of war – and for all of this work and toil the average shinobi, from the lowliest gennin to the mightiest jounin, takes such items for granted. Indeed, the standard issue kunai is just that – standard issue – and no one ever pays any heed to such an item beyond how it will work when you throw it.
There are those who understand the importance of such items though, and people like weapon masters especially treat their partners with reverent respect, but what of the smiths themselves? Surely, the relationship between weapon maker and weapon user would be close…but surprisingly it isn’t. A master smith very rarely associates with anyone bar his ‘customers’ and, as stated earlier, most do not care where their weapon comes from as long as they have the weapon. A few though, a very rare few people, do combine both smith and shinobi into an effective whole, and it is those few people who – be they the sons of blacksmiths who’ve joined the military, a curious ninja who likes to tinker with her gear or anyone else – all follow this path: the Path of the Machine Spirit.
---------------------
Stage 1
---------------------
Forge Learner
Requirements: Intelligence 2, Control 2
The most basic foundation of the smith’s craft, this technique is the framework that ties this tree together. Essentially, this represents the shinobi’s knowledge of metallurgy in general and his ability to work as a blacksmith with the normal tools and materials that you’d expect to be used in the construction of everything from horseshoes to spears. Also, it represents the fundamental skills of manipulating your chakra through your skin and out into the world as a liquid metal.
This liquid, though cool to the touch, is fully capable of being shaped into any object the user desires. While this includes weapons it must be said the user’s skill at making them from scratch like this is rough and unprofessional at best. This isn’t helped by the user being limited only to the creation of bronze at this stage either – which is inferior to steel even if the quality of craft was the same – but it’s better than nothing. Importantly, once the metal is formed the user cannot affect it anymore and neither can they affect other metals at this stage. It takes two posts to form one item without leave to do much else at this stage (bar perhaps walking and talking).
Dagger
Requirements: Willpower 3, power 2
There isn’t much to say about this technique other than it being the most basic offensive technique attainable. Simply, by using chakra to forge metal into a long needle the user is capable of forcing this needle out through their skin or from their mouth like a quick projectile for a surprise attack – usually though – this is a technique used to teach students the most basic of metal manipulation and nothing more.
Apotheosis I
Requirements: Intelligence 3, Reserves 2
Of all who tread the forger’s path there is nary a single one who cannot help but find beauty in metal and art in its construction. There are those though who see, not only beauty, but superiority in the glistening form and seamless function of the gear and the wire and the girder. Indeed, they see a superiority that exceeds that of their human form – a superiority that surpasses the sanctity of their body itself – and one that drives them to improve and better themselves in an effort to become closer to their craft; in an effort to become perfect.
The effects of this technique are rather simple: it represents a fundamental knowledge of the human body and its mechanical equivalents – a basic foundation to cybernetic theory if you will – as well as the first forays into such an art by the shinobi. The first apotheosis grants its buyer an extra 7 weapon points to be spent solely on mechanical implants that the user must create or receive permission to use.
Obstruct
Requirements: Power 3, Tactics 3
In any metal working environment you will always find debris: metallic shavings, dust, shoot and ash that simply accepted parts of a smithy. Accepted as though they may be, such debris should nevertheless not be overlooked as useless and indeed its small size makes it easy to manipulate when compared to the more complicated aspects of this style.
For a gennin, this technique works by creating or casting at least a handful of nail sized metallic filings into the air. This cloud quickly multiplies and spreads out over the surrounding area to blanket the battle field with a kind of obstruction. At this level, this cannot directly impede sight as the cloud isn’t dense enough but because of the size of the filings anyone running while inside the cloud risks their eyes being cut and so it is advised to slow down or cover them somehow.
For chunnin, their skills improves to the point where they may have this technique function exactly like the hidden mist technique as the cloud is now fine and dense enough to cloud sight. For jounin though they may refine this technique to create a rather unique experience: the cloud is now an incredibly fine and impossibly dense field of metallic particles that does absolutely nothing except…they reflect light and if there is even the tiniest glow to see by they will magnify the glare between themselves and create a screen of perfect white. Anyone inside a jounin’s strongest cloud will be able to see nothing but himself and a blanket of emptiness in every direction.
This jutsu lasts 3 posts +1 for every 10 control the user has.
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Stage 2
---------------------
Robotic Hounds
Requirements: Intelligence 5, Willpower 4, Tactics 4
Here, the smith begins to manifest their skills in creating replicas of creatures from the animal kingdom. These small devices – which are about palm sized usually – are commonly fashioned to resemble dogs, cats or other domesticated animals. Each construct is imbued with a simple operating protocol, augmented with enough speed to reach its target before revealing they’re loaded with enough explosives to deal with said target.
You may have 1 clockwork beastie for every 3 points of reserves you posses. They move at a speed equal to 2.5 times your power and they detonate with the force of an explosive pouch (or tag for chunnin and up). Deceptively cute, these tenacious bastards will pursue a target for 3 posts before either exploding, defusing themselves or going dormant (to be detonated at a later date). Despite the obvious military applications, versions of these without the bombs are popular presents and children’s toys.
Blades
Requirements: Power 5, Control 4, Reserves4
Smithing is an art form, but one that is frequently used to forge tools of war. But making something useful enough for battle takes time and in many cases time is the most precious resource a shinobi has. The Blades technique was developed to allow a field agent to acquire a ‘weapon’ now. By utilizing whatever Forge technique the shinobi has mastered these ninja seeps out small amounts of metal and bonds it with the skin on their hands (for gennin at least) to create a sort of blade edge sharp enough to cut or durable enough to at least block one strike. The sharpness and durability is heavily dependant on the Forge technique used to form the blades though as a general rule of thumb the metal will always be one step weaker than the Forge technique allows – which for basic gennin would be a brass equivalent metal.
In addition to this, as the shinobi gains ranks he learns how to improve his control of the Blades process. Chunnin are capable of binding the metal to most of their forelimbs. Jounin may bind metal over their most vital locations in addition to the above and a sannin would be able to bind metal over nearly his entire body. Though this really wouldn’t improve the user’s toughness against blunt attacks – the user would be markedly harder to cut through normal means.
Observation
Requirements: Intelligence 6, Control 5, Willpower 5
A simple technique for the pioneering tinker: this jutsu allows both the creation and the use of several very small, omnidirectional observation devices that provide both live video and live audio feed – as well as a handy recording feature – for the enterprising spy. All it requires is a small modification to one of your eyes (natural or artificial) to allow you to tap into the sensory information provided by these tiny cameras.
You may receive feed from up to four cameras at once – which will shut down the use of one of your eyes – and should you have placed more than four cameras you may cycle between then. A simple utility jutsu when all is said and done.
Spikes
Requirements: Power 6, Control 5, Willpower 5
A fairly advanced offensive technique for the budding apprentice, the Spikes jutsu allows a skilled user to create a single metallic protrusion from anywhere from fairly solid surface (not gas) within five feet of their position – including themselves if necessary. The spike is propelled at high velocity, is about four feet long and capable of spearing people with reckless abandon. Not a complicated move to understand by any stretch of the imagination.
---------------------
Stage 3
---------------------
Forge Smith
Requirements: Intelligence 8, Willpower 8, Tactics 6
A great improvement in both skill and technique, the most noticeable is in the quality of the forgings the user is capable of making on the spot. The quality of the construction is now equivalent to a commercial standard and tool and weapon alike seem to be of a good quality. In addition to this, the user has moved on from bronze and is now capable of forcing liquid steel through their skin for personal use. Creation speed is unchanged at this stage as it is still a very careful process to manage. Reforming or repairing an object though is substantially easier and only takes a single post to execute.
Shrapnel
Requirements: Power 8, Control 6, Reserves 8
Much like the Obstruct technique, a smith of any calibre realizes that the remnants of his creations are a very valuable resource. This jutsu is capable of being used wherever there is a sufficient quantity of metal – be it created directly from the user or a big pile of scrap as the situation demands – and the Shrapnel technique takes this metal and turns it into something dangerous.
To be blunt, this move creates a spinning cloud of deadly flechette that ranges in size from small, nail like objects to palm sized bits of jagged, metallic death that whiz around at high speed with the intent of dicing everything in its path into bloody pieces. While a steel or weaker equivalent metal would just leave people as a pincushion, higher grade metal (read: sharper) could possibly slice right through them. The cloud can extend from its point of origin for 1 foot per point of control the user has but whether this cloud of metal extends from the user or elsewhere it won’t actually harm its master or his allies in any way, shape or form (the shards swerving violently around such targets). The cloud itself lasts as long as the user concentrates on maintaining its form.
Cordon
Requirements: Intelligence 9, Willpower 9, Power 7
The first solely defensive jutsu learnt by this tree, the Cordon technique is unique amongst defensive techniques because of its principle nature. Instead of a simple armour or an encompassing aura, the Cordon creates a large, crescent shaped piece of metal approximately a foot thick, and four feet wide, and eight feet tall (adjusted slightly for the user’s height of course). This is a large piece of metal designed to block attacks obviously. Chunnins and higher can cause the metal to hover effectively turning it into more of a shield that a static defense.
Burden
Requirements: Power 9, Control 9, Willpower 7
Metal is heavy and dense: these two facts are what make it a most excellent material for making things tough and durable. This includes shackles, chains, manacles, and handcuffs among other items which are designed to restrict movement in various ways. The Burden technique forces metal from the ground and around a targets ankles primarily and it serves to put a lot of weight on them; this weight being half a ton for gennin, a ton for chunnin and two tons for a jounin (or heavy in other words). The jutsu itself lasts for only 2 posts before the metal dissolves plus an extra 1 post for every 15 reserves the user has.
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Stage 4
---------------------
Mechanical Men
Requirements: Intelligence 12, Willpower 11, Tactics 10, Power 12
Clone would be an inaccurate description of these constructs: they are exact replicas of their user made from clockwork, mechanical ingenuity, hydraulics and electronics. Though incapable of using jutsu, these beasts carry a variety of weapons – decided by their creator upon their making – and they serve primarily as taijutsu support or decoys in most situations.
Being a match for their master in the physical department, they are usually slightly tougher due to their metallic construction though after they suffer a single hit their synthetic skin usually peels away to reveal their workings underneath. Being made of metal they are quite hard to cut, but their inner workings are quite delicate and thus sensitive to blunt trauma, still as a final parting gift, should one of these suffer a catastrophic shut down (as in it is ‘killed’) they are more than capable of self destructing in a fireball not dissimilar to a very focused exploding tag – no area of effect but dangerous to those too close regardless.
You may create 1 mechanical man for every 5 reserves you possess.
Mark I Ballista
Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
This jutsu characterizes the fighting style of these techniques flawlessly and it is the first to in a successive line of superior battlefield weaponry. This technique creates what is technically a stationary, gas powered (compressed air), repeating catapult that fires solid shot slugs at hyper (ninja killing) velocity. Naturally, these shots are dangerous and capable of punching through solid stone or metal quite easily. Creating these weapons draws some comparisons to summoning but in reality it is just the user’s masterful forging skills that bring such a device to life. You can only create one cannon at a time and it can only begin firing the post after you forge – taking shots at any target designated by its creator.
The user may interface with this device much like he interfaces with the observation cameras, and a jounin with this technique can refine the technique enough to allow it to be portable and fireable from his shoulder rather than being anchored to the ground.
Apotheosis II
Requirements: Intelligence 14, Willpower 14, Tactics 11, Control 10
Naturally, as you increase your knowledge and begin to understand the intricacies of your craft your ability to graft cybernetic augmentations onto yourself also increases by a like amount. Many would begin to call you ‘less that human’ but those that do don’t truly understand your drive or your reasons. In fact, it can be quite puzzling at times to know that there are still people in this world that can’t understand the improvements you’ve made to the human condition. No matter though – any that don’t accept the future are simply unready, or even unworthy, for the augmentations you are capable of making.
You gain another 7 weapon points towards cybernetic enhancements.
Metal Fatigue
Requirements: Power 14, Control 13, Reserves 11, Willpower 10
For any elemental specialist there comes a point their career when simply ‘being better’ doesn’t quite cut it against like users of said element. This is usually about the same time said specialists begin to develop counters in order to defeat the same abilities they’re so proud to have mastered.
The Metal Fatigue technique is just such a move. Designed to defeat metal in all its forms, Metal Fatigue projects an aura of selective (as in you decide what it goes after) chakra that eats away at any metal you can see. Affected metal gives off a black vapour as weapons and armour corrode before you given a few seconds of being exposed to your baleful gaze. Even magical or otherwise superior weaponry can be eaten away like this – though in many cases it is considerably harder and not garunteed. Importantly, anyone with this technique is immune to its effects on their metal – for facing like jutsu users. One activated, the technique persists until the user ceases to maintain it.
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Stage 5
---------------------
Forge Master
Requirements: Intelligence 17, Willpower 16, Tactics 16, Power 15
A shinobi of this level of skill deserves the title he has been given. Veterans of combat and exquisite craftsmen, smiths of this calibre are capable of producing arms and armour that can match a true sword maker for both the quality of work and the soul that has gone into it. Such fine items are truly marvellous to behold and they easily surpass a regular blade in edge and sheen. What’s more, the user may now create a metal known only as adamantine. This metal is a glossy black or purple and is both harder and sharper than steel could ever hope to be which provides an obvious edge over the competition. Creation speed has improved here and it only takes one post to form a single object instead of the previous two. Reforming or repairing is now fairly quick, and while it still takes a deal of effort the user can now do so while concentrating on other things such as not getting shot at and dealing with the large angry guy in front of them.
Autocannon
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
Seeing the need for a more mobile and on demand offensive technique, the Autocannon just was developed specifically to provide point fire support where it was needed. By focusing chakra into the mouth, forging numerous solid projectiles, and then expelling them at high velocity the user performs a feat not unlike the Katon: Housenka in effect. Essentially, a large volume or ridiculously fast, golfball sized slugs are propelled towards a target with the sole purpose of blowing large and meaty chunks out of it. Because of the potentially wide spread of the technique and the velocity it is used at, the Autocannon finds use in tackling speedsters as well as the more immediate heavy threats.
Barricade
Requirements: Inelligence 18, Willpower 17, Tactics 17, Control 14
An exceptionally simply jutsu to understand, the Barricade technique is nevertheless hard to perform simply because of the sheer quantity of metal that is needed for the technique, and how fast that metal needs to be created. This move springs into existence either a dome of solid metal approximately three feet thick around the user and his compatriots or a single long, buttressed wall up to two meters think, fifty feet wide, and twenty feet tall (or any combination thereof). A simple but solid defence if ever there was one.
Bind
Requirements: Power 18, Control 17, Reserves 17, Willpower 14
A much improved version of the previously developed burden technique and with good reason. The Bind jutsu quickly seeks to wrap its target up with thick chains and twisting metal girders that completely and utterly restrict a target’s movement and bring his mobility to almost nill. These wrappings are locked by a single, large and almost indestructible padlock (you’re better of hacking at the metal girders…seriously). Suffice to say this is a completely devastating technique and an opponent caught in it and one can almost certainly guarantee that he will be stuck for the 2 post duration of this jutsu.
There is one flaw here though: should an opponent happen to have the Unlocking Technique then they’d be able to escape almost instantly as the padlock would come undone and all the bindings would simply fall off.
Pull the lever forwards to engage the piston and the pump…
Toll the Great Bell Twice!
With push of Button fire the Engine and spark Turbine into life…
Toll the Great Bell Thrice!
Sing Praise to the God of All Machines.
Metal is an ever present element that we today take for granted. Blacksmiths and Swordmakers toil endlessly at in their workshops - industrial plants belch out mass produced weapons of war – and for all of this work and toil the average shinobi, from the lowliest gennin to the mightiest jounin, takes such items for granted. Indeed, the standard issue kunai is just that – standard issue – and no one ever pays any heed to such an item beyond how it will work when you throw it.
There are those who understand the importance of such items though, and people like weapon masters especially treat their partners with reverent respect, but what of the smiths themselves? Surely, the relationship between weapon maker and weapon user would be close…but surprisingly it isn’t. A master smith very rarely associates with anyone bar his ‘customers’ and, as stated earlier, most do not care where their weapon comes from as long as they have the weapon. A few though, a very rare few people, do combine both smith and shinobi into an effective whole, and it is those few people who – be they the sons of blacksmiths who’ve joined the military, a curious ninja who likes to tinker with her gear or anyone else – all follow this path: the Path of the Machine Spirit.
---------------------
Stage 1
---------------------
Forge Learner
Requirements: Intelligence 2, Control 2
The most basic foundation of the smith’s craft, this technique is the framework that ties this tree together. Essentially, this represents the shinobi’s knowledge of metallurgy in general and his ability to work as a blacksmith with the normal tools and materials that you’d expect to be used in the construction of everything from horseshoes to spears. Also, it represents the fundamental skills of manipulating your chakra through your skin and out into the world as a liquid metal.
This liquid, though cool to the touch, is fully capable of being shaped into any object the user desires. While this includes weapons it must be said the user’s skill at making them from scratch like this is rough and unprofessional at best. This isn’t helped by the user being limited only to the creation of bronze at this stage either – which is inferior to steel even if the quality of craft was the same – but it’s better than nothing. Importantly, once the metal is formed the user cannot affect it anymore and neither can they affect other metals at this stage. It takes two posts to form one item without leave to do much else at this stage (bar perhaps walking and talking).
Dagger
Requirements: Willpower 3, power 2
There isn’t much to say about this technique other than it being the most basic offensive technique attainable. Simply, by using chakra to forge metal into a long needle the user is capable of forcing this needle out through their skin or from their mouth like a quick projectile for a surprise attack – usually though – this is a technique used to teach students the most basic of metal manipulation and nothing more.
Apotheosis I
Requirements: Intelligence 3, Reserves 2
Of all who tread the forger’s path there is nary a single one who cannot help but find beauty in metal and art in its construction. There are those though who see, not only beauty, but superiority in the glistening form and seamless function of the gear and the wire and the girder. Indeed, they see a superiority that exceeds that of their human form – a superiority that surpasses the sanctity of their body itself – and one that drives them to improve and better themselves in an effort to become closer to their craft; in an effort to become perfect.
The effects of this technique are rather simple: it represents a fundamental knowledge of the human body and its mechanical equivalents – a basic foundation to cybernetic theory if you will – as well as the first forays into such an art by the shinobi. The first apotheosis grants its buyer an extra 7 weapon points to be spent solely on mechanical implants that the user must create or receive permission to use.
Obstruct
Requirements: Power 3, Tactics 3
In any metal working environment you will always find debris: metallic shavings, dust, shoot and ash that simply accepted parts of a smithy. Accepted as though they may be, such debris should nevertheless not be overlooked as useless and indeed its small size makes it easy to manipulate when compared to the more complicated aspects of this style.
For a gennin, this technique works by creating or casting at least a handful of nail sized metallic filings into the air. This cloud quickly multiplies and spreads out over the surrounding area to blanket the battle field with a kind of obstruction. At this level, this cannot directly impede sight as the cloud isn’t dense enough but because of the size of the filings anyone running while inside the cloud risks their eyes being cut and so it is advised to slow down or cover them somehow.
For chunnin, their skills improves to the point where they may have this technique function exactly like the hidden mist technique as the cloud is now fine and dense enough to cloud sight. For jounin though they may refine this technique to create a rather unique experience: the cloud is now an incredibly fine and impossibly dense field of metallic particles that does absolutely nothing except…they reflect light and if there is even the tiniest glow to see by they will magnify the glare between themselves and create a screen of perfect white. Anyone inside a jounin’s strongest cloud will be able to see nothing but himself and a blanket of emptiness in every direction.
This jutsu lasts 3 posts +1 for every 10 control the user has.
---------------------
Stage 2
---------------------
Robotic Hounds
Requirements: Intelligence 5, Willpower 4, Tactics 4
Here, the smith begins to manifest their skills in creating replicas of creatures from the animal kingdom. These small devices – which are about palm sized usually – are commonly fashioned to resemble dogs, cats or other domesticated animals. Each construct is imbued with a simple operating protocol, augmented with enough speed to reach its target before revealing they’re loaded with enough explosives to deal with said target.
You may have 1 clockwork beastie for every 3 points of reserves you posses. They move at a speed equal to 2.5 times your power and they detonate with the force of an explosive pouch (or tag for chunnin and up). Deceptively cute, these tenacious bastards will pursue a target for 3 posts before either exploding, defusing themselves or going dormant (to be detonated at a later date). Despite the obvious military applications, versions of these without the bombs are popular presents and children’s toys.
Blades
Requirements: Power 5, Control 4, Reserves4
Smithing is an art form, but one that is frequently used to forge tools of war. But making something useful enough for battle takes time and in many cases time is the most precious resource a shinobi has. The Blades technique was developed to allow a field agent to acquire a ‘weapon’ now. By utilizing whatever Forge technique the shinobi has mastered these ninja seeps out small amounts of metal and bonds it with the skin on their hands (for gennin at least) to create a sort of blade edge sharp enough to cut or durable enough to at least block one strike. The sharpness and durability is heavily dependant on the Forge technique used to form the blades though as a general rule of thumb the metal will always be one step weaker than the Forge technique allows – which for basic gennin would be a brass equivalent metal.
In addition to this, as the shinobi gains ranks he learns how to improve his control of the Blades process. Chunnin are capable of binding the metal to most of their forelimbs. Jounin may bind metal over their most vital locations in addition to the above and a sannin would be able to bind metal over nearly his entire body. Though this really wouldn’t improve the user’s toughness against blunt attacks – the user would be markedly harder to cut through normal means.
Observation
Requirements: Intelligence 6, Control 5, Willpower 5
A simple technique for the pioneering tinker: this jutsu allows both the creation and the use of several very small, omnidirectional observation devices that provide both live video and live audio feed – as well as a handy recording feature – for the enterprising spy. All it requires is a small modification to one of your eyes (natural or artificial) to allow you to tap into the sensory information provided by these tiny cameras.
You may receive feed from up to four cameras at once – which will shut down the use of one of your eyes – and should you have placed more than four cameras you may cycle between then. A simple utility jutsu when all is said and done.
Spikes
Requirements: Power 6, Control 5, Willpower 5
A fairly advanced offensive technique for the budding apprentice, the Spikes jutsu allows a skilled user to create a single metallic protrusion from anywhere from fairly solid surface (not gas) within five feet of their position – including themselves if necessary. The spike is propelled at high velocity, is about four feet long and capable of spearing people with reckless abandon. Not a complicated move to understand by any stretch of the imagination.
---------------------
Stage 3
---------------------
Forge Smith
Requirements: Intelligence 8, Willpower 8, Tactics 6
A great improvement in both skill and technique, the most noticeable is in the quality of the forgings the user is capable of making on the spot. The quality of the construction is now equivalent to a commercial standard and tool and weapon alike seem to be of a good quality. In addition to this, the user has moved on from bronze and is now capable of forcing liquid steel through their skin for personal use. Creation speed is unchanged at this stage as it is still a very careful process to manage. Reforming or repairing an object though is substantially easier and only takes a single post to execute.
Shrapnel
Requirements: Power 8, Control 6, Reserves 8
Much like the Obstruct technique, a smith of any calibre realizes that the remnants of his creations are a very valuable resource. This jutsu is capable of being used wherever there is a sufficient quantity of metal – be it created directly from the user or a big pile of scrap as the situation demands – and the Shrapnel technique takes this metal and turns it into something dangerous.
To be blunt, this move creates a spinning cloud of deadly flechette that ranges in size from small, nail like objects to palm sized bits of jagged, metallic death that whiz around at high speed with the intent of dicing everything in its path into bloody pieces. While a steel or weaker equivalent metal would just leave people as a pincushion, higher grade metal (read: sharper) could possibly slice right through them. The cloud can extend from its point of origin for 1 foot per point of control the user has but whether this cloud of metal extends from the user or elsewhere it won’t actually harm its master or his allies in any way, shape or form (the shards swerving violently around such targets). The cloud itself lasts as long as the user concentrates on maintaining its form.
Cordon
Requirements: Intelligence 9, Willpower 9, Power 7
The first solely defensive jutsu learnt by this tree, the Cordon technique is unique amongst defensive techniques because of its principle nature. Instead of a simple armour or an encompassing aura, the Cordon creates a large, crescent shaped piece of metal approximately a foot thick, and four feet wide, and eight feet tall (adjusted slightly for the user’s height of course). This is a large piece of metal designed to block attacks obviously. Chunnins and higher can cause the metal to hover effectively turning it into more of a shield that a static defense.
Burden
Requirements: Power 9, Control 9, Willpower 7
Metal is heavy and dense: these two facts are what make it a most excellent material for making things tough and durable. This includes shackles, chains, manacles, and handcuffs among other items which are designed to restrict movement in various ways. The Burden technique forces metal from the ground and around a targets ankles primarily and it serves to put a lot of weight on them; this weight being half a ton for gennin, a ton for chunnin and two tons for a jounin (or heavy in other words). The jutsu itself lasts for only 2 posts before the metal dissolves plus an extra 1 post for every 15 reserves the user has.
---------------------
Stage 4
---------------------
Mechanical Men
Requirements: Intelligence 12, Willpower 11, Tactics 10, Power 12
Clone would be an inaccurate description of these constructs: they are exact replicas of their user made from clockwork, mechanical ingenuity, hydraulics and electronics. Though incapable of using jutsu, these beasts carry a variety of weapons – decided by their creator upon their making – and they serve primarily as taijutsu support or decoys in most situations.
Being a match for their master in the physical department, they are usually slightly tougher due to their metallic construction though after they suffer a single hit their synthetic skin usually peels away to reveal their workings underneath. Being made of metal they are quite hard to cut, but their inner workings are quite delicate and thus sensitive to blunt trauma, still as a final parting gift, should one of these suffer a catastrophic shut down (as in it is ‘killed’) they are more than capable of self destructing in a fireball not dissimilar to a very focused exploding tag – no area of effect but dangerous to those too close regardless.
You may create 1 mechanical man for every 5 reserves you possess.
Mark I Ballista
Requirements: Power 12, Control 11, Reserves 10, Intelligence 12
This jutsu characterizes the fighting style of these techniques flawlessly and it is the first to in a successive line of superior battlefield weaponry. This technique creates what is technically a stationary, gas powered (compressed air), repeating catapult that fires solid shot slugs at hyper (ninja killing) velocity. Naturally, these shots are dangerous and capable of punching through solid stone or metal quite easily. Creating these weapons draws some comparisons to summoning but in reality it is just the user’s masterful forging skills that bring such a device to life. You can only create one cannon at a time and it can only begin firing the post after you forge – taking shots at any target designated by its creator.
The user may interface with this device much like he interfaces with the observation cameras, and a jounin with this technique can refine the technique enough to allow it to be portable and fireable from his shoulder rather than being anchored to the ground.
Apotheosis II
Requirements: Intelligence 14, Willpower 14, Tactics 11, Control 10
Naturally, as you increase your knowledge and begin to understand the intricacies of your craft your ability to graft cybernetic augmentations onto yourself also increases by a like amount. Many would begin to call you ‘less that human’ but those that do don’t truly understand your drive or your reasons. In fact, it can be quite puzzling at times to know that there are still people in this world that can’t understand the improvements you’ve made to the human condition. No matter though – any that don’t accept the future are simply unready, or even unworthy, for the augmentations you are capable of making.
You gain another 7 weapon points towards cybernetic enhancements.
Metal Fatigue
Requirements: Power 14, Control 13, Reserves 11, Willpower 10
For any elemental specialist there comes a point their career when simply ‘being better’ doesn’t quite cut it against like users of said element. This is usually about the same time said specialists begin to develop counters in order to defeat the same abilities they’re so proud to have mastered.
The Metal Fatigue technique is just such a move. Designed to defeat metal in all its forms, Metal Fatigue projects an aura of selective (as in you decide what it goes after) chakra that eats away at any metal you can see. Affected metal gives off a black vapour as weapons and armour corrode before you given a few seconds of being exposed to your baleful gaze. Even magical or otherwise superior weaponry can be eaten away like this – though in many cases it is considerably harder and not garunteed. Importantly, anyone with this technique is immune to its effects on their metal – for facing like jutsu users. One activated, the technique persists until the user ceases to maintain it.
---------------------
Stage 5
---------------------
Forge Master
Requirements: Intelligence 17, Willpower 16, Tactics 16, Power 15
A shinobi of this level of skill deserves the title he has been given. Veterans of combat and exquisite craftsmen, smiths of this calibre are capable of producing arms and armour that can match a true sword maker for both the quality of work and the soul that has gone into it. Such fine items are truly marvellous to behold and they easily surpass a regular blade in edge and sheen. What’s more, the user may now create a metal known only as adamantine. This metal is a glossy black or purple and is both harder and sharper than steel could ever hope to be which provides an obvious edge over the competition. Creation speed has improved here and it only takes one post to form a single object instead of the previous two. Reforming or repairing is now fairly quick, and while it still takes a deal of effort the user can now do so while concentrating on other things such as not getting shot at and dealing with the large angry guy in front of them.
Autocannon
Requirements: Power 17, Control 16, Reserves 16, Intelligence 15
Seeing the need for a more mobile and on demand offensive technique, the Autocannon just was developed specifically to provide point fire support where it was needed. By focusing chakra into the mouth, forging numerous solid projectiles, and then expelling them at high velocity the user performs a feat not unlike the Katon: Housenka in effect. Essentially, a large volume or ridiculously fast, golfball sized slugs are propelled towards a target with the sole purpose of blowing large and meaty chunks out of it. Because of the potentially wide spread of the technique and the velocity it is used at, the Autocannon finds use in tackling speedsters as well as the more immediate heavy threats.
Barricade
Requirements: Inelligence 18, Willpower 17, Tactics 17, Control 14
An exceptionally simply jutsu to understand, the Barricade technique is nevertheless hard to perform simply because of the sheer quantity of metal that is needed for the technique, and how fast that metal needs to be created. This move springs into existence either a dome of solid metal approximately three feet thick around the user and his compatriots or a single long, buttressed wall up to two meters think, fifty feet wide, and twenty feet tall (or any combination thereof). A simple but solid defence if ever there was one.
Bind
Requirements: Power 18, Control 17, Reserves 17, Willpower 14
A much improved version of the previously developed burden technique and with good reason. The Bind jutsu quickly seeks to wrap its target up with thick chains and twisting metal girders that completely and utterly restrict a target’s movement and bring his mobility to almost nill. These wrappings are locked by a single, large and almost indestructible padlock (you’re better of hacking at the metal girders…seriously). Suffice to say this is a completely devastating technique and an opponent caught in it and one can almost certainly guarantee that he will be stuck for the 2 post duration of this jutsu.
There is one flaw here though: should an opponent happen to have the Unlocking Technique then they’d be able to escape almost instantly as the padlock would come undone and all the bindings would simply fall off.