Jazz Signature updates

Level 12
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 440

I am scrapping Bunny Pound (100 points) and Explosive Note (140 points)

Current pool: 180

Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)

Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)
Approved.
Level 12
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480

Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)

Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)

Hamstring Shot: Jazz, taking a few cues from a few military navis from the Net Police from years earlier, summons up a knife in his hand and throws it at the intended target. This attack his the chance to "cut" their movement receptors upon hitting, holding them down momentarily and unable to dodge. Due to the Knife's edge, he is also able to "cut" through Shadow status, the knife its self however does no damage on a hit. (1 instance of Hold with 1 turn duration. Shot-Type, Slashing. 2TCD, 50 points)

High Note: While being a rabbit of sound and being able to sing, is able to hit the "crescendo" of high notes not unlike that of an opera singer. While it may sound like, to his allies or those he's not attacking, a simple high note sung by the fat lady. To his target however, their muscles will feel like they are under the effect of high gravity, slowing them down and hurting them in the process. (90 Wood damage, 1 instance of Slow for 1 turn, Shot-type. 130 points, 3TCD)

Rabbit's Flash-Step: Jazz, tapping into those "latant" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)

Throwing Knife: By summoning as battle begins, the knife throws it's self at a target for a small amount of damage. Should the knife get stuck or break, another is summoned for no cost to continue cutting and stabbing targets. (Passive 15 damage once per turn, Shot-Type, Slashing)
High Note would incur 4 TCD instead of 3, since TCD is rounded up by chunks of 40. Might also want to put up how much Throwing Knife costs in terms of points.

Approved otherwise.
Level 11
Active (nerf)/Passive Caps: 140 (210) / 25
Maximum points: 480

Bunny Casing: Jazz taps into his older processors to encase an ally or himself in protective armor that does not hinder movement and can slip under a barrier to stack the protective abilities or encase two targets in one or the other. (Passive 20 HP Casing, 80 points)

Bunny Barrier: Jazz taps into his older processors to encase an ally in an opaque barrier to protect from harm, this also has the ability to "stack" over a casing, to either double up on defenses or apply one or another to two targets. (Passive 20 HP Barrier, 80 points)

Rabbit's Flash-Step: Jazz, tapping into those "latent" magical powers in his body, taps into the void it's self. This allows him (or another ally) to disappear for a brief moment before reappearing in another (tactically viable) spot without a second thought. (Teleport 1, 80 points, 2TCD)

Catch a Breath: Jazz (or an ally, he may try to encourage them to do so) takes several deep breaths as they try to recuperate from their battle scars. This effect manages to kickstart his (or another ally's) regeneration processes mid-battle, allowing for him or an ally to heal for a little bit per turn. (Heal 30 for three turns for a maximum of 90, 120 points, 3TCD)

Mother Nature's Blessing: By singing to the patron deity of the earth, Jazz summons an entire field of fertile soil across the battle field. This also has the relatively minor effect of doing a very minor amount of damage to an enemy. (Soil Stage+20 Wood damage, 3TCD, 120 points)
All good, approved.
Level 15
Max Active/Nerf/Passive sig costs: 180/270/30
Max Signature Points: 560

Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)

Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)

Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 30 HP (40 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(40 SP)

Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially. (Recover 90, 3TCD)(120 SP)

Bunny Barrier: Wrapping himself or an ally in a bubble of magic, he can protect himself or another from attack temporarily. (Passive 20 HP Barrier)(80 SP)

Bunny Casing: Wrapping himself or another ally in sturdy magical walls, he can create an armor to protect himself or someone else from attack temporarily. (Passive 20 HP Casing)(80 SP)

X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)
540/560 Approved.
Okay, since we passed those gameplay changes, gotta redo this real quick.

Level 15
Max Active/Nerf sig maximums: 180/270
Cross Signature maximums: 80 total points
Max Signature Points: 560

Soil Bomb: Jazz throws a spherical object up into the air and lets out a sprinkling of panel changing dust flows down to change the panels into a loamy soil he can take advantage of later. (Large Soil terrain change in a large square, 1TCD)(40 SP)

Rabbit Kick: Jazz moves about or rushes an opponent and using his strong legs to kick an opponent far away, if not eject them out of battle. He can also use this to jump high into the air if he so wishes. (Multi-Stage: First; One Movement, then Melee Microburst, 2TCD)(60 SP)

Blood Rights: Jazz takes one of his knives to cut himself with, chanting an ancient passage from a dead civilization to summon forth a nature spectre to attack an enemy with a claw of sharp thorns. (Sacrifice 15 HP (20 towards powering signature), 80 Wood damage with Slashing to one target, 2TCD)(60 SP)

Wood Blessing: Summoning leaves and bark from out of the ether, Jazz can use them to heal himself or another target by speeding their growth exponentially around their wounds. (Recover 90, 3TCD)(120 SP)

X Rabbit Blaster: Summoning a portable hand cannon from the ether, Jazz takes aim at a target and sends out a blast of wood attribute energy towards one target that can splash in an X Shape in the four cardinal directions (60 Wood Shot damage, Splash 4 diagonally from the target back and front from the impact, 3 TCD)(120 SP)

Combo Defense: Summoning both a casing and a barrier around himself or another target, Jazz can protect himself or someone else with a dual layer of protections. (40 HP Barrier, 40 HP Casing, 2TCD)(80 SP)

Flying Rabbit Smash: Jazz, sending his legs into overdrive, moves to an enemy and attack them with an immense rabbit kick. This stresses his ability to dodge however and leaves him sluggish soon afterwards. (120 Wood Melee damage, 1 instance of Self Slow next turn (40 points to power), 3TCD) (80 SP)

Prose Cross Signature: Flash Tackle: Moving using his signature's chosen abiltites, Jazz moves towards an enemy before smashing his feet into their body. (Multi-Stage: 1 Movement, Then; 60 Normal Melee damage, 2 TCD) (80 Cross Sig Points)
That looks all correct now, you're approved ^.^