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 Zero's Techniques

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Seran

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PostSubject: Zero's Techniques   Zero's Techniques Icon_minitime17th September 2014, 6:43 pm

Name: Elemental Transformations
Classification: Fighting Style
Rank: D
Class: Passive
Range: Self

Description: Zero Ibwa was born with the ability to absorb elements he comes into contact with and transform into a humanoid version of that element, turning his physical attacks into physical elemental attacks. For this process to occur Zero must first be hit by an elemental attack and survive. If he manages to survive then his body will convert the element into his DNA matrix and forcefully transform him into a humanoid version of said element. Afterwards Zero is capable of transforming back into that element, once the cooldown, finishes during that topic. However, after the topic Zero must train to be able to go back into that element.

Each rank of the Element corresponds with a certain rank, meaning that each element will have a corresponding level that they will be in order to be trained. This trained technique corresponds to the element in question and goes by the name Elemental Transformation: "Insert Element name here". Additionally, to be able to transform into tri or dual combinations, the primary elements that make them up must first be obtained.
The order is as follows:
Primary - D
Specialized Primary - C
Dual Combination - B
Complex - A
True Primary - S
Tri-Combination - SS
Ultima - SSS

Each Element has a specific time-limit in which it is able to remain active before running out this is dependent on Zero's skill level. Upon the time limit running out however each element has a specific cooldown before it is able to be utilized again. Each time it is used multiple times after a cooldown is over however the next cooldown becomes longer.
Zero's Rank -Time Limits in Posts (Total) - Cooldowns in Posts (Total)
Apprentice - 5 - 3
Bronze - 10 - 5 (2 Times)
Silver - 15 - 8 (3 Times)
Gold - 20 - 10 (4 Times)
Platinum - 25 - 13 (5 Times)
Cardinal - 30 - 15 (6 Times)
God - 35 - 17 - (8 Times)

Finally dependent on the element however additional cooldowns can be triggered, due to higher up elemental transformations triggering the cooldowns of not only themselves but the elements comprising them, triggering the cooldowns of the lower elemental transformations still counts towards inducing longer cooldowns. As a result the use of more powerful elemental transformations results in the lower elemental transformation being unable to be used. As Well As any other higher elemental transformations which has components of any one of the lower element transformation which is currently cooling down.
The cooldowns triggered by each Elemental Transformation is as follows:
Primary = Primary
Specialized = Primary & Specialized
Dual = Primary, Primary & Dual
True = Primary, Specialized & True
Tri = Primary, Primary, Primary, Dual & Tri
Ultima (Chaos) = Primary, Tri, Tri & Ultima
Ultima (Order) = Primary, Primary, Primary, Primary, Primary & Ultima
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Kenji

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime17th September 2014, 7:34 pm

Hmmm I'm fine with it unless others have differing opinions.

Approved.
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime22nd September 2014, 10:32 pm

Name: Elemental Transformation: Life Release
Classification: Taijutsu
Rank: D
Class: Supplementary
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Life Release, transforming him into nothing but a complete Skeleton. While in this state Zero has no flesh, organs nor blood. Any wounds he may have been effected by, such as cuts, are no longer an issue in this state. Bleeding attacks, stabbing, etc. are also a non factor because there is nothing to cut through. However, his bones can easily be targeted, though its a bit tougher to hit than a normal body as one has to be exact. Additionally, poisons, drowning, and virtually having no access to air would not cause harm while in this state, though he would still be effected by poisons that specifically target the bones themselves or diffusion based poisons. Though he is nothing but a skeleton though does not mean he is more frail or weaker, as the bones reinforce themselves allowing him to maintain the same durability and power as he normally would.
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Aurielle
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime22nd September 2014, 10:36 pm

Mmmkay according to what we discussed this is partially approved. Need another mod to be fully approved
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime23rd September 2014, 6:39 pm

Name: Elemental Transformation: Fire Release
Classification: Taijutsu
Rank: D
Class: Supplementary/Offense
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Fire Release, transforming his body into flames, similar to that of the Fushicho clan. In this state Zero's body becomes covered in flames that cause no harm to himself, the flames seeming to come from his very pores. His physical attacks cause burns to the target dealing damage equivalent to Zero's rank each post. Additionally, in this state Zero is capable of surviving among fire and is even capable of breathing freely in this oxygen deprived flames. However, his body does require extreme amounts of Oxygen and as such he is more susceptible to oxygen deprivation than most.

Name: Elemental Transformation: Water Release
Classification: Taijutsu
Rank: D
Class: Supplementary
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Water Release, however unlike the other transformations there is no noticeable difference to Zero's body upon first looking at it. Zero's body is extremely soft to the touch, almost as if it was liquid. In this state Zero's body is comprised solely of liquid, allowing him to reform from deadly wounds or liquefy parts of himself to enable to him to move through small openings or blend in with certain environments. This transformation has little in terms of combat effect for his physical attacks, as such it is more suited toward infiltration and surprise attacks.

Name: Elemental Transformation: Wind Release
Classification: Taijutsu
Rank: D
Class: Supplementary
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Wind Release, though like the Water Transformation, this also has no clear visual clarity as to it being active except for the fact that Zero is more like floating inches off the ground. In this state Zero's body becomes extremely light while retaining his former physical abilities. Knockback will send him flying double the distance due to him being lightweight and will requiring 1-rank higher strength to anchor him in place. Weight decreasing effects are double as effective (+2) while Weight increasing effects are half as effective (-1). Additionally, because of Zero's light weight he is essentially capable of 'walking on air' granting a mild form of flight, though he cannot get too far off the ground, this allows him to travel over terrain which most would need some technique to do, for instance water.

Name: Elemental Transformation: Lightning Release
Classification: Taijutsu
Rank: D
Class: Supplementary/Offense
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Lightning Release, causing his body to constantly spark with electricity and making the hair on his body stand on end. In this state Zero's physical attacks electrocute the target and whenever he electrocutes a body part 3 times (limbs, torso, etc.) that body part becomes paralyzed. The amount of time they are paralyzed is determined by their endurance tier. However, if they possess Endurance tiers higher than Zero's rank they are not paralyzed, though they do take an additional equal rank in physical damage.
Rank - Posts (Total)
D - 10
C - 8
B - 6
A - 4
S - 2

Name: Elemental Transformation: Earth Release
Classification: Taijutsu
Rank: D
Class: Supplementary/Defense
Range: Self

Description: Zero's ability causes his body to change into the properties of an element. In this case Zero's body takes in the chakra nature Earth Release, transforming his body completely into solid moving earth. In this state physical attacks against Zero are reduced by 1 rank before defense checks. Knockback will send him flying half the distance due to him being heavyweight, and will require 1-rank less strength to anchor him in place. Weight decreasing effects are half as effective (-1) while weight increasing effects are double as effect (+2).


Last edited by Roxas on 23rd September 2014, 7:52 pm; edited 1 time in total
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Aurielle
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime23rd September 2014, 7:31 pm

Wind - Knockback will send him flying double the distance due to him being lightweight and will requiring 1-rank higher strength to anchor him in place. Weight decreasing effects are double as effective (+2) while Weight increasing effects are half as effective (-1).

Lightning - Make a chart with the Shocking effect dependent on the user's Endurance tiers for how long their body part is paralyzed. Also include if they possess endurance tiers equal to Zero's rank or above they aren't paralized but instead take an additional equal rank in physical damage.
For instance
Rank - Posts (Total)
D - 7
C - 6
B - 5
A - 4
S - 3
SS - 2
SSS - 1

Earth - Knockback will send him flying half the distance due to him being heavyweight, and will require 1-rank less strength to anchor him in place. Weight decreasing effects are half as effective (-1) while weight increasing effects are double as effect (+2). Remove the Piercing reduction but you can keep the physical attack reduction.
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime23rd September 2014, 7:53 pm

Edited. Since its posts total I did the numbers slightly different to mainly reflect 1v1's. In which case D is 5 posts each (10 total) etc. Down to S rank having 1 post each (2 total). I stopped there because of the additional thing of it being higher than his rank then there is no paralysis.
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Aurielle
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime23rd September 2014, 7:59 pm

Mmmkay same as above in regards to it being partially approved.
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Zen




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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime28th September 2014, 9:09 pm

As long as you realize you take double damage from the chakra natures weakness, if a B-rank water tech hits you it will deal A-rank damage if you are in fire mode, then all good, Approved.
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime2nd August 2015, 11:03 pm

Name: Shatter
Classification: Taijutsu
Rank: C
Class: Offensive
Range: Short

Description: Zero focuses his physical energy into his fist and then strikes an object with all his force. When struck he releases the physical energy into the object creating a sort of shockwave that shatters solid objects while knocking back everything else besides himself within a specific range of contact. The range is dependent on how much power is in the hit. One can withstand the knockback by possessing strength equivalent to strength utilized in the attack, or by avoiding the area completely.
Strength Tier - Damage - Knockback Speed - Shockwave Range Radius - Strength Needed to Resist Knockback - Damage Taken if Resisted Knockback
D - D - D - 5 Feet - D - N/A
C - C - C - 10 Feet - C - D
B - B - B - 15 Feet - B - C
A - A - A - 20 Feet - A - B
S - S - S - 25 Feet - S - A

Name: Stampede x3
Classification: Taijutsu
Rank: B
Class: Offensive
Range: Short

Description: Stampede was a technique inspired by Xan Ibwa, after Zero had witnessed a fighting style of his during training, getting pummeled by it and its follow up. After multiple failed attempts to copy the technique Zero had instead decided it to fit his own purpose. First, Zero rushes the target baiting an attack, if the opponent evades this technique fails. Once the attack is baited Zero seemingly disappears, but actually drops into a baseball slide. If the target fell for the bait then they require speed + reaction tiers equivalent to Zero's speed being used to react to the next attack. If they do not fall for the bait then they merely require reaction speeds equal to his speed. Once the slide has been performed Zero then pushes himself upwards with his hands, kicking up into into the targets stomach in order to inflict damage equal to his strength as well as knock them up into the air. If the target possesses strength equivalent to Zero's then they can keep themselves planted as well as follow up. If they possess only defense tiers then they are knocked up but take no damage if the defense beats out Zero's strength. After knocking the target into the air Zero will follow after, kicking the target two more times in the same area before finally delivering a final spin kick to their side, hooking his foot to their body and then sending them slamming into the ground beneath.
If the slide cannot be followed then the followup kick will connect.
If the kick cannot be withstood then a knockup will occur.
If the knockup occurs and the target cannot utilize airborne movement, possess tiers necessary to withstand damage, or escape through some other means then the subsequent kicks land and the target will receive more damage upon hitting the ground equivalent to the strength utilized.
Each action (rush and kicks) will drain stamina from Zero.
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Aurielle
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime3rd August 2015, 10:21 pm

Hmm...everything checks out if no one else finds issues?
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime14th August 2015, 11:46 pm

Name: Kouho
Classification: Taijutsu
Original Rank: D
Count: 0/5
Current Rank: D
Class: Support
Range: Short

Description: In a fight between two competitors of equivalent power things can seem to be in a stalemate. However, when fighting the first to get to a targets blind spot can result in a winner. Zero has trained to get to this blind spot behind the opponent by utilizing the opponents own eyes against themselves. This begins as a basic charge, however, upon entering ten feet from the target Zero will up his speed to a higher level, requiring the target to have either a time slowing dojutsu, reaction tiers equal to the next step of speed, or speed tiers higher than the upped speed in order to witness the next move. Utilizing simple foot movements Zero places one foot to the side as he runs in and pivots around the target, resulting in being placed behind them. The opponent, unless meeting the previous requirements will be unaware, thinking Zero simply disappeared. However, if they possess reaction tiers or some sort of sensory to find Zero equal to this technique, then they can then figure out exactly where he is with enough time to counter. However, if unable then his next attack is certain to hit. Through retraining, Zero can better control his body movement and erase any sloppy mistakes in movement, making the requirement to react to his next attack increase.
Rank of Tech (Retraining) - Sensory Rank Required
D (0) - D
C (5) - C
B (10) - B
A (15) - A
S ( 20) - S
SS (25) - SS
SSS ( 30) - SSS

Name: Flight Path Reflexes
Classification: Taijutsu
Original Rank: D
Count: 0/5
Current Rank: D
Class: Defensive
Range: Self

Description: A combat type that many have difficulties with is being overwhelmed by attacks, especially those in the multiples like multi shadow shuriken. Through training his reflexes and vision Zero is capable of viewing the flight path of projectile attacks and Jutsu, allowing him to better adjust his body and react to their flight path, evading the attacks while maintaining his course or position. However, this is not without its limits. First of all, he cannot evade the attack if he is not at least as fast as it. Secondly, he can only read the flight path of a handful at a time. Though, through retraining he can train himself to dodge more and more.
Rank (Retraining) - Number of Projectiles
D (0) - 10
C (5) - 20
B (10) - 30
A (15) - 40
S (20) - 50
SS (25) - 75
SSS (30) - 100

Name: Pressure Step Reflex
Classification: Taijutsu
Original Rank: D
Count: 0/5
Current Rank: D
Class: Support/Offense
Range: Mid (Jump Height), Short (Knock back), Long (Attack Range)

Description: Fighting in air or on water can be a problem for someone who cannot mold chakra. Zero knows this all too well, however through constant training of his body he has found a way to compete with others in airborne fighting. This technique utilizes the precision of speed with the raw force of power. Through sheer power and precision. Zero is able to exert enough force with his legs to prepel himself at speeds equivalent to the strength he utilized but still be able to control it with speed precision as long as he does not use more strength than his own speed can handle. Though the effect isn't visible, he looks to be stepping on air, constantly rising and falling. The ground below him is the only indication as it will be crushed in proportion to the strength utilized minus one rank. However, the force is not without its own drawbacks, without proper training he cannot accurately push or deflate himself from certain heights. This is remedied through retraining however, allowing him to reach higher heights at more control. Additionally, the impact can be used offensively as a long ranged attack, albeit at less strength than the force used simultaneously knocking them back. However, because the force necessary to project himself from the ground requires more power than that of an attack, the range for pushing oneself off is shorter than the actual attacks range in order to apply enough force to push oneself off with pure force alone above the ground. Also, he is capable of taking multiple steps, though through retraining he can double the amount. This is because his leg muscles will need to rest and eventually gravity will take control of itself as the focus is more than one can comprehend with just taijutsu.
Rank (Retraining) - Jump Range/Attack Range - Knock back - Damage - Steps
D (0) - 10ft/20ft - 5ft - 4 Ranks less than Strength Tier - 2 Steps
C (5) - 20ft/40ft - 10ft - 3 Ranks Less - 4 Steps
B (10) - 30ft/60ft - 15ft - 2 Ranks Less - 8 Steps
A (15) - 40ft/80ft - 20ft - 1 Rank Less - 16 Steps
S (20) - 50ft/100ft - 25ft - Equal Rank - 32 Steps
SS (25) - 60ft/120ft - 30ft - Equal Rank - 64 Steps
SSS (30) - 70ft/140ft - 35ft - Equal Rank - 128 Steps

Name: Gatling Punch
Classification: Taijutsu
Original Rank: D
Count: 0/5
Current Rank: D
Class: Offensive
Range: Contact (Punch), Long (Knock up)

Description: Gatling Punch is a simple yet complex punch utilizing extreme reflexes and precision along with pure force. Once within range of his opponent Zero utilizes his extreme reflexes to deliver multiple punches in what looks to be a single strike. At first the amount is very few, but through retraining the attacks can increase greatly in a single attack. This attack, though it looks to be a single straight on punch to the chest is actually multiple punches aimed all around the body in one quick movement. To witness this one either requires a combination of two of the following to react to the attack: Time-slowing Dojutsu, Equal rank reaction, equal rank speed. Once could potentially defend this attack with pure defense, however due to the number of attacks it requires defense tier or techniques equivalent to one rank above the strength utilized. The final attack in the Gatling Punch technique is an uppercut, sending the target flying a short distance into the air.
Rank (Retraining) - Number of Punches
D (0) - 3 Punches
C (5) - 6
B (10) - 9
A (15) - 12
S (20) - 15
SS (25) - 18
SSS (30) - 21

Strength - Knock up
D - 5ft
C - 10ft
B - 15ft
A - 20ft
S - 25ft
SS - 30ft
SSS - 35ft

Name: Seismic Toss
Classification: Taijutsu
Original Rank: D
Count: 0/5
Current Rank: D
Class: Offense
Range: Short (Range from Target) Long (Toss)

Description: Seismic Toss is meant to be used on people knocked back or knocked up. Immediately upon being knocked up or back successfully, Zero charges forward or up and grabs the target by their leg as long as the knock back/up occurred within short range of this technique. If the target has no way to control their movement through airborne maneuvers then the capture of their leg succeeds. Zero will then spin on his axis, twirling the target around at high speeds to make them dizzy and unable to utilize the correct hand seals for techniques for a limited time while also taking damage equivalent to the force used to toss them into the ground or object. Through retraining Zero can control himself and allow himself more spins to increase their length of dizziness as well as the range in which he can catch up to and grab the target. Reaction tiers equal to the rank of the spin negates dizziness, one rank below halves dizziness.
Rank (Retraining) - Grab Range - Spins - Unable to Use Hand Seals (P.T.) - Reaction needed to Negate
D (0) - 5ft - 2 - 1 Post - D
C (5) - 10ft - 4 - 2 Posts - C
B (10) - 15ft - 6 - 3 Posts - B
A (15) - 20ft - 8 - 4 Posts - A
S (20) - 25ft - 10 - 5 Posts - S
SS (25) - 30ft - 15 - 7 Posts - SS
SSS (30) - 35ft - 20 - 10 Posts - SSS


Last edited by Tetsu on 16th August 2015, 6:35 pm; edited 1 time in total
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime15th August 2015, 7:19 pm

Unless someone else has an issue with these, i hereby dub the jutsus approved
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Blade

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime16th August 2015, 7:57 am

Just one thing for seismic toss. Reaction tiers equal to rank of training to mitigate dizziness, one below halves dizzy duration.
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Aurielle
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime16th August 2015, 3:53 pm

Accel's a no, we talked about this already Tetsu.
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime16th August 2015, 6:36 pm

Changed name to kouho. Edited reaction into seismic toss
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Seran

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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime29th August 2015, 11:44 pm

Name: Elemental Transformation: Phase Release
Classification: Taijutsu
Rank: A
Class: Supplementary
Range: Self

Description: Zero was born with the ability to temporarily alter his body into elements he has come in contact with. In this case, Zero has come into contact with the element Phase Release. When his body alters into the physical form of Phase release his body becomes transparent, as if he was intangible. But this is false, he is in fact mostly solid. Phase Transformation does not make him intangible, instead it allows him two things. The first is he is capable of bypassing A rank defenses, however, when utilized with strength tiers he is capable of bypassing not only normal defense tiers but also samurai level defenses and defense + endurance up to the rank of his strength tier. Secondly, Phase Transformation allows Zero to physically assault those who normally cannot be touched physically, such as Entity, Osoroshii Samurai utilizing one of their contracts to become smoke, and others who possess a way to allow themselves immunity to Taijutsu through phasing or intangibility.
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PostSubject: Re: Zero's Techniques   Zero's Techniques Icon_minitime1st September 2015, 3:29 pm

approved
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