| | Zaku's Jutsu | |
| | Author | Message |
---|
Kaiza
Posts : 394 Join date : 2014-03-28
| Subject: Zaku's Jutsu 7th October 2015, 3:11 am | |
| Murderous Arts- Spoiler:
Name: Murderous Arts Classification: Fighting Style Rank: D Class: Offensive/Supplementary Range: Self
Description: With this fighting style, the user tends to attack with quick strikes to different parts of the body. The attacks can be used in conjunction with each other, usually making an opening for the next attack. The fighting style also revolves around aerial combat and smashing the opponent into the ground. Nothing is really special about the fighting style other than how wild the attacks are however their exists a way to unlock higher levels of power from this fighting style by following the Path of the Asura. The Path of the Asura involves a path of bloodshed & murder killing with those with large body counts eventually learning how to project their murderous intentions outward resulting in the formation of a demonic entity which hovers above them. Eventually this entity changes form being a mere optical illusion into an actual presence which can intimidate opponents into submission. This is known as "Demonization Mode" in which for a set price each turn the user can maintain the projection while harnessing this style which improves the Murderous Art's power and ferocity. The kata of this fighting style have no form, it just looks like a rampaging beast fighting. Body Count (IC) - Projection Name - Effect 0 - None - N/A - N/A At least 5 - Lesser Demon - Optical Illusion of a formless demonic entity At Least 25 - Demon - Depletes Intimidation Limit by -1 Each Turn At Least 50 - Greater Demon - I.T depletion by -2 Each Turn At least 75 - Devil - I.T depletion by -3 Each Turn 100+ - Oni - I.T depletion by -4 Each Turn 500+ ("Z"-rank Only) - Oni - I.T depletion by -5 Each Turn 1000+ ("X"-rank Only) - Shin Oni Asura - Depletion of Fear Limit via techniques.
Name: Murderous Arts: Kick Off Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Short (Knock-back)
Description: The user rushes at the target at full speed and then quickly stops in front of them often at Swift Release however higher speed can be used if available. The user then brings a leg up, aiming to kick the opponent in the chin , sending the opponent 5 feet into the air unless the opponent has D-rank strength or a D-rank air movement technique. The technique deals D-rank physical damage. This attack can also be followed up by some other Taijutsu techniques, preventing the victim's ability to avoid the follow up unless they possess an air movement technique equal to the rank of the follow up. Demonization Mode Effect - When in Demonization Mode in addition to the damage from the impact the victim likewise has their Intimidation Limit depleted by -1.
Name: Murderous Arts: Sharp Elbow Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Mid (Knock=back)
Description: The user bends their arm, making their elbow pop outwards. They then strike the opponent with the elbow anywhere in the body in a thrusting motion usually swift release speeds however additional speed can be used if available. The attack also deals D-rank physical damage and knocks an opponent 10 feet upon impact. If this technique is used after "Kick Off", can either halt the initial knockback (if hitting an opponent from the opposite direction) to deal C-rank physical damage while also sending the opponent 5 feet often into the ground or simply knocks them further (15 feet) causing them to potentially crash into another object to sustain more damage. Demonization Mode Effect - When in Demonization Mode in addition to the damage from the impact the victim likewise has their Intimidation Limit depleted by -1.
Name: Murderous Arts: Smashing Headbutt Classification: Taijutsu Rank: D Class: Offensive/Supplementary Range: Contact, Short (Knock-back)
Description: The user leans back while cocking back their head, which can likewise be used to dodge an incoming attack aimed at the head moving at D-rank speed. Once the head is cocked back the user thrusts forward at maximum speed (Swift Release+), aiming to hit the target with their head. This technique typically is used as a quick counter and deals D-rank physical damage. Not only does it do that but if the headbutt hits someone in the head, then it causes the opponent to be dizzy for 5 posts (total) unless they possess D-rank reaction tiers. If this technique is used after "Kick Off" (if hitting an opponent from the opposite direction as Kick Off's knockback), the technique deals C-rank physical damage and sends the opponent hurtling towards the ground (5 feet). This also raises the duration of the dizziness to 10 posts (total), and the reaction tiers needed to nullify the effect would be C-rank. Demonization Mode Effect - When in Demonization Mode a victim of the "Dizzy" Status will be unable to move at or above Max Tier levels (Min. 2 above Standard Tier Level) without falling.
Name: Murderous Arts: Ax Fist Classification: Taijutsu Rank: D Class: Offensive Range: Short, Mid (Knock-back)
Description: The user forms a fist with either hand and then swings it into the target at full speed usually swift release speeds however additional speed can be used if available to deal D-rank damage. Not only does it do that but if the fist hits someone in the head, then it causes the opponent to be "Stunned" for 1 posts (total) unless they possess D-rank endurance tiers. If this technique is used after "Kick Off" (if hitting an opponent from the opposite direction as Kick Off's knockback), the technique deals C-rank physical damage and sends the opponent hurtling towards the ground (10 feet). This also raises the duration of the stun to 2 posts (total), and the endurance tiers needed to nullify the effect would be C-rank. Demonization Mode Effect - When in Demonization Mode a victim of the "Stun" Status will sustain D-rank Pain each P.T during their entire "Stun" duration.
Name: Murderous Arts: Mean Kick Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Mid (Knock-back)
Description: The user swings their leg from the side at the target, making this the basic roundhouse kick. This attack is usually preformed at swift release speeds however additional speed can be used if available & deals D-rank damage. If this technique is used after "Kick Off", (if hitting an opponent from the opposite direction as Kick Off's knockback), the technique deals C-rank physical damage and sends the opponent towards the ground (10 feet). If used on the ground if the victim doesn't tense their body at the moment of impacting the ground with D-rank strength the will actually bounce off of the ground's surface into the air to a height of the remaining amount of feet while leaving them vulnerable to a follow up unless they possess an air movement technique. For example if used on a 5 foot tall person to knock them to the ground they would impact it and bounce diagonally 5 feet. When used in the air, instead of coming from the side, the kick comes from above and swings downward into the opponent & the victim instead bounces straight upward. Demonization Mode Effect - When in Demonization Mode in addition to the damage from the impact the victim likewise has their Intimidation Limit depleted by -1.
Name: Murderous Arts: Ferocious Punch Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Short (Knock-back), Mid (Demonization Mode)
Description: The user forms a fist with either hand, cocks it back and sends it at the target full speed. This attack is usually preformed at swift release speeds however additional speed can be used if available and deals D-rank physical damage. Not only does it do that but if the fist connects, it sends the opponent flying back 3 feet unless they possess D-rank strength tiers. If this technique is used after "Kick Off" (if hitting an opponent from a different direction as Kick Off's knockback), the technique deals C-rank physical damage and sends the opponent towards the ground (5 feet). Demonization Mode Effect - When in Demonization Mode the knockback from this technique is instead increased to 10 feet, with the opponent potentially sustaining additional damage upon crashing into an object while hurtling through the air.
Name: Murderous Arts: Driving Leg Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Short (Demonization Mode)
Description: The user leans back onto one leg. the other leg the bends, cocking back and then it thrusts forward at maximum speed, aiming to hit the target in their sternum. This technique is usually preformed at swift release speeds however higher speed tiers can be used if available and deals D-rank physical damage. Upon being hit if the victim does not possess D-rank endurance tiers their next post they are forced to take an exhale as the impact from the kick forces them to exhale the air in their lungs making them unable to do anything until they have inhaled unless they do not require air to breath. If this technique is used after "Kick Off", the victim is left to catch their breath for their next two posts during which they are unable to move at their max tier levels due to a shortness of breath while the Endurance Tiers needed to negate this is now C-rank. Demonization Mode Effect - When in Demonization Mode this technique likewise causes knockback of 5 feet, with the opponent potentially sustaining additional damage upon crashing into an object while hurtling through the air.
Name: Murderous Arts: Mega Shoulder Classification: Taijutsu Rank: D Class: Offensive Range: Contact, Mid (Distance)
Description: The user rushes at the target at maximum speed to cross a distance of 10 feet. This attack is usually preformed at swift release speeds however additional speed can be used if available & deals D-rank damage. Not only does it do that but the ramming attack carries the victim along with the user unless they possess D-rank strength to anchor themselves in place. This technique can smash the opponent through a D-rank object/structure while denting or cracking a C-rank one once a post. Demonization Mode Effect - When in Demonization Mode this technique likewise causes victims to potentially sustain elemental physical damage from what they impact if the object was made from a jutsu before hand.
Name: Murderous Arts: Diving Tackle Classification: Taijutsu Rank: D Class: Offensive Range: Mid (Tackle), Contact (Impact)
Description: The user charges at the target at maximum speed before diving over to cross a distance of 10 feet. The user dives at the opponent's waist, pushing them to the ground unless they possess D-rank strength tiers. Not only does it do that but if the opponent lands on their spine, then it causes the opponent to be "stunned" due to the pain for 1 post (total) unless they possess D-rank endurance tiers. If this technique is used after "Kick Off" (if hitting an opponent in the opposite direction as Kick Off's knockback) the technique deals C-rank physical damage and sends the opponent towards the ground (5 feet). This also raises the duration of the stun to 2 posts (total), and the endurance tiers needed to nullify the effect would be C-rank. Now the main use for this technique is to hold the target in place so the user can pummel them. While tackling the target, the user bends his legs so when they land the opponent is being pinned down by the user's knees. Because of the position they are in, the target needs D-rank strength to free themselves or to move their hands to make hand seals to escape or counter. Demonization Mode Effect - When in Demonization Mode this technique doubles the depletion rate of a victim's intimidation limit while they are pinned underneath the opponent.
Name: Murderous Arts: Torturing Jabs Classification: Taijutsu Rank: C Class: Offensive Range: Contact
Description: The user puts together their index finger and their middle finger together in each hand and then jabs at the opponent with the two fingers 6 times, 3 times with each hand in rapid succession. This technique is usually preformed at Bullet release however higher tiers can be used if available and deals D-rank physical damage for every 2 pokes. When combined with higher tiers it can be useful to fake out an opponent or increase the difficulty of dodging by either altering or increasing the speed it is preformed at respectively. Not only does it do that but if the jabs connect with someone in the eye, then it causes the opponent to be blind for 1 post (total) unless they possess C-rank reaction tier. If this technique is used after "Diving Tackle", the technique deals D-rank physical damage per poke and knocks the opponent's head against the ground. This also raises the duration of the blindness to 4 posts (total), and the reaction tiers needed to nullify the effect would be C-rank. Demonization Mode Effect - When in Demonization Mode this technique's blindness effect when utilized on a dojutsu wielding opponent is 4 P.T (8 P.T with Diving Tackle) & the pain prevents them from deactivating said dojutsu during the blindness duration.
Name: Murderous Arts: Mini Barrage Classification: Taijutsu Rank: B Class: Offensive Range: Contact
Description: The user strikes at the target with their fists 10 times, 5 times with each hand in rapid succession. This technique is usually preformed at Crashing ground however higher tiers can be used if available and deals D-rank physical damage per jab. When combined with higher tiers it can be useful to fake out an opponent or increase the difficulty of dodging by either altering or increasing the speed it is preformed at respectively. Not only does it do that but if the punches connect with someone in the head, then it causes the opponent to be dizzy for 3 posts (total) per connected jab unless they possess D-rank reaction tiers. If this technique is used after "Diving Tackle", the technique deals C-rank physical damage per jab and knocks the opponent's head against the ground. This also raises the duration of the dizziness to 4 posts (total) per jab, and the reaction tiers needed to nullify the effect would be C-rank. Demonization Mode Effect - When in Demonization Mode a victim of the "Dizzy" Status will be unable to move at or above Max Tier levels (Min. 2 above Standard Tier Level) without falling. However if used after "Diving Tackle" the "Dizzy" Status will prevent them from moving above Standard Tier levels without falling.
Last edited by Kaii on 9th October 2015, 5:59 pm; edited 3 times in total | |
| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Zaku's Jutsu 7th October 2015, 2:25 pm | |
| Murderous Arts ~ I feel as though this should really be split up. The first a D-rank fighting style that is purely the gate into everything else. The second "Demonization Mode" some where between C-B that involves in creating the illusion projection and eventually changing a person's physical appearance. The second tech would also state specificly what bonuses come from what stage in the progression rather than just saying "while harnessing this style which improves the Murderous Art's power and ferocity".
Kick Off ~ More suggestion than anything that needs to be changed here. 5ft is not very high and you can get away with increasing that base height as well as increasing the height by some ratio based off the user's speed and strength. I also see that Demonization Mad Effect is listed on each tech, and I would suggest expanding it based on the level of their DemonzationM (hence forth known as DM because I imagine I'll be talking about it again.
Sharp Elbow ~ I can't really see anything wrong with this one either, but if you change kick off this one would need to be altered. I also can't help but feel like if you are chaining this off of kick off you'd need to be faster than D-rank. The positioning from the kick, into throwing an elbow, op or down, would need to be much much faster so I'm have to suggest that a condition of chaining this off of kick off should be that you are able to move at one speed higher than wt was used during kick off. (i.e. D-rank speed kick off requires you to have to move at C-rank speeds to chain this)
Smashing Head ~ Again this one is like the last one in the sense that the height may be altered if kick off is. In addition I'm suggest that this require a higher ranked speed to chain off kick off. The dizzy effect needs to be dropped to 1-2 posts or the rank of this tech needs to be upped to C-rank. Reaction tiers are ment for dodging so they wouldn't effect stopping the dizzy, they would just avoid the attack. Deffense tiers would however block the dizzy effect. Chaining off of Kick off can cause the dizziness for 7 posts. Reason being is 2 posts for standard +3 because its increased speed and +2 for chain bonus.
Ax fist ~ This should be changed "to the back of the head to be "Stunned"" just because a slap to the spine is rarely a 'knock out' and it should be defense tiers here because endurance is based on chakra not physical. This chain is more realistic so wouldn't need increased speed tiers (but personally I would like to see it) the stun effect should be dropped to one post and could stun regaurdless of where you hit them providing that hitting them knocks them into the ground or anything else. And the Defense thing again.
Mean Kick ~ This is virtually ok, but this one needs the up a rank in speed to chain correctly. I don't see how strength should cancel a bounce from this attack so I would actually remove that. Once the attack hits (baring something like a hydration technique that doesn't need to be listed in this tech) there isn't really anything you can do to stop a body from bouncing.
Ferocious Punch ~ Ok over all. I'd add in there that if this chains off of kick off that even strength tiers won't stop the knock back but everything is ok here.
Driving Leg ~ Defense not endurance here. I'd change it so when its chained off kick off, its officially a complete stun effect forcing breath. Needs that +1 speed to chain correctly.
Mega Shoulder ~ Ok this one is a bit wired to chain off of kick off so I'm put in the vote that it needs +2 speed to land correctly. Needs some form of limiter to it like can only charge through a single structure per post dealing a bonus D-rank damage to the victim. If landing on a structure you can't break it stuns the opponent. Defense able to block the stun. the DM effect. All impacts should be elementless unless its specificly created by a jutsu during that topic.
Diving Tackle ~ Defense not endurance. +2 speed to chain it off kick off. Really everything else seems ok
Torturing Jabs ~ D-rank damage per 2 pokes, thats three D-rank damage done in virutally an instant. blind effect should be countered with D-rank defense tiers (again, reaction means they are just going to dodge it) and I'm saying defense when it hit closing eye or not. (go a head and poke yourself in the eye while you close your eye lid....still gets hit, still can cause blindness) If used after tackle pokes should deal a D-rank per poke raises blindness by one extra post and requires a rank higher defense. double effect on blindness is ok for DM.
Mini Barrage ~ change reaction for defense tiers here. Everything else here is perfectly ok really. | |
| | | Kaiza
Posts : 394 Join date : 2014-03-28
| Subject: Re: Zaku's Jutsu 7th October 2015, 3:14 pm | |
| Murderous Arts ~ The style doesn't change the user's physical appearance. It projects their killing intent above them which eventually starts as an illusion ad becomes a presence, it doesn't change my physical form.
Kick Off ~ I'm okay with it being only 5 feet, eventually I will make an upgraded version of the technique. I agree with you on the description on each level of DM.
Sharp Elbow ~ I agree that I should be able to move faster than what the opponent is sent flying at, but not based off speed tiers. It should be off of the tech rank since that is the thing hitting them upwards, not the speed. Or maybe even strength tiers because that is what hits them and sends them upwards. So let's say "kick off" I should move faster than D-rank speeds because that is the tech rank. Once i make the upgraded version i will have to move faster than that tech rank instead.
Smashing Head ~ Already talked about the chaining. I'm okay with dropping dizzy to 2 posts. In the status part of the rules, which I was looking at last night when I made these techs, said that reaction tiers counter dizziness, not defense. Chaining off "kick off" making the dizziness 7 posts is fine.
Ax fist ~ I never stated that the target would be knocked out by the attack, just stunned. Like earlier, in the rules it says being stunned is countered by endurance. I'll drop the stun by one post.
Mean Kick ~ Already discussed Chaining. I'll remove the bouncing thing.
Ferocious Punch ~ I'll add that if chained after "kick off" strength tiers won't matter.
Driving Leg ~ It say endurance in the rules.
Mega Shoulder ~ This is a little weird to chain after "kick off" I'll delete that part all together. I'll limit it to one object per post. I'll change it to stun the opponent if i cant break the object. Endurance blocks stun according to the rules. Elementless damage unless jutsu was made beforehand.
Diving Tackle ~ Says endurance in rules.
Torturing Jabs ~ I'll change the damage to every two pokes. it says reaction in the rules.I agree that if they get hit in the eye with their eye closed they still go blind.Okay with every poke dealing D rank damage if chained with "Diving Tackle".
Mini Barrage ~ The rules say reaction tiers are needed to counter. | |
| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Zaku's Jutsu 7th October 2015, 3:41 pm | |
| Murderous Arts ~ I know it doesn't say it now. I was just saying that when you split it up thats something that could be done. Reading it a second time I do think it needs to be seperated anyway.
The chaining effect and speed tiers ~ Ok so I think we are missing each other on this part. You kick someone up at D-rank speed. From the position, foot on the ground, hand on the ground leaning back, just moving at D-rank speed doesn't seem like it should be fast enough to move your body to land another kick or another punch. It should be more like D-rank move in and kick, C-rank burst of speed to chain it.
Keep endrance tiers everywhere but everything about reaction stays. (I remember it being defense tiers and I'm honestly going to question the logic on that choice but for now that was my mistake)
Ax Fist ~ Ok knock out is a bit strong of a example to use there, but I don't see (without there being some nerve system/pressure point style of attack) a punch to the back stunning a person. This fighting style is about brute force and intimidation, not about pin point strikes. So my statment about the attack having to hit the head to stun them stands.
Mean Kick ~ I like the bouncing to this one. It was the strength tier to stop the bouncing I didn't like. Human bodies bounce.....
The last two leave as reaction, but I'm question about that too and if we change the rules it'll be simple snap to change them over too. | |
| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Zaku's Jutsu 9th October 2015, 5:11 pm | |
| I'm still against ax stunning from a simple hit to a person's back.
Mega shoulder is missing the one structure per post thing and the elemental damage is still there
Torturing jabs damage still isn't changed | |
| | | Kaiza
Posts : 394 Join date : 2014-03-28
| Subject: Re: Zaku's Jutsu 9th October 2015, 5:29 pm | |
| | |
| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Zaku's Jutsu 9th October 2015, 5:43 pm | |
| All but mega shoulder approved
mega should still hasn't been updated for the elemental damage yet. They only take elemental damage if the structure they hit was made by a jutsu during the topic. | |
| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Zaku's Jutsu 9th October 2015, 11:14 pm | |
| | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Zaku's Jutsu 28th December 2016, 1:56 pm | |
| - Kenjutsu [Revamps]:
Name: Sonic Thrust Classification: Kenjutsu Rank: C-rank Class: Offensive Range: Short
Description: The thrusts their weapon at their target with great force, holding enough power to pierce through Defenses C-Rank and lower.
Name: Sword Rain Classification: Kenjutsu Rank: C-rank Class: Offensive Range: Short
Description: The user stabs their target many times in rapid succession. The number of times the user is able to stab in 1 post (total) is dependent upon their rank. Each strike is able to deal a D-Rank of Piercing Damage to their target, with the damage stacking with each strike that lands. Rank - No of Strikes per P.T. - Stacked Damage D - 2 - 2D C - 4 - 4D B - 6 - 6D A - 8 - 8D S - 10 - 10D
Name: Tiger Blade Classification: Kenjutsu Rank: C-rank Class: Offensive Range: Short
Description: The user rushes towards their target at Bullet Release speeds, though higher speed tiers can be used should they be present, before delivering a powerful slash that sends their target 10ft into the air whilst dealing C-Rank Physical Slicing damage to them. The user then delivers another slash to their target, dealing another count of C-Rank Slicing damage and sending them towards the ground to receive a D-Rank of physical bludgeoning damage. Should the target not tense their body with at least C-Rank Strength, when they hit the ground they will bounce back up 5ft, leaving them open for a follow up attack. If they do tense their body, they receive an extra count of D-Rank Bludgeoning damage. All counts of damage from this technique can be negated with C-Rank or greater Defense tiers.
Name: Tempest Classification: Kenjutsu Rank: C-rank Class: Offensive Range: Mid
Description: The user somersaults into the air while extending their weapon outwards, slashing the target many times while airborne. Upon landing the somersault, the user is able to launch into another for an increased stamina cost. The maximum amount of somersaults the user can perform in a row (per post total) is determined by their skill level. The number of slashes the user is able to perform per somersault is also determined by their skill, while the damage dealt by each slash is determined by their speed. Rank - Max Number of Somersaults in per P.T. - Stamina Cost D - 2 - +2 for the 2nd C - 3 - +4 for the 3rd B - 4 - +6 for the 4th A - 5 - +8 for the 5th S - 6 - +10 for the 6th
- Hebi Style:
Name: Hebi Style Classification: Fighting Style Rank: D-Rank Class: Supplementary/Offensive Range: Self
Description: Zaku has studied the way the Snakes of his Contract move extensively, before he was taught the ways to move his body as such by the Small Elder of the Contract. The Hebi Style revolves around sudden movement and contorting one's body at impossible angles, much like a snake, to throw victims off and to counteract prediction while using one's entire body as a muscle in one smooth movement. Taijutsu utilizing this style become unreadable up until the moment the victim is struck unless they possess Reaction equal to 1-Rank higher than Zaku's movement speed. Those who possess Time-Slowing Dojutsu are able to perceive Zaku's movements, but require 1-Rank higher speed in order to react to his attacks and advances. Meanwhile those with Muscle Tension are completely unable to predict this style of attack due to the unnaturalness of the movement.
Name: Hebi Style: Move Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Using the unique methods of the Hebi Style, the user is able to run and dodge at great speeds while maintaining perfect balance even in unusual positions. Moving at D-Rank Speeds, he is able to contort like a snake, reeling in his body and enabling him to lash out with attacks at a moments notice. Due to this movement style's ability to maintain nigh perfect balance, this technique counts as a D-Rank Balancing technique.
Name: Hebi Style: Coiling Strike Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Short
Description: Drawing on the philosophies of Hebi Style, the user has created a unique method of striking opponents up to 5 feet away while using his entire body as a means of momentum transference and using his raw speed as a method to generate force. This is triggered by him being in a state of rest whether standing up sitting down, laying down before suddenly launching his body forward into a state of action while retaining his balance upon impact with a target by tensing his leg and abdominal muscles. All of his motion is then transferred into damage striking the victim in a single point, dealing damage equal to the speed that he used to launch himself at an opponent. When used in conjunction with a sharp object such as a kunai or a needle it results in it gaining defense piercing equal to the speed he is moving.
Name: Hebi Style: Swaying Dart Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: Drawing on the philosophies of Hebi Style along with Zaku's abdominal muscle control has resulted in his creation of an evasion technique utilizing the Hebi Style which involves the user swaying backwards before dashing away while utilizing the momentum from the sway to move at C-rank speeds. It is a flexible technique and the swaying movement is able to be utilize to great effect in normal movement to throw off those who rely on predicting how a person will move to avoid an attack.
Name: Hebi Style: Slithering Move Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: The advanced kata of Hebi Style: Move, which involves a joint use of chakra control and abominal muscle control to actually slither on ones belly like a snake at high speeds of B-rank. It is very flexible yet unnatural and thus can be intermingled with a dodging motion to quickly shift positions and slither away further stumping those who rely on predicting how a person will move to avoid an attack. The surfaces that one can slither upon affect how difficult it is to perceive the user's movement which varies depending on how skilled they are. This scales with higher speed tiers within the Hebi Style making it difficult for those who are not perceptive to keep track of a moving user of this unpredictable fighting style. Rank - Surface Able to run on - Reaction Tiers Required to Track Movement D - Smooth Terrain (Ice, Glass etc) - 1-rank Tier- C - Normal Terrain (Rock, Grass etc) - Tier++ B - Granular Terrain (Sand, Snow etc) - Tier+ A - Rough Terrain (Mud, Quicksand etc) - Base Tier S - Unstable Terrain (Earthquake, Landslide etc) - Tier-
Name: Hebi Style: Sidewinding Method Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self
Description: A crucial follow up to Slithering Move this movement technique is specialized for loose or slippery surfaces like sand or mud. While moving on their belly the user appears to throw its head forward and the rest of its body follows while the head is thrown forward again, this process is repeated over and over at high speeds of Vacuum Release. In fact when the user actually possesses strength tiers it is only made more effective as while this technique can be used as a stand in for A-rank strength tiers to keep balance or prevent knock-back, when actual strength is used to back it it causes the user to move at speeds equivalent to "Samurai". On course surfaces however this technique is far superior to normal movement when backed by strength allowing the user to outspeed pure speed users when faced against them as long as they are not backed by any other tier.
Name: Hebi Style: Serpentine Movement Classification: Taijutsu Rank: S-rank Class: Supplementary Range: Self
Description: Only skilled users of the Hebi Style know this technique, just mastery of this technique allows one to transition through any of the Hebi Style Kata at S-rank speeds to off-balance opponents and make one's taijutsu unreadable to those with movement prediction abilities such as muscle tension. This involves complete muscle control resulting in a wavy motion in which the user pushes off any bump or other surface, rocks, trees, etc., to get going. By incorporating all of the other movement styles into one this allows unparalleled movement on both course and smooth terrain befitting of the wielder of the Snake Contract. This technique however is made specifically to hone another aspect which snakes have likewise conquered, aquatic movement. Due to the unique movement similar to a snake users do not suffer penalties to their movement when "swimming" in or underwater allowing them to be just as agile in water as they are on land.
- Sanguine Heat Arts:
Name: Sanguine Heat Arts: Heat-Ball Classification: Kinjutsu Rank: D-Rank Class: Offensive Range: Contact (Explosion), Short (Flight), Mid (Stream)
Description: The user molds expends a D-Rank of their Blood before molding it in their lungs. They then expel a large blast of heat outwards, either in the form of a large ball or in a continuous stream. In order to keep the stream of heat active, the user must pay a D-Rank of blood per post. The ball flies forward up to 5ft away before detonating to deal a D-Rank of Heat Release based Spiritual damage to the target in a 1ft radius. The stream is able to extend up to 10ft to deal a D-Rank of Heat Release based Spiritual damage for each post it is held. Zaku's version of this technique allows him to release multiple heat balls at once, dependent upon his rank. Rank - No of Heatballs D - 2 C - 4 B - 6 A - 8 S - 10
Name: Sanguine Heat Arts: Great Heat-Ball Classification: Kinjutsu Rank: C-Rank Class: Offensive Range: Contact (Explosion), Short (Flight), Mid (Stream)
Description: The user molds expends a D-Rank of their Blood before molding it in their lungs. They then expel a large blast of heat outwards, either in the form of a large ball or in a continuous stream. In order to keep the stream of heat active, the user must pay a D-Rank of blood per post. The ball flies forward up to 10ft away before detonating to deal a C-Rank of Heat Release based Spiritual damage to the target in a 2ft radius. The stream is able to extend up to 20ft to deal a C-Rank of Heat Release based Spiritual damage for each post it is held. Zaku's version of this technique allows him to release multiple heat balls at once, dependent upon his rank. Rank - No of Heatballs D - 2 C - 4 B - 6 A - 8 S - 10
Name: Sanguine Heat Arts: Distortion Miasma Classification: Kinjutsu Rank: C-Rank (Variable Blood Price) Class: Supplementary Range: AoE
Description: The user expends some of their Blood before molding it and expelling it outwards from their body in the form of pure heat in an 80ft radius around them. Those within the area feel the temperature within it rise ever so slightly, but the most noticeable change in the area will be the creation of a potent miasma. This miasma distorts the vision of all of those within it, causing those within it to view optical illusions and such created by the miasma. Above all this miasma serves to conceal the user from many traditional forms of sensory. Due to the miasma being fueled by their blood, the user is unable to be viewed by life force sensory techniques equal to their rank and lower. In order to properly orient their vision, the target must possess Reaction tiers dependent on the strength of the miasma. Those with Time-Slowing Dojutsu or Muscle Tension will find themselves unable to track the user within the miasma unless they possess Reaction tiers. Those attempting to look upon the miasma with Heat Sensory/Vision will find themselves blinded for a set number of posts dependent upon the strength of the miasma. The strength of the miasma is determined by the blood price paid for it's creation. Blood Price (Strength of Miasma) - Reaction Tiers to See (+TS. D/MT) - Heat Sensory Blind Duration (P.T.) D (C) - C (C-) - 1 C (B) - B (B-) - 2 B (A) - A (A-) - 3 A (S) - S (S-) - 4 S (SS) - SS (SS-) - 5
Name: Sanguine Heat Arts: Heated Blade Classification: Kinjutsu/Kenjutsu Rank: C-Rank (D-Rank Blood Price) Class: Offensive/Supplementary Range: Self (Sword)
Description: The user expends a D-Rank of their blood before channeling it into their sword, marking this as a technique built on the principles of chakra flow. The sword is then coated in a mirage, making the blade shimmer and waver, making it difficult to see. This causes attacks to require a reaction tier one rank below the speed the weapon is moving in order to notice the strike and dodge correctly and causes the attack to deal an additional C-Rank of Heat Release Spiritual damage whenever it strikes a foe. The blood cost for this technique is taken from the user for each post (total) it is active. Lastly, this technique causes wounds to cauterise, preventing bleeding but causing the wounds to deal an additional C-Rank of pain due to the searing feeling.
Name: Sanguine Heat Arts: Heat Clone Classification: Kinjutsu Rank: B-Rank (C-Rank Blood Price) Class: Supplementary/Defensive Range: Mid
Description: The Heat Clone Technique is similar to the Shadow Clone Technique except it creates unique clones that are able to shift their forms from physical clones which is destroyed by a single blow but resembles her perfectly, to an invisible to normal eye sight clone which can only be detected by chakra vision or heat vision. In this form it is much stronger however it loses the ability to hold physical weapons due to its gaseous state, instead however it is also unaffected by taijutsu. It now requires a B-rank chakra based technique in order to be destroyed which is hard enough due to its relative undetectable nature and when it comes in contact with a B-rank or below weapon, said weapon melts instantly thanks to the heat. It can also deal up to 3rd degree burns to an opponent (B-Rank Heat Release Spiritual Damag), causing them to receive C-Rank pain per post until they are healed by a Medical Kinjutsu B-Rank or higher. Those with Pain Resistance receive half the usual pain while those with Pain Immunity are unaffected. However due to the nature of these clones, only half the usual number can be made.
Name: Sanguine Heat Arts: Super-Hot Blade Classification: Kinjutsu/Kenjutsu Rank: B-Rank (C-Rank Blood Price) Class: Offensive/Supplementary Range: Self (Sword)
Description: This is a Sanguine Arts Style blood flow technique which the user channels their blood into their weapon, generating a heated miasma around the weapon. This prevents the user's Kenjutsu from being read by B-Rank or below weapon perception techniques such as Iai Prediction, as well as causing a target to require Reaction 1-Rank below the speed the weapon is swung in order to read the blade's movements. Attacks with this weapon also deal additional C-Rank Heat Release Spiritual damage to their target, alongside cauterizing wounds to negate bleeding but deal D-Rank pain to them in its place. This technique is aimed at allowing said weapons imbued with heat to maintain the miasma for a set amount of time before requiring a fresh blood price even when not in contact with the user, rather than constantly draining from the user's blood reserves, which is based on their skill level. Rank of User - Time till Reactivationin Post (Total) D - 1 C - 2 B - 3 A - 4 S - 5
Name: Sanguine Heat Arts: Sweltering Aura Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: AoE
Description: The user expends a C-Rank of their Blood before molding it. They then expel it outwards in the form of an intense aura of heat in a 30ft radius around them. This aura doesn't serve to damage the user's target, nor does it distort the target's vision in any significant way. Instead, this heat serves to increase the rate at which all those within the range of the aura sweats. The increased sweating causes them to lose fatigue rapidly. This loss can be mitigated should the target possess Endurance tiers. The amount of time the user is able to maintain this aura before a maintenance price must be paid is dependent upon their skill. Target's Endurance Tier - Fatigue Loss per Post within the Miasma None - 7 D - 6 C - 5 B - 4 A - 3 S - 2
Rank - P.T. Till Reactivation D - 3 C - 6 B - 9 A - 12 S - 15
Name: Sanguine Heat Arts: Thermo Blade Classification: Kinjutsu/Kenjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Self (Sword)
Description: This is a Sanguine Arts Style blood flow technique which focuses on Heat Release's conductivity through materials rather than extra damage unlike most other Heat Release Sanguine Arts Style blood flow techniques. The result is that upon impacting something it causes a repeater effect in which the physical damage sustained is converted into Heat Release physical damage while conducting through whatever made contact with it as long as said object does not possess an A-rank or above resistance to heat or isn't made of heat resistant materials. This technique can likewise be considered to be counter-weaponry as the heat coursing through said weapons is chaotic causing those which aren't made with A-rank or above heat conductive materials to be destroyed in the process of conducting said heat through them. Rank of User - Heat Conductive Material Able to use Thermo Blade with D - A & above C - B & above B - C & above A - D & above S - Any
Name: Sanguine Heat Arts: Bloodied Heat Mode Classification: Kintaijutsu Rank: A-Rank (B-Rank Blood Price each Post Active) Class: Supplementary/Defensive Range: Self
Description: The user wraps their body in a layer of heat using Sanguine Arts Style blood flow that, instead of being used offensively, is used to filter oxygen into the user's muscles granting them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels heat around the body reducing drag to not only grant air movement by means of flight but also allowing for tremendous raw speed when used with natural tiers to make them on par with samurai (A-rank+, A-rank without A-rank Speed). This mode, combined with taijutsu, allows the users to utilize Kintaijutsu (Heat Release Spiritual). The user is constantly shrouded in heat which gives their a body a shimmering appearance, as if their target were viewing them through a haze.
Name: Sanguine Heat Arts: Bloodied Heat Armor Classification: Kintaijutsu Rank: S-Rank Class: Supplementary/Defensive Range: Self
Description: The user wraps their body in a layer of heat using Sanguine Arts Style blood flow that, instead of being used offensively, is used to filter oxygen into the user's muscles granting them increased mobility when used with natural tiers to make them outpace even samurai (S-rank++, S-rank+ without S-rank Speed). The technique also channels heat around the body reducing drag to not only grant air movement by means of flight but also allowing for tremendous raw speed when used with natural tiers to make them on par with samurai (S-rank+, S-rank without S-rank Speed). This mode, combined with taijutsu, allows the users to utilize Kintaijutsu (Heat Release Spiritual). When using the Armor at full power, it causes the user's body to be shrouded in an aura of heat, and their eyes to glow white when seen with Life-Force Sensory and if they possess wings then their movement speed becomes even faster when either flying (S-rank++ or Diving SS-rank-). The number of post (total) the user can maintain this technique is not only based on their skill level but likewise their Spirit Tiers. Likewise thanks to surrounding their body with Heat the user is encased in it requiring a Spiritual or Natural S-rank Defense Piercing technique to even damage them. Rank - Skill Modifier (Posts Total) - Spirit Tier (Modifier) N/A - N/A - None (Constant Duration Price to keep active) D - +0 - D (+1) C - +1 - C (+2) B - +2 - B (+3) A - +3 - A (+4) S - +4 - S (+5) Zaku's No. of Posts before Chakra Price req. after activation = (Insert Number) P.T
- Sanguine Summoning Arts:
Name: Sanguine Summoning Arts: Snake Replacement Technique Classification: Kinjutsu Rank: C-Rank (D-Rank Blood Price) Class: Defensive Range: Self
Description: This is a variation and improvement upon the Body Replacement technique, allowing the user to summon snakes in their place whilst they evade an attack. After the usage of this technique, the user usually appears in a spot up to 10ft away from their original position.
Name: Sanguine Summoning Arts: Binding Snake Glare Spell Classification: Kinjutsu Rank: C-Rank (Variable Blood Price) Class: Offensive Range: Short
Description: The user summons a snake, the creature extending from their forearm or sleeve. This snake is able to constrict around their target and crush them with C-Rank Strength. Instead of summoning generic snakes, the user instead able to summon a snake from their contract, up to a maximum size of Medium. These snakes are able to use their own strength in order to crush their target, while snakes with venom are able to bite their targets in order to poison them, increasing the lethality of this technique. A target requires Strength above C-Rank for a generic snake or above that of the summon's in order to break free of their hold. Due to having two arms, the user is able to perform this technique up to two times at once. Due to this being a summoning, a blood price is required to summon the snakes and keep them summoned.
Name: Sanguine Summoning Arts: Constricting Hold Classification: Kinjutsu Rank: C-Rank Class: Offensive Range: Short
Description: This technique is often chained with the Hidden Shadow Snake Hands technique, after having immobilized their target with said technique. The user summons a sizeable snake that wraps around their target and glares into their eyes menacingly. Depending on the rank disparity between the user and their target, this depletes a set amount from their Intimidation Limit. Once said target's Intimidation Limit is fully depleted they will be paralyzed with fear for a set number of posts (total) depending on their rank. These snakes constrict with C-Rank Strength, or higher in the case of actual summons from the Snake Contract, requiring Strength 1-Rank above to break free of the hold. Rank Disparity - I.L. Depletion per Post 3-Ranks Below - 10 2-Ranks Below - 8 1-Rank Below - 6 Equal Rank - 4 1-Rank Above - 2 2-Ranks Above - 1 3-Ranks Above - Immune
Rank of Victim - Paralysis Duration D - 6 C - 5 B - 4 A - 3 S - 2
Name: Sanguine Summoning Arts: Hidden Shadow Snake Hands Classification: Kintaijutsu Rank: C-Rank Class: Supplementary Range: Short
Description: This technique allows the user to eject snakes from their wrist or sleeve, usually after a punching motion. The snakes are used primarily to attack from a distance and, being snakes, can inflict multiple poisonous wounds on the victim's body or hold them in place with C-rank strength, the snakes burst out of their wrist/sleeve at bullet release speeds with a varying amount depending on the skill level of the user. Upon biting opponents they are poisoned with a paralytic agent which numbs the area bit after 30 posts (total). Multiple bites lower this time limit by -2 each additional bite. Rank - No of Snakes D - 1 Snake C - 2 Snakes B- 4 Snakes A - 8 Snakes S - 16 Snakes
Name: Sanguine Summoning Arts: Many Hidden Shadow Snake Hands Classification: Kintaijutsu Rank: B-Rank Class: Supplementary Range: Short
Description: This technique is an advancement on the Hidden Shadow Snake Hands technique that allows the user to eject snakes from their wrist or sleeve, usually after a punching motion. The snakes are used primarily to attack from a distance and, being snakes, can inflict multiple poisonous wounds on the victim's body or hold them in place with B-rank strength, the snakes burst out of their wrist/sleeve at Crashing Ground speeds with a varying amount depending on the skill level of the user. Upon biting opponents they are poisoned with a paralytic agent which paralyzes the area bitten after 60 posts (total). Multiple bites lower this time limit by -3 each additional bite. Rank - No of Snakes D - 3 Snakes C - 9 Snakes B - 12 Snakes A - 15 Snakes S - 18 Snakes
Name: Sanguine Summoning Arts: Hidden Shadow Wyrm Hands Classification: Kintaijutsu Rank: B-Rank Class: Offensive Range: Mid-Long
Description: A powerful technique due to the user utilizing their Hidden Shadow Snake hands along side their Heat Ball Technique. This is done by making hand signs previously before utilizing the normal set up for Hidden Shadow Snake Hands. Instead of the snakes lunging out and biting the opponent they instead lunge out at bullet release speeds before opening their mouths each snake releasing a Heat Ball Jutsu which moves at Crashing Ground speeds to strike an opponent dealing C-rank damage. While it might not seem like much damage, due to multiple snakes each releasing their own heat ball this technique can be devastating in the hands of a user with skill. This can be released in two ways the first releasing spheres of heat while the second can release a continuous heat stream with a constant D-rank blood drain each post (total) per stream maintained.
Name: Sanguine Summoning Arts: Many Binding Snake Glare Spell Classification: Kinjutsu Rank: B-Rank (Variable Blood Price) Class: Offensive Range: Short
Description: The user summons a snake, the creature extending from their forearm or sleeve. This snake is able to constrict around their target and crush them with B-Rank Strength. Instead of summoning generic snakes, the user instead able to summon a snake from their contract, up to a maximum size of Large. These snakes are able to use their own strength in order to crush their target, while snakes with venom are able to bite their targets in order to poison them, increasing the lethality of this technique. A target requires Strength above B-Rank for a generic snake or above that of the summon's in order to break free of their hold. Due to this being a summoning, a blood price is required to summon the snakes and keep them summoned. This technique is an improvement upon the original, enabling the user to summon additional snakes with each arm the number of which being determined by their skill level. Due to being able to summone multiple snakes on one arm, the user is able to constrict a target with more than one snake, with the strength the victim is constricted with stacking like a combination jutsu with each additional snake. Rank - Snakes per Arm D - 2 C - 3 B - 4 A - 5 S - 6
Name: Sanguine Summoning Arts: Many Hidden Shadow Wyrm Hands Classification: Kintaijutsu Rank: A-Rank Class: Offensive Range: Mid-Long
Description: A powerful technique due to the user utilizing their Many Hidden Shadow Snake hands along side their Great Heat Ball Technique. This is done by making hand signs previously before utilizing the normal set up for Many Hidden Shadow Snake Hands. Instead of the snakes lunging out and biting the opponent they instead lunge out at Crashing Ground speeds before opening their mouths each snake releasing a Great Heat Ball Jutsu which moves at Vacuum Release speeds to strike an opponent dealing B-rank damage. While it might not seem like much damage, due to multiple snakes each releasing their own heat ball this technique can be devastating in the hands of a user with skill. This can be released in two ways the first releasing spheres of heat while the second can release a continuous heat stream with a constant C-rank blood drain each post (total) per stream maintained.
Name: Sanguine Summoning Arts: Sword of Kusanagi - Longsword of the Sky Classification: Kinjutsu/Kenjutsu Rank: A-Rank (Variable Blood Price) Class: Offensive Range: Short-Long
Description: This is a technique that allows the user to levitate the legendary sword Kusanagi, enabling them to combat a target with the blade whilst performing another action. This technique requires a variable Blood price, this price needing to be repaid after a duration dependent upon the user's skill level. The sword is able to be manipulated in one of three ways: the first is with hand motions, this way being the best of the three and allowing the sword to move with Tier+ Speed and Strength. The second is with finger motions, being the middle ground of the three and allowing the sword to move with Tier Speed and Strength. The third is via telepathic commands, being the weakest of the three and allowing the sword to be controlled with Tier- Speed and Strength. The blood price paid to control the blade determines the speed and strength of movement. The price paid also determines the "grip" the sword is counted as when using Kenjutsu, modifying the properties of those techniques to fit the "grip". Despite the blood price, the sword of Kusanagi is able to move a maximum of 80ft away from the user before control of the blade is lost. Blood Price (Rank of Speed/Strength) - Grip Counted As D (C) - Improper One-Handed Reverse Grip C (B) - Standard One-Handed Overhead B (A) - Proper Two-Handed Perpendicular A (S) - True Two-Handed Parallel Grip
Rank - Turns Until Reactivation D - 1 C - 2 B - 3 A - 4 S - 5
- Past Confrontations:
Name: Past Confrontations: Bloodied Activation - Kyougan Classification: Taijutsu Original Rank: C Count: 0/5 Current Rank: C Class: Supplementary Range: Self (Eye)
Description: Having been blinded by his master, Xan, Zaku had to learn and adapt to the world around him quickly in order to survive. This lead to him meshing the skills he gained from his Cursed Mark of the Vampire with his own physical techniques, allowing him to see without the need for eyes. However, after proving himself worthy Xander granted Zaku a great gift: his vision. While he was unable to regain his original eyes, Xan did one better and acquired a Kyougan for Zaku's usage. Despite now being able to see once more, Zaku was unable to harness the power of the Kyougan due to his lack of chakra. This lead to him utilizing the skills granted to him by his Curse Mark in yet another unique way. Zaku is now able to activate the first stage of his Kyougan by paying a Blood price equal to the chakra price that is required. Retraining (New Rank) - Stage Able to Activate (Blood Price) 5 (B) - Stage Two (2D) 10 (A) - Stage Three (3D) 15 (S) - Stage Four (4D)
Name: Past Confrontations: Bloodied Activation - Raidengan Classification: Taijutsu Original Rank: C Count: 0/5 Current Rank: C Class: Supplementary Range: Self (Eye)
Description: Having been blinded by his master, Xan, Zaku had to learn and adapt to the world around him quickly in order to survive. This lead to him meshing the skills he gained from his Cursed Mark of the Vampire with his own physical techniques, allowing him to see without the need for eyes. However, after proving himself worthy Xander granted Zaku a great gift: his vision. While he was unable to regain his original eyes, Xan did one better and acquired a Raidengan for Zaku's usage. Despite now being able to see once more, Zaku was unable to harness the power of the Raidengan due to his lack of chakra. This lead to him utilizing the skills granted to him by his Curse Mark in yet another unique way. Zaku is now able to activate the activation stage of his Raidengan by paying a Blood price equal to the chakra price that is required. Retraining (New Rank) - Stage Able to Activate (Blood Price) 5 (B) - Stage One (2D) 10 (A) - Stage Two (3D) 15 (S) - Stage Three (4D)
| |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Zaku's Jutsu 30th December 2016, 11:45 am | |
| | |
| | | Sponsored content
| Subject: Re: Zaku's Jutsu | |
| |
| | | | Zaku's Jutsu | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
[ Full reading ] | Comments: 4 |
Who is online? | In total there are 2 users online :: 0 Registered, 0 Hidden and 2 Guests None Most users ever online was 346 on 15th April 2021, 2:59 pm |
|