| | Metallic Arts [Occam's Jutsu] | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Metallic Arts [Occam's Jutsu] 17th June 2016, 7:47 pm | |
| - Lightning Release:
Name: Lightning Release: Circuit Floor Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: AoE
Description: With this technique, the user performs the necessary handseals before channeling their lightning release chakra into the ground. This causes a large pulse of lightning to suddenly explode around them, covering the ground with electricity at Bullet Release speeds. If anyone is contact with the ground then they are electrocuted, being dealt a C-Rank of lightning release damage and stunned for a single post total unless they possess C-Rank endurance, D-Rank endurance allows movement but at a reduced rank in speed due to the spasms from the lightning. This however is more dangerous when utilised with a conductive material as the electricity moves at B-Rank speeds and deals B-Rank damage, spreading out to the edge of the conductive material rather than the base technique's Area of effect.
- Pulse Release:
Name: Pulse Release - Metal Flooring Classification: Ninjutsu Rank: C-Rank (C-Rank chakra, variable Materia Price) Class: Supplementary Range: Variable
Description: With this technique, the user takes a type of metallic materia and spreads it out along the ground at Bullet Release speeds to cover the floor around them. The amount of area covered is dependent on the rank of materia used but at least a D-Rank must be used. Anyone standing on this materia counts as losing contact with the earth as they are standing on a floor of metal. This can be used with any metal type. Additionally, this flooring gives off a minor magnetic effect causing weapons that are magnetic and aren't made via pulse release to move a tier level slower due to the magnetism of the metal flooring pulling them down.
Rank of Materia Used - Area Covered (Ft radius) D - 10 C - 20 B - 30 A - 40 S - 50 SS - 70 SSS - 90
- Techno:
Name: Techno: Pouch Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Kaironokuma member alters either their arm or their leg into a pouch to hold materia much like a gourd would at C-Rank speeds, deadening the pain receptors in the process. Its base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 15 posts (total) while it's cooldown before it can be used again is 3 post (total). When utilised each limb is capable of having two pouches that can be filled up with an A-Rank of materia. For the arms one is in the bicep, the other in the forearm and for the legs one is in the thigh, the other in the calf. These add no weight to the user as long as they are in their techno state or the user possesses C-Rank strength and the materia is not lost when they revert. However when they revert, depending on the density of the materia, the user becomes slower as a result. If the metal is lighter than than Iron sand then they lose 1 tier level of speed if it is half full and 2 if it is full for each pouch. If the metal is iron sand or heavier, they lose tier ranks instead of tier levels to a minimum of E.
Name: Techno: Gourd Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: The Kaironokuma member alters either their arm or their leg into a pouch to hold materia much like a gourd would at B-Rank speeds, deadening the pain receptors in the process. Its base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 12 posts (total) while it's cooldown before it can be used again is 4 post (total). When utilised each limb is capable of having two pouches that can be filled up with an S-Rank of materia. For the arms one is in the bicep, the other in the forearm and for the legs one is in the thigh, the other in the calf. These add no weight to the user as long as they are in their techno state or the user possesses C-Rank strength and the materia is not lost when they revert. However when they revert, depending on the density of the materia, the user becomes slower as a result. If the metal is lighter than than Iron sand then they lose 1 tier level of speed if it is half full and 2 if it is full for each pouch. If the metal is iron sand or heavier, they lose tier ranks instead of tier levels to a minimum of E.
Name: Techno: Furnace (Signature) Classification: Kinjutsu Rank: A-Rank Class: Supplementary Range: Self
Description: With this technique, Occam converts his upper torso into a furnace at Vacuum Release speeds, deadening the pain receptors. This causes a pair of smoke spouts to rise from his shoulder blades, belching deep red smoke due to the fuel that this furnace burns. This lasts, without modifiers on the duration, for ten posts(Total) and has a 5 post(Total) cooldown before it can be utilised again. When this is utilised Occam is able to feed his blood into the furnace to generate iron sand materia at a much increased rate through converting his own life force into iron sand. This is done in a 1:2 ratio meaning that 1 D-Rank of blood will generate 2 D-Ranks of iron sand due to the fact that spiritual is greater than physical, blood being spiritual, materia being physical. Of course any amount of blood can be fed into the furnace to generate a high amount of materia and with endurance tiers Occam can keep the furnace burning for longer, causing the one cost payment of blood to generate materia every PT for a time dependent on his endurance tiers. This requires at least D-Rank endurance tiers to utilise however or else the furnace cannot burn.
Rank of Endurance - PT Furnace burns D - 1 C - 2 B - 3 A - 4 S - 5
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| Subject: Re: Metallic Arts [Occam's Jutsu] 17th June 2016, 8:02 pm | |
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| Subject: Re: Metallic Arts [Occam's Jutsu] 23rd June 2016, 7:45 am | |
| - Techno:
Name: Techno: Micro Jump Jets Classification: Kinjutsu Rank: D-Rank Class: Supplementary/Offensive Range: Self-Contact
Description: The user alters their lower legs into a bluish metal that resembles a series of jump jets attached to the bottom of the legs at D-Rank speeds. Without any modifiers this lasts for fourteen posts (Total) with a two post (Total) cooldown before it can be used again. Once the legs have been transformed the user is able to trigger these jump jets for a D-Rank of fatigue, causing small bursts of bluish-white energy that propel them forwards at D-Rank speed, allowing simulation of it without requiring the speed tier. This has an additional effect as if an opponent is kicked or has these jets planted on them when this is activated they take a D-Rank of concussive non-elemental hybrid damage and are knocked back five feet.
Name: Techno: Small Jump Jets Classification: Kinjutsu Rank: C-Rank Class: Supplementary/Offensive Range: Self-Contact
Description: The user alters their lower legs into a bluish metal that resembles a series of jump jets attached to the bottom of the legs at C-Rank speeds. Without any modifiers this lasts for twelve posts (Total) with a three post (Total) cooldown before it can be used again. Once the legs have been transformed the user is able to trigger these jump jets for a C-Rank of fatigue, causing small bursts of bluish-white energy that propel them forwards at C-Rank speed, allowing simulation of it without requiring the speed tier. This has an additional effect as if an opponent is kicked or has these jets planted on them when this is activated they take a C-Rank of concussive non-elemental hybrid damage and are knocked back ten feet.
Name: Techno: Jump Jets Classification: Kinjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Self-Contact
Description: The user alters their lower legs into a bluish metal that resembles a series of jump jets attached to the bottom of the legs at B-Rank speeds. Without any modifiers this lasts for ten posts (Total) with a four post (Total) cooldown before it can be used again. Once the legs have been transformed the user is able to trigger these jump jets for a B-Rank of fatigue, causing small bursts of bluish-white energy that propel them forwards at B-Rank speed, allowing simulation of it without requiring the speed tier. This has an additional effect as if an opponent is kicked or has these jets planted on them when this is activated they take a B-Rank of concussive non-elemental hybrid damage and are knocked back fifteen feet.
- Pulse Release:
Name: Pulse Release: Circuit Zone Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Defensive/Offensive Range: AoE
Description: It was realised quickly that there were many flaws to Circuit Fist, one of the main ones being that genjutsu or similar ambush and immobilisation techniques could render it entirely useless, making a Kaironokuma's mastery over it useless no matter how advanced. A slightly more tiring but useful version is a powerful chakra flow technique known as Circuit Zone. Once activated this causes the Kaironokuma to release pulse chakra around them in flickering bursts generating an area of control around themselves that allows them to manipulate their iron sand while within it. They can manipulate it at a base of C-Rank speeds and when this is utilised with Circuit Fist (just the eyes) it goes to C-Rank+ and when utilised truly (Eyes and arms) it moves at C-Rank++. However this is quite draining requiring a chakra price to be paid every so many rounds depending on the user's endurance tiers.
Rank of Endurance - Rounds before payment/High Affinity/Very High Affinity None - Every PT D - 1/2/3 C - 2/3/4 B - 3/4/5 A - 4/5/6 S - 5/6/7
Name: Pulse Release: Circuit Zone Greater Classification: Ninjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Requires Circuit Zone. With this technique, the user is able to better control their Circuit Zone. This classifies as a C-Rank chakra control technique and when utilised allows the user for, no additional chakra, move their sand at B-Rank speeds rather than C-Rank as in the base Circuit Zone. However this technique requires much more focus meaning that while this is utilised the victim suffers a one rank drop in reaction tiers unless they have an alternate type of sensory that is instinctive or auto-responsive rather than requiring focus, as any that require focus are dropped by a rank as well due to the intense focus needed for this.
Name: Pulse Release: Circuit Zone Macro Classification: Ninjutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Requires Circuit Zone Greater. With this technique, the user is able to better control their Circuit Zone. This classifies as a B-Rank chakra control technique and when utilised allows the user for, no additional chakra, move their sand at A-Rank speeds rather than C-Rank as in the base Circuit Zone. However this technique requires much more focus meaning that while this is utilised the victim suffers a one rank drop in reaction tiers unless they have an alternate type of sensory that is instinctive or auto-responsive rather than requiring focus, as any that require focus are dropped by a rank as well due to the intense focus needed for this.
Name: Pulse Release: Circuit Zone Hyper Classification: Ninjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Requires Circuit Zone Macro. With this technique, the user is able to better control their Circuit Zone. This classifies as a A-Rank chakra control technique and when utilised allows the user for, no additional chakra, move their sand at S-Rank speeds rather than C-Rank as in the base Circuit Zone. However this technique requires much more focus meaning that while this is utilised the victim suffers a one rank drop in reaction tiers unless they have an alternate type of sensory that is instinctive or auto-responsive rather than requiring focus, as any that require focus are dropped by a rank as well due to the intense focus needed for this.
Name: Pulse Release: Circuit Zone Ultra Classification: Ninjutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: Requires Circuit Zone Hyper. With this technique, the user is able to better control their Circuit Zone. This classifies as a S-Rank chakra control technique and when utilised allows the user for, no additional chakra, move their sand at SS-Rank speeds rather than C-Rank as in the base Circuit Zone. However this technique requires much more focus meaning that while this is utilised the victim suffers a one rank drop in reaction tiers unless they have an alternate type of sensory that is instinctive or auto-responsive rather than requiring focus, as any that require focus are dropped by a rank as well due to the intense focus needed for this.
Name: Pulse Release: Circuit Zone Ultima Classification: Ninjutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: Requires Circuit Zone Ultra. With this technique, the user is able to better control their Circuit Zone. This classifies as an SS-Rank chakra control technique and when utilised allows the user for, no additional chakra, move their sand at SSS-Rank speeds rather than C-Rank as in the base Circuit Zone. However this technique requires much more focus meaning that while this is utilised the victim suffers a one rank drop in reaction tiers unless they have an alternate type of sensory that is instinctive or auto-responsive rather than requiring focus, as any that require focus are dropped by a rank as well due to the intense focus needed for this.
Name: Pulse Release: Princely Crown (Exclusive) Classification: Ninjutsu Rank: S-Rank Class: Offensive/Defensive/Supplementary Range: Contact-Long
Description: The beginning of the pinnacle for Occam's materia usage and power when it comes to his domination over the metals of the world. This is what will give him the title of the Metal King. With this technique he is able to form the points of his 'Crown' which is what he uses alongside stances to great effect with this technique to inflict devastation upon his foes or vast swathes of land due to the potential sheer size of the points depending on how much materia is pumped into them. The power of the metals utilised and their sheer volume means that they generate their own localised magnetic field that Occam is able to manipulate, causing them to be able to move at S-Rank speeds although other techniques can be utilised to speed this up. Due to the weight of them however Circuit Fist requires both hands and eyes to be used in order to make the pillars move at S-Rank+ speeds due to how heavy they are. At base, these pillars have very little use. They deal an amount of damage equal to the materia placed in them in physical Pulse Release when they strike a foe and have durability of the same, stacking damage eventually causing the pillar to come apart and having to be reformed if the materia wasn't destroyed. The true power of this technique comes from the fact that one is able to make Stances utilising the materia. These stances are D-Rank techniques that alter the Points used, giving them base power and range depending on this technique making them potentially incredibly dangerous. Each stance of this technique is classified as 'Princely'.
Rank of User - Max Materia per Point - Max Points D - B - 1 C - A - 2 B - S - 3 A - SS - 4 S - SSS - 5 'Z' - 2 SSS - 6 'X' - 3 SSS - 7
Rank of Materia - Size of Construct D - Small C - Humanoid B - Medium(S) A - Medium(M) S - Medium(L) SS - Large (S) SSS - Large (M) 2 SSS - Large (L) 3 SSS - Large (XL)
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| Subject: Re: Metallic Arts [Occam's Jutsu] 24th June 2016, 2:10 pm | |
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Posts : 3780 Join date : 2012-05-06
| Subject: Re: Metallic Arts [Occam's Jutsu] 1st July 2016, 12:08 pm | |
| - Polarity Fist:
Name: Polarity Fist Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact-Mid
Description: Circuit Fist was proven to be useful and easily controlled, making it a powerful style as the manipulation it granted was incredibly practical and had many uses. However certain individuals within the Kaironokuma Clan found that it was lacking in offensive potential, that the iron sand even when swung at high speed left almost no lasting impact. This spurred on the creation of Polarity Fist. Rather than simply manipulating and moving the sand, this style focuses on directing the sand to strike the foes, coiling the sand into sharp edges or wicked points and barbs to tear the foe apart rather than manipulate the sand perfectly. This of course has its disadvantages as it works just like Circuit Fist, utilising the same movement tiers however the base speed of Polarity Fist is Tier- when using the eyes and Tier base when using both. If utilised alongside Circuit Zone then the normal speed is Tier base however it causes the time between payments to be reduced by a round (If no Endurance tiers, cost is doubled each PT). The danger of this style comes from the fact that the damage is dependent on the amount of materia used alongside Polarity Fist techniques, however a Kaironokuma can only harness a certain amount with this, going over it causing them to take damage one below the rank of the materia they use in excess of their natural limit.
Rank - Natural Materia Limit - Maximum Materia Limit D - C - B C - B - A B - A - S A - S - SS S - SS - SSS
Name: Polarity Fist: Rending Sand Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact-Mid
Description: Through the use of Polarity Fist the user focuses the sand that they are utilising to a fine edge, causing it to become incredibly sharp, the flying sand used like a blade when launched at opponents. Through this the materia deals Pulse Release physical slicing damage equal in rank to the materia used, speed dependent on the user's circuit zone level or their circuit fist expertise. A basic technique but a useful one.
Name: Polarity Fist: Guarding Sand Classification: Taijutsu Rank: D-Rank Class: Defensive Range: Contact-Short
Description: With this rather than using Polarity Fist for an offensive purpose, the user instead focuses the sand together into a flat plane that is incredibly thick, providing great defensive power depending on the amount of materia used. This forms at speeds dependent on the user's Circuit Zone level or their Circuit Fist mastery and is able to deflect physical strikes equal in rank to the materia used, chakra based attacks that are weak against pulse equal in rank unless they possess piercing and any other chakra based attacks one rank lower than the materia utilised alongside this.
Name: Polarity Fist: Piercing Sand Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Contact-Mid
Description: When forming the sand together, this time the user causes it to take on a wicked point, forming into something akin to a lance that is incredibly dense due to the sand comprising it. When this is formed it only deals damage one rank below the amount of materia used in pulse release physical damage however it gains defense piercing equal in rank to the materia used, allowing it to damage foes that usually try and weather the blows of the Polarity Fist. A basic technique but potentially powerful.
- Techno:
Name: Techno: Micro Circuitry Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: With this technique the Kaironokuma alters their entire nervous system (Counts as whole body for modifiers) into bluish wiring, deadening pain receptors across their entire body. This lasts for 12 posts (total) without any modifiers added on and has a 3 post (total) cooldown before it can be used again. Once done these wires are much better at transmitting information than normal nerves due to being unable to be overloaded. When this is activated it grants the user D-Rank- reaction tiers for as long as this is active, making it potentially incredibly useful for as long as it is active due to the natural inability of a ninja to learn reaction tiers naturally.
Name: Techno: Ocular Augment Micro Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The Kaironokuma alters the nerves and lenses of their eyes into a transparent slightly blue-tinged metal, enhancing the natural ability of the Kaironokuma to see. Without any modifiers this lasts for 12 posts (Total) and has a cooldown of 3 posts (Total) before it can be utilised again. Once active, the eyes are better able to focus and take in information, becoming difficult to overload with multiple inputs however bright, solid inputs are especially dangerous to the Kaironokuma using this. While this is active the Kaironokuma gains D-Rank reaction tiers tied only to their eyes (D-Rank+ when combined with Techno: Micro Circuitry) however duration and eye damage from blinding effects are doubled when used against the Kaironokuma.
Name: Techno: Minor Circuitry Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: With this technique the Kaironokuma alters their entire nervous system (Counts as whole body for modifiers) into bluish wiring, deadening pain receptors across their entire body. This lasts for 10 posts (total) without any modifiers added on and has a 4 post (total) cooldown before it can be used again. Once done these wires are much better at transmitting information than normal nerves due to being unable to be overloaded. When this is activated it grants the user C-Rank- reaction tiers for as long as this is active, making it potentially incredibly useful for as long as it is active due to the natural inability of a ninja to learn reaction tiers naturally.
Name: Techno: Ocular Augment Minor Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Kaironokuma alters the nerves and lenses of their eyes into a transparent slightly blue-tinged metal, enhancing the natural ability of the Kaironokuma to see. Without any modifiers this lasts for 10 posts (Total) and has a cooldown of 4 posts (Total) before it can be utilised again. Once active, the eyes are better able to focus and take in information, becoming difficult to overload with multiple inputs however bright, solid inputs are especially dangerous to the Kaironokuma using this. While this is active the Kaironokuma gains C-Rank reaction tiers tied only to their eyes (C-Rank+ when combined with Techno: Minor Circuitry) however duration and eye damage from blinding effects are doubled when used against the Kaironokuma.
Name: Techno: Circuitry Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: With this technique the Kaironokuma alters their entire nervous system (Counts as whole body for modifiers) into bluish wiring, deadening pain receptors across their entire body. This lasts for 8 posts (total) without any modifiers added on and has a 5 post (total) cooldown before it can be used again. Once done these wires are much better at transmitting information than normal nerves due to being unable to be overloaded. When this is activated it grants the user B-Rank- reaction tiers for as long as this is active, making it potentially incredibly useful for as long as it is active due to the natural inability of a ninja to learn reaction tiers naturally.
Name: Techno: Ocular Augment Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: The Kaironokuma alters the nerves and lenses of their eyes into a transparent slightly blue-tinged metal, enhancing the natural ability of the Kaironokuma to see. Without any modifiers this lasts for 8 posts (Total) and has a cooldown of 5 posts (Total) before it can be utilised again. Once active, the eyes are better able to focus and take in information, becoming difficult to overload with multiple inputs however bright, solid inputs are especially dangerous to the Kaironokuma using this. While this is active the Kaironokuma gains B-Rank reaction tiers tied only to their eyes (B-Rank+ when combined with Techno: Circuitry) however duration and eye damage from blinding effects are doubled when used against the Kaironokuma.
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| Subject: Re: Metallic Arts [Occam's Jutsu] 1st July 2016, 1:29 pm | |
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Posts : 3780 Join date : 2012-05-06
| Subject: Re: Metallic Arts [Occam's Jutsu] 21st December 2016, 5:41 pm | |
| - Techno:
Name: Techno: Reactor Classification: Kinjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Requires Techno: Furnace. Although the Furnace is a useful technique, enabling the user to generate a much greater amount of Iron materia, it is only capable of creating that one type of metal. Occam realised how much of a problem this was and learned that he could modify the Furnace to function alongside his Atomic Metal passive to alter Iron Sand into different types of metal. When in use, Occam alters his chest and back into a powerful furnace of blue-ish metal with two smoke stacks over his shoulders at S-Rank speeds. Once done this lasts 8 posts(total) without any modifiers and has a cooldown of 6 posts(total). The Reactor works in a 1:2 ratio just like Furnace but requires an additional source, not only does it require the Atomic Metal to be known but the Reactor must be fed iron sand alongside blood in order to create the other types of metal. For example, if fed 1 C-Rank of Iron Sand and 1 C-Rank of Blood, it will generate 2 C-Ranks of a type of metal that Occam knows the Atomic Metal technique for each PT, rather than using chakra to do so. Just like Furnace, this is active for a set number of PT depending on Occam's Endurance Tiers.
Endurance Tiers - PT Reactor Active D - 1 C - 2 B - 3 A - 4 S - 5
Name: Techno: Reactor - Blast Furnace Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Requires Reactor to be active. Following on from the ability to generate additional types of metal, Occam realised that he still had no real way of creating alloys of metals without hiring a blacksmith. Through experimentation with the Reactor he found he could modify it at B-Rank speeds to become the Blast Furnace, allowing him to create Alloys in a 1:1 ratio. This technique uses the duration and cooldown of Reactor and does not refresh it. Once active, the Blast Furnace can be fed the composite metals of the alloy alongside blood in order to fuse them together into a working alloy that can be used alongside techniques, the Furnace burning for a while to generate the materia. For example, the Blast Furnace can be fed 1 D-Rank of Silver Sand and 1 D-Rank of Gold Sand and 1 D-Rank of blood to generate 1 D-Rank of Electrum Dust each PT for as long as the Furnace is running, which is dependent on Occam's endurance tiers, making it a useful method of creating alloys.
Endurance Tier - PT Furnace Active D - 1 C - 2 B - 3 A - 4 S - 5
- Compression:
Name: Pulse Release: Compression (Signature) Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Contact
Description: A specific style of Iron Sand usage designed to make things more permanent than just using them in techniques. With this style Occam gathers the Metal Sand together and with a large expenditure of chakra, much greater than a technique of the rank usually requires, forces the electromagnetic energy to fuse the metal together into a nearly perfect metallic object that becomes permanent rather than reverting to sand. This permanently uses up the materia that was utilised but the items retain the properties of the metal(s) they are crafted from. Due to the high chakra expenditure and low speed of creation, these techniques are rarely, if ever, used in combat.
Name: Pulse Release: Compression - Senbon Classification: Ninjutsu Rank: D-Rank (B-Rank chakra, variable Materia price) Class: Supplementary Range: Contact
Description: After bringing the metal together, Occam pumps it full of chakra to fuse it together before spreading it out into a number of senbon that can be used later. The number of senbon created is dependent on how much materia is used and Occam's rank determines what type of senbon he is able to make, with higher ranks allowing him to create unique and varied senbon types with additional effects. Each senbon on their own deals D-Rank piercing pulse release physical damage due to their interesting method of creation but this of course can be enhanced with throwing techniques. These senbon are created at normal walking speed.
Materia/Rank - Number of Senbon - Type of Senbon D - 5 - Normal C - 10 - Drilled(Piercing one below speed thrown) B - 15 - Bell (Produces musical notes) A - 20 - Barbed (Strength equal to speed thrown to remove) S - 25 - Serrated (Bleeding three below speed thrown)
Name: Pulse Release: Compression - Caltrops Classification: Ninjutsu Rank: D-Rank (B-Rank chakra, variable Materia price) Class: Supplementary Range: Contact
Description: Bringing the metal sand together, Occam uses his Pulse Release nature to fuse the metal together into a series of small spiked objects weighted in such a way as to always fall with at least one spike facing upwards. These are known as caltrops and the amount that are made in a single use are determined by the amount of materia that is used in the batch while the damage they deal is dependent on Occam's rank, requiring D-Rank defense tiers to avoid suffering pulse release physical puncture damage to the soles of the feet as they punch into the flesh from running over them, the damage is dealt each PT spent running over the caltrop'd area.
Materia/Rank - No. of Caltrops - Damage D - 4 - D C - 8 - 2 D B - 12 - 4 D A - 16 - 8 D(1C+2 D) S - 20 - 16 D (2C+4D)
Name: Pulse Release: Compression - Wire Classification: Ninjutsu Rank: D-Rank (B-Rank chakra, variable Materia price) Class: Supplementary Range: Contact
Description: Bringing the metal sand together into long strands this time, Occam fuses it together into thin but incredibly strong wire that can be used for a variety of purposes and even more depending on the property of the metal used to make it. The length of wire he can create is dependent on how much materia he uses to make the wire and the strength of it, how much force it can endure before it snaps, is dependent on Occam's skill in putting it together, meaning the higher rank he is, the stronger the wire is.
Materia/Rank - Length of Wire(ft) - Tensile Strength D - 10 - D C - 20 - D++ B - 30 - C A - 40 - C++ S - 50 - B
Name: Pulse Release: Compression - Marbles Classification: Ninjutsu Rank: D-Rank (B-Rank chakra, variable materia cost) Class: Supplementary Range: Contact
Description: By using metal sand and his Pulse Release nature Occam can fuse the metal together into small, incredibly smooth spheres, generally known as marbles. When spread out, these marbles are particularly difficult to run on, requiring a balancing technique to avoid falling prone from running on them, the rank of the technique required is dictated by Occam's rank, while the number of marbles created, and thus the area they cover when spread out, is dependent on the amount of materia used alongside this technique to create the marbles.
Materia/Rank - No. of Marbles(AoE) - Balancing Required D - 20(5ft radius) - N/A C - 40 (10ft radius) - D B - 80 (20ft radius) - C A - 160(40ft radius) - B S - 320(80ft radius) - A
Name: Pulse Release: Electrum Compression - Seal Markers Classification: Ninjutsu Rank: C-Rank (A-Rank chakra, variable Materia price) Class: Supplementary Range: Contact
Description: These Seal Markers are quite unique in that they can only be made with Electrum Dust due to its special property of being highly chakra conductive. These seal markers are made to be coursed with chakra, causing them to take on the required shape of the Fuinjutsu wished for, allowing Fuinjutsu to be placed more quickly, how quickly these change is dependent on Occam's rank and he can only make one Seal Marker at a time, the highest rank of seal the marker is able to turn into is determined by the amount of materia utilised, although not as much materia is required as usual due to Gold's(part of electrum's alloy) plasticity, reducing the materia needed.
Materia/Rank - Highest Seal Achieved - Seal Placement Speed Increase 1 D/D - D - 1 Tier Level 2 D/C - C - 1 Tier Level 3 D/B - B - 2 Tier Levels 4 D/A - A - 2 Tier Levels C/S - S - 3 Tier Levels
- Lightning Release:
Name: Lightning Release: Spark Flux Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: Long
Description: A strange technique, Spark Flux is a manipulation of chakra but is not directed by chakra but instead by metal attractors. With this technique, the user performs the hand seals before holding their hand out or upwards, lightning flying from their hand to metal objects within range at Crashing Ground speeds. If this metal object is attached to or embedded in a living target then the target takes C-Rank lightning release chakra damage and is stunned for 1 round unless they possess C-Rank endurance. If it is attached to a non-metal object it has no effect, but if it is just a metal object struck, it is charged with lightning chakra, dealing the damage and stun upon a person touching the object, although this only persists for 5 PT or one use, whichever comes first. The skill of the user allows them to strike multiple points with a single use of this technique.
Rank - Number of Points Struck D - 1 C - 2 B - 3 A - 4 S - 5
- Princely Stances:
Name: Princely Crown: Multiple Guarding Walls Classification: Ninjutsu Rank: D-Rank(2 PT duration from Circuit Zone price) Class: Defensive Range: Short-Mid
Description: Princely Crown is a powerful technique but weak on its own, although fast it is difficult to control and does little actually useful. Through the use of stances Occam is able to control the points of the Crown to make them much more useful, directing the metal sand to form into specific shapes to grant effects. This is one of such stances, a defensive one that focuses the metal points into massive walls that layer on top of one another in front of Occam, protecting him from attacks. Each wall is capable of defending from physical attacks equal to the amount of materia in the wall, chakra one rank below and spiritual/natural two ranks below with piercing causing the damage to break the wall but with the damage reduced by one for each wall broken through.
Name: Princely Crown: Multiple Shockwave Hammers Classification: Ninjutsu Rank: D-Rank (2 PT duration from Circuit Zone Price) Class: Supplementary/Offensive Range: AoE
Description: Princely Crown is a powerful technique but weak on its own, although fast it is difficult to control and does little actually useful. Through the use of stances Occam is able to control the points of the Crown to make them much more useful, directing the metal sand to form into specific shapes to grant effects. This is one of such stances, a support type one that uses the massive pillars of metal to create incredible shockwaves by slamming into the ground repeatedly. These shockwaves make it incredibly difficult to move around while on the ground although midair movement is undisturbed. Each of the pillars striking the ground causes an S-Rank area of effect shockwave that deals requires a balancing technique one rank below the amount of materia in the pillar to avoid falling over or strength equal to the materia as well as causing two ranks below pain to anyone utilising vibration sensory due to the overload and multiple pillars stack together like combination jutsu for these effects.
Name: Princely Crown: Multiple Slicing Swords Classification: Ninjutsu Rank: D-Rank (2 PT duration from Circuit Zone Price) Class: Offensive Range: Short-Long
Description: Princely Crown is a powerful technique but weak on its own, although fast it is difficult to control and does little actually useful. Through the use of stances Occam is able to control the points of the Crown to make them much more useful, directing the metal sand to form into specific shapes to grant effects. This is one of such stances, an offensive one, used to strike down foes by forming the pillars of metal into massive swords to smite enemies. These swords become more fragile than the pillars, damage counting as double towards the stacking to shatter them but they deal damage one rank above the amount of materia placed into them and can be used for a variety of things, including using the user's kenjutsu if they possess any, striking at foes like true swords despite being indescribably large.
Name: Princely Crown: Multiple Entangling Nets Classification: Ninjutsu Rank: D-Rank (2 PT duration from Circuit Zone Price) Class: Supplementary/Offensive Range: AoE
Description: Princely Crown is a powerful technique but weak on its own, although fast it is difficult to control and does little actually useful. Through the use of stances Occam is able to control the points of the Crown to make them much more useful, directing the metal sand to form into specific shapes to grant effects. This is one of such stances, a supplementary one used to immobilise foes, even large ones by forming the pillars into a series of massive nets with tight mesh, slamming them into foes to trap them. When utilised, the nets deal no damage but require strength one rank below the materia in the net in order to break out, for each size category difference the target is smaller than the net, the strength requirement rises by a tier level and the nets can be stacked like combination jutsu to make them especially difficult to get out of.
- Pulse Release:
Name: Pulse Release: Iron Sand - Shotgun Spread Classification: Ninjutsu Rank: C-Rank(C-Rank chakra+Additional, D-Rank materia) Class: Offensive Range: Short-Mid
Description: After performing handseals, the user utilises their pulse release to gather together tiny amounts of materia into small spheres before swinging their arm, sending the materia out like a shotgun spread, a ninety degree arc. Although this does a small amount of damage, only D-Rank damage per 'pellet' and D-Rank pain, this has an additional effect of making anyone struck lightly bleed(1 D-Rank per round) and stumble(D-Rank balancing technique or have techniques interrupted). Although this seems weak, additional waves of shotgun pellets can be launched through the use of more chakra and each additional wave after the first requires reaction tiers to avoid due to dodging around the first set with the effects stacking upon being struck and leaving metal stuck in the wounds which can be used for other, more nefarious techniques.
Chakra Price - Additional Waves - Reaction Required D - 1 - C C - 3 - C+ B - 5 - B A - 7 - B+ S - 9 - A
Name: Pulse Release: Iron Sand - Ferroburst Classification: Ninjutsu Rank: C-Rank(C-Rank chakra, D-Rank materia+additional) Class: Supplementary Range: AoE
Description: Using their chakra, the user pulls up their iron sand and launches it outwards in a sphere around them, scattering the iron sand into the air where it lingers. The range of this can be increased by adding more materia to the technique and this has a few uses. First of all, anyone standing in the Area ends up with metal sand stuck to their body or stuck within the folds of their clothing or body and entering the area ends up with the same effect. Secondly, the victims end up electromagnetically charged, causing metal objects to move towards them one tier level faster and noses get clogged up by the metal dust, resulting in scent based sensory being reduced by a rank, other than this, the technique has no other effects.
Additional Materia - Additional Range(ft radius) D - 5 C - 15 B - 25 A - 35 S - 45
Name: Pulse Release: Ferromagnetic Hunting Technique Classification: Nintaijutsu Rank: C-Rank (C-Rank chakra each round to keep active) Class: Supplementary Range: AoE
Description: An interesting technique by which the user ties their Pulse Release chakra affinity to their senses, causing them to be able to track and notice any metal sand created by their own body or chakra within the area. Through this, the user is able to track down the metal and know its exact location within the area of effect, the user's skill increasing this incrementally. Most types of sensory fail against this and even intangibility can fail to work if the metal sand has been charged with chakra, magnetic concealment of C-Rank or higher works however as does finding a way to remove all of the metal sand from the body, only if one knows how they are being tracked of course.
Rank - Additional Range(Radius) D - 10 feet C - 20 feet B - 30 feet A - 40 feet S - 50 feet
Name: Pulse Release: Silver Sand - Lightning Rod Classification: Ninjutsu Rank: C-Rank (C-Rank chakra+additional, D-Rank materia) Class: Supplementary/Offensive Range: Contact/AoE
Description: By compacting the silver sand, the user is able to form it into a series of powerfully conductive rods that possess C-Rank defense piercing but deal only D-Rank damage if used to strike someone. Their main ability is that they can be stuck into objects to act as an attraction point for Lightning Release techniques, causing any that are C-Rank or lower to be redirected towards the rod and speeding up, by one rank, any that are aimed specifically at the rod. The true effect shows due to the nature of silver as when struck by a technique they are able to conduct, the Silver rods conduct the technique at its boosted speed in a 5 foot area of effect around the rod that cannot differentiate between ally or enemy, causing anyone within that area of effect that cannot leave it fast enough to be struck by the technique that was conducted through the silver rod. Only one is created normally but an additional chakra cost can be used to make multiple, each one requiring an additional D-Rank of materia.
Chakra Price - Additional Lightning Rods D - 1 C - 2 B - 3 A - 4 S - 5
Name: Pulse Release: Gold Dust - Shifting Cloud Classification: Ninjutsu Rank: C-Rank(D-Rank chakra, D-Rank materia) Class: Supplementary Range: Contact-AoE
Description: Through the use of their Pulse Release, the user creates a large cloud out of gold dust, using its density and plasticity to mitigate the amount of materia required in order to create a large platform. With this the user can stand upon the platform and utilise either their circuit fist or circuit zone in order to move around at speeds dictated as such, even floating into the air to facilitate midair movement or to catch others. With additional materia, the size of the platform can be extended to allow others to stand upon it as well as be used as a source for other techniques if required, as the base size is only a five foot radius.
Additional Materia - Size Increase (Radius ft) 1 D - 5 2 D - 10 3 D - 15 4 D - 20 5 D - 25 C - 30
Name: Pulse Release: Iron Sand - Shrapnel Sphere Classification: Ninjutsu Rank: B-Rank(B-Rank chakra, D-Rank materia per bomb) Class: Offensive Range: Contact(Spikes), AoE(Detonation)
Description: By coalescing iron sand materia, either close by or at range using Circuit Zone or Circuit Fist, the user is capable of forming it into a small spiked sphere packed full of chakra. These spheres are volatile and upon being struck or being triggered by the user they detonate violently turning into a spray of lethal shards that shred the skin, causing intense bleeding. Each of these bombs when crafted deals C-Rank pulse release physical damage if they strike someone, the spikes packing C-Rank defense piercing to punch into the foe and stick to them unless they possess the necessary defense or defense+strength tiers to stop it. Upon this happening or when activated the bomb triggers, exploding to deal B-Rank pulse release chakra damage in an area of effect, the amount of bleeding dealt is either 1 D(per PT) normally but can be increased by packing more materia, and thus iron shrapnel, into the bombs. Lastly, if the detonation happens while the bomb is stuck in the skin or within 1 foot, the bleeding dealt is doubled due to a particularly high amount of the shards hitting a foe.
Additional Materia - Additional Bleeding D - 1 D C - 2 D B - 3 D A - 4 D S - 5 D
Name: Pulse Release: Electrum Dust - Multiple Metal Hands Technique Classification: Ninjutsu Rank: B-Rank (B-Rank chakra, D-Rank materia per pair of hands) Class: Supplementary Range: Contact/Varies
Description: A rather odd technique made possible by the varied properties of Electrum, that being the ability to conduct chakra granted to it by Silver and its plasticity granted by Gold, allow this technique to be utilised. With this, the user forms the Electrum dust into a series of large hands within the user's Circuit Zone, as this requires a chakra connection, although Circuit Fist maybe used instead but prevents the use of chakra based techniques through these hands. When these hands are formed they are able to be used to perform taijutsu, nintaijutsu and ninjutsu, although with the former it deals pulse release physical damage instead of normal damage. Any chakra based techniques used alongside these hands use the hand's size for scale and drain from the user's chakra reserves to facilitate but these hands can be used to perform multiple techniques at once, allowing the user to make self combination jutsu due to them. The number of pairs of hands the user can create as well as their size is dependent on the user's rank.
Rank - Pairs of Hands - Size of Hands D - 1 - Medium(S) C - 1 - Medium(L) B - 2 - Large(S) A - 2 - Large(XL) S - 3 - Colossal(S)
Name: Pulse Release: Aluminium Dust - Reflection Storm Classification: Ninjutsu Rank: A-Rank(A-Rank chakra, B-Rank materia) Class: Offensive/Supplementary Range: AoE
Description: After laying the materia out on the ground, the user performs the necessary hand seals before pulling the aluminium dust into the air and swirling it around them in a vortex. This has the normal effect when metal is flying around at high speeds in that anyone in the vortex suffers a C-Rank of Pulse Release chakra damage each PT they stand within it and get sliced up by the flying metal fragments, causing them to bleed for 1 D-Rank each PT, although this stacks each round that they are stuck within the aluminium sandstorm. (So 1 D-Rank after they enter, at the start of the next round the tick is 2 D-Ranks, etc). This technique of course blocks chakra and normal sight without A-Rank reaction tiers(although additional materia added makes reaction tiers more difficult to use to pierce it) and metal objects on the user's person are pulled into the vortex causing any moving through it to require strength equal to their speed or be slowed by a rank due to the tug of the metal. Lastly, due to Aluminium's properties, when a light source is evident, such as the sun, the storm turns glowing with beams of light sparking off of the flakes of aluminium, causing anyone without reaction tiers equal to the light intensity to be unable to blink in time and become blinded by the light for 6 PT although A-Rank endurance tiers halves this and S nullifies.
Additional Materia - Reaction Tiers Required D - A+ C - A++ B - S A - S+ S - S++
Name: Pulse Release: Iron Sand - Impaling Tectonic Eruption Method Classification: Ninjutsu Rank: SS-Rank (SS-Rank chakra and A-Rank materia) Class: Offensive Range: AoE
Description: After performing the necessary handseals, the user crouches down and places their hands onto the ground, seeding an A-Rank of Iron Sand materia into it and spreading it out among the area of effect. Once done, they use the iron sand and their natural Pulse Release affinity to compact and crush the rock and dirt, pulling the iron out of it and forming it into more sand, the effect compounding on itself the longer that the seed iron is left in the ground, creating more and more materia and causing the area of effect to expand under the ground. This of course cannot be noticed unless one possesses chakra vision capable of penetrating solid surfaces or metal sensory, although this technique is incredibly obvious to either of them due to the amount of chakra and chakra infused sand that is being created. Upon the user being satisfied with the sand generated they throw their hands upwards, causing the iron sand to crack the ground and punch upwards into hundreds of thousands of giant metal spikes all over the area. These spikes are pointed in haphazard directions, jutting out of the ground at various angles, causing anyone moving through to require a mid-air movement technique or some kind of balancing technique to avoid slipping and impaling themselves on the spikes. The main danger is when it is first used however as the spikes fire upwards at SS-Rank speeds and possess a powerful electromagnetic force, causing anyone in the area with metallic objects to be pulled towards them, requiring SS-Rank strength to avoid getting punctured. The number of spikes each target is struck with is dependent on the length of the time the area is left to grow and each spike deals SS-Rank pulse release chakra piercing damage. Lastly, this technique has another effect, by pumping more chakra into it, the sand can be allowed to fall before firing up again, each 'wave' as it is called moves one tier level faster than before, making them increasingly more difficult to avoid being impaled by, although their damage stays the same.
Time Seeded(PT) - No. of Spikes - Materia(Area of Effect) 5 - 1 - 2 A(120 feet) 10 - 2 - 4 A(160 feet) 15 - 3 - 8 A(200 feet) 20 - 4 - 16 A(250 feet) 25 - 5 - 32 A (300 feet) 30 - 6 - 64 A (400 feet)
Additional Chakra - Additional Waves A - 1 S - 2 SS - 3 SSS - 4
- Fuinjutsu:
Name: Kaironokuma Summoning Seal: Lightning Flash Sand Creation Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Contact
Description: An alteration to the normal Lightning Flash Blade Creation, made specifically for Kaironokuma that focus on fuinjutsu to store the materia they use. This is a special "materia summon" that allows the user to seal various types of metal materia such as iron sand, silver sand, etc to be called upon when needed. The sand can be summoned in an instant just by touching the sealing "marks" (an additional circle with the Kanji for "Dust" which overlaps the original seal) which can be drawn anywhere, however are typically layered over a B-rank or Below Storage Seal preventing additional Modification Slots from being added but providing an additional defense against unsealing techniques. The greatest advantage of this technique is that the time between taking out the materia, taking the right stance and actually utilising it is greatly reduced with the sand being drawn out at speeds equal to the user's skill level (Base Tier). The sand materia is launched with the actual speed of a "flash of lightning", ruining the opponent's outset of the battle, and snatching away the initiative. Furthermore, because the summoned materia can remain hidden until right before they are used, if this technique is mastered, there are an exceptional number of possible tactics. A large amount of sand can be stored within the sealing marks, which can make the efficiency of this technique last longer.
Name: Lightning Flash Sand Creation: Devouring Sand Wave Classification: Ninjutsu/Fuinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Short-Long
Description: A rather interesting take on the Twin Rising Dragons technique utilising the speed of formation of Lightning Flash Sand Creation rather than summoning formulas to activate this. Due to Lightning Flash Sand Creation's natural abilities, this technique is much faster than would be expected and the damage caused can be immense depending on the amount of materia unleashed at once. With this in use, the user 'aims' their seals towards the foe or the area they wish to launch the materia before running their hands along the necessary seals, activating each of them and releasing the materia stored within all at once. Rather than bringing it out slowly as most would do, this causes the materia to be released as a clump which, due to its own compression and electromagnetic forces, is launched outwards like a tide towards the foe. The area reached, in a ninety degree cone, is dependent on how much materia was within the seal when it was released, although the speed is determined by Lightning Flash Sand Creation and the amount of materia as the conflicting forces of more materia pushes it out faster. Perhaps the most dangerous aspect is that the use of Circuit Fist or Circuit Zone can augment the speed of this technique and guide the flow, offsetting the innate downside which is that the density of the metals utilised alters the effects of this, with lighter metals moving their density factor in tier levels faster but dealing the same in levels lower, while heavier metals does the opposite. Anyone struck by this wave usually disappears under the tide as it requires strength equal to the amount of materia within the wave or be swept away to the end of it.
Materia Within Seal - Speed Increase - Area of Effect - Damage Dealt(Phys. Pulse) D - (-)4 Tier Levels - 10 feet - N/A C - (-)3 Tier Levels - 20 feet - D B - (-)2 Tier Levels - 30 feet - C A - (-)1 Tier Level - 40 feet - B S - +1 Tier Level - 50 feet - A SS - +2 Tier Levels - 75 feet - S SSS - +3 Tier Levels - 100 feet - SS 2 SSS - +4 Tier Levels - 150 feet - SSS
- Circuit Zone:
Name: Circuit Zone: Range Increment Alpha Classification: Ninjutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: An add-on to Circuit Zone specifically designed to alter its abilities and grant it increased power. This add-on, known as Range Increment, increases the range at which the Circuit Zone is able to operate, spreading its reach and making the user more deadly as a result as more materia can be gathered and utilised at a longer distance. Although some of these add-ons do not do much, the combined effect can lead to Circuit Zone becoming obscenely powerful. This augment increases the range of the Circuit Zone by 20 feet(radius).
Name: Circuit Zone: Range Increment Beta Classification: Ninjutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: Req. Range Increment Alpha. An add-on to Circuit Zone specifically designed to alter its abilities and grant it increased power. This add-on, known as Range Increment, increases the range at which the Circuit Zone is able to operate, spreading its reach and making the user more deadly as a result as more materia can be gathered and utilised at a longer distance. Although some of these add-ons do not do much, the combined effect can lead to Circuit Zone becoming obscenely powerful. This augment increases the range of the Circuit Zone by 40 feet(radius) and does not stack with previous Range Increments.
Name: Circuit Zone: Range Increment Gamma Classification: Ninjutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: Req. Range Increment Beta. An add-on to Circuit Zone specifically designed to alter its abilities and grant it increased power. This add-on, known as Range Increment, increases the range at which the Circuit Zone is able to operate, spreading its reach and making the user more deadly as a result as more materia can be gathered and utilised at a longer distance. Although some of these add-ons do not do much, the combined effect can lead to Circuit Zone becoming obscenely powerful. This augment increases the range of the Circuit Zone by 60 feet(radius) and does not stack with previous Range Increments.
Name: Circuit Zone: Range Increment Delta Classification: Ninjutsu Rank: A-Rank Class: Supplementary Range: N/A
Description: Req. Range Increment Gamma. An add-on to Circuit Zone specifically designed to alter its abilities and grant it increased power. This add-on, known as Range Increment, increases the range at which the Circuit Zone is able to operate, spreading its reach and making the user more deadly as a result as more materia can be gathered and utilised at a longer distance. Although some of these add-ons do not do much, the combined effect can lead to Circuit Zone becoming obscenely powerful. This augment increases the range of the Circuit Zone by 80 feet(radius) and does not stack with previous Range Increments.
Name: Circuit Zone: Range Increment Epsilon Classification: Ninjutsu Rank: S-Rank Class: Supplementary Range: N/A
Description: Req. Range Increment Delta. An add-on to Circuit Zone specifically designed to alter its abilities and grant it increased power. This add-on, known as Range Increment, increases the range at which the Circuit Zone is able to operate, spreading its reach and making the user more deadly as a result as more materia can be gathered and utilised at a longer distance. Although some of these add-ons do not do much, the combined effect can lead to Circuit Zone becoming obscenely powerful. This augment increases the range of the Circuit Zone by 100 feet(radius) and does not stack with previous Range Increments.
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| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Metallic Arts [Occam's Jutsu] 4th January 2017, 3:04 pm | |
| | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Metallic Arts [Occam's Jutsu] 23rd January 2017, 4:41 pm | |
| - Pulse Release:
Name: Pulse Release: Icarus Grounding Classification: Ninjutsu Rank: C-Rank (Variable chakra price) Class: Offensive Range: Long
Description: A lot of people are learning to fly or at least stay off of the ground, making it quite bothersome for Occam to utilise some of his more static techniques on people as they flutter around over his sand rather than on it. However most of these people also carry metal or at least Occam can ensure they do and with his powers over Electromagnetism he can bring them down to the sand. After performing the necessary hand seals he lashes out with magnetic pull, the speed dependent on how much chakra he puts into it, that can only be seen with chakra sensory or electromagnetic sensory. If struck and the victim is carrying any metal or has any metal on them they are immediately dragged towards the ground at the speed of the magnetic pull, slamming into it. They take C-Rank pulse release chakra damage and pulse release physical damage one below the speed they are pulled, however depending on the height they are pulled from, this physical damage gains a multiplier.
Chakra Price - Speed of Pull D - D C - C B - B A - A S - S
Height - Fall Damage Multiplier 10 feet - 1x 20 feet - 2x 40 feet - 3x 80 feet - 4x 160 feet - 5x
Name: Pulse Release: Electromagnetic Hunting Classification: Ninjutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: Through chakra control and understanding of elemental natures, the user of this technique releases a dome of Pulse Release chakra and grants it light electromagnetic properties. This doesn't do anything on its own but it allows the user of this technique to immediately track and know the location of anything metal within the dome due to it being naturally affected by the electromagnetic field, of course anything that cannot be magnetised is unaffected. The other effect of this is that it can detect other electromagnetic fields within its area of effect, allowing for knowledge of techniques of that nature or of people if they have been charged with a magnetic field. The size of this field of sensory is determined by the user's rank and affinity with Pulse Release while the number of rounds before a reactivation price is required is dependent on their endurance tiers. Lastly it is possible to hide from this through B-Rank or higher magnetic concealment.
Rank/Endurance - Reactivation Price(Rounds) - AoE(High/Very High) D - 1 - 10 feet(20 feet/30 feet) C - 2 - 20 feet(30 feet/40 feet) B - 3 - 30 feet(40 feet/50 feet) A - 4 - 40 feet(50 feet/60 feet) S - 5 - 50 feet(60 feet/70 feet)
Name: Pulse Release: Body Replacement Technique Classification: Ninjutsu Rank: C-Rank Class: Supplementary/Defensive Range: Long
Description: A modification on the original space-time ninjutsu, this technique allows the user to swap places with any of their metal sand materia that is around instead of random objects. Due to this being more controlled than the normal version it also allows the user to swap with a variable amount of materia depending on their rank and then use this materia with another technique, enabling that technique to form one tier rank faster than normal. Other than that, this technique functions exactly as Body Replacement and counts as a user's Get Out of Jail Free when utilise, limiting it to once a topic unless stated otherwise.
Rank - Maximum Materia D - C C - B B - A A - S S - SS
Name: Pulse Release: Iron Sand - Electromagnetic Enfeebling Classification: Ninjutsu Rank: B-Rank(B-Rank chakra, variable iron sand) Class: Supplementary/Offensive Range: AoE
Description: A modification on Electromagnetic Arena that focuses more on affecting people than it does affecting objects however it is more difficult to activate properly. After performing the necessary hand seals the user unleashes a wave of Pulse Release chakra at Crashing Ground speeds, although this can be enhanced by instead propagating the chakra through metal sand materia but the opponent needs to be touching the materia for this to take effect on them if such is done. If sent through the air it is invisible to the naked eye, requiring any form of chakra sensory to locate it however if sent through materia it requires piercing chakra sensory or chakra sensory in addition to x-ray sight to notice the chakra propagating through the materia. Upon an opponent being struck they are granted an electromagnetic charge that is the same as that of the ground below them which becomes charged. Once this is done they start getting repelled by the floor, lightening their body and making it difficult to contact the floor. Due to this although they move faster speed-wise all of their taijutsu and their strength is lowered due to being unable to properly utilise it on the ground or against others due to the repelling effect of the charges with the user's rank deciding the decrease/increase as well as the speed increase of materia only propagation.
Rank of User - Propagation Speed - Lightening - Speed Increase/Strength Decrease D - 1 Tier Level - x2 - 1-Rank C - 1 Tier Level - x3 - 2-Ranks B - 2 Tier Levels - x4 - 3-Ranks A - 2 Tier Levels - x5 - 4-Ranks S - 3 Tier Levels - x6 - 5-Ranks
Iron Sand - Area of Effect(ft radius) D - 10 C - 20 B - 40 A - 80 S - 160
Name: Pulse Release: Electromagnetic Embrace Classification: Ninjutsu Rank: B-Rank (B-Rank chakra, variable iron sand price) Class: Supplementary/Offensive Range: AoE
Description: Although Electromagnetic Arena is useful for dealing with those that utilise projectiles it is not so useful against other metal weapons such as blades. Electromagnetic Embrace works in much the same fashion as Arena, causing any metal sand in contact with the user of this technique to start emitting a powerful electromagnetic field that pulls anything metal down onto it, forcing those that wield swords, wear metal armour or are carrying metal objects to get rid of them or be forced to the ground as well. This can be negated with strength tiers but if one's strength isn't high enough then they are slowed excessively when trying to move. This is most difficult if the metal is part of their body such as a prosthetic or an attachment(For example receiver rods) as the strength requirement for moving with that is higher again.
Rank - Weight - Strength To Move/Negate(W/ Attachment) - Speed Decrease D - x2 - D/C(C/C++) - 1-Rank C - x3 - C/B(B/B++) - 2-Ranks B - x4 - B/A(A/A++) - 3-Ranks A - x5 - A/S(S/S++) - 4-Ranks S - x6 - S/S++(SS-/SS) - 5-Ranks
Iron Sand - Area of Effect(ft radius) D - 10 C - 20 B - 40 A - 80 S - 160
Name: Pulse Release: Electromagnetic Repelling Kai Classification: Ninjutsu/Genjutsu Rank: B-Rank (Variable chakra price) Class: Supplementary/Defensive Range: Self (Usage), AoE(Repelling)
Description: Kai is a basic technique taught to all shinobi at the academy level, teaching them the most basic way to break out of genjutsu. Of course many techniques negate the use of this kai and some people learn to create their own more powerful version of the technique. Through the manipulation of chakra natures, the user of this technique utilises a kai and then enhances it with Pulse Release chakra, causing their mind to gain an electromagnetic field on the mental level, causing mental techniques to strike the field and then be knocked aside, rebounding onto the next eligible target within an area of effect determined by the user's rank, including the originator of the mental technique if they happen to be the closest. This is powerful but difficult to use all the time and while the amount of time it is active is dependent on the user's endurance tiers, the length of time of the cooldown is entirely dependent on their barrier tiers instead although it can be activated anyway, doubling the remaining cooldown but the user suffers mental recoil damage one below the chakra they pump into this technique.
Chakra Price/Rank - Genjutsu Kai'd - Genjutsu Deflection (Fabrication/Nen) - Area of Effect(ft radius) D - D - D(N/A/N/A) - 10 C - C - C(C/N/A) - 20 B - B - B(C/D) - 30 A - A - A(B/C) - 40 S - S - S(A/B) - 50
Endurance/Barrier - PT Active - PT Cooldown D - 1 - 10 C - 2 - 8 B - 3 - 6 A - 4 - 4 S - 5 - 2
Name: Pulse Release: Negation Zone (Signature) Classification: Ninjutsu Rank: A-Rank Class: Supplementary/Defensive Range: AoE
Description: Many elemental releases function in a manner similar to Pulse Release and Occam needed to find a way to deal with them almost perfectly as well as dealing with members of his own clan. After all he might one day become Clan Head. Due to realising this he conducted a large amount of research and found that with greater chakra control, other techniques could be disrupted or even negated. With this knowledge he created the Negation Zone, a technique utilised to stop flux, magnet, pulse and lightning release techniques in their tracks by utilising his powerful chakra control over Pulse Release. When this is activated it becomes a battle of affinities as the techniques negated are dependent on Occam's rank as well as the level difference in affinity. Other elemental releases are unaffected by this and an A-Rank or higher elemental destabilising technique neutral to Pulse Release(B-Rank strong, S-Rank weak) will destroy this technique forcing it to be reactivated. One thing to note about this technique is that its chakra cost cannot be reduced through affinity due to the intense control needed to manifest it.
Rank - Pulse Negated(Lightning/Magnet/Plasma) - Affinity Difference - Negation Increase D - D(C/D/N/A) - Opponent Higher Affinity - Negation Zone fails C - C(B/C/D) - Equal Affinity - No difference B - B(A/B/C) - One Level Higher - 1-Rank Increase A - A(S/A/B) - Two Levels Higher - 2-Rank Increase S - S(SS/S/A) - Three Levels Higher - 3-Rank Increase
- Lightning Release:
Name: Lightning Release: Shock Collar Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: Short-Mid
Description: A technique that was created not to inflict damage but only to inflict pain, usually utilised in torture situations or places where pain is more necessary than damage, such as discipline. With this technique the user lets out a lasso of electricity at B-Rank speeds aiming to strike a foe with it, if successful, the ring will appear around their neck and cause them a D-Rank of pain each round that they do not remove it with a C-Rank chakra expulsion technique(B-Rank if weak to lightning, D-Rank if strong against lightning) or through the use of C-Rank chakra tiers. C-Rank endurance tiers halves the pain(one rank weaker) while B-Rank or higher quarters it (two ranks lower). When utilised additional chakra may be pumped into the technique causing additional pain that lasts for a number of PT depending on the victim's endurance tiers.
Chakra Price/Endurance - Additional Pain - PT Duration D - 3 D - 4 C - B - 3 B - A - 2 A - S - 1 S - S+(Ignores Pain Resistance) - 0
Name: Lightning Release: Body Replacement Technique Classification: Ninjutsu Rank: C-Rank Class: Supplementary Range: Long
Description: A manipulation on the normal Body Replacement space-time ninjutsu whereupon the user swaps themselves out with a random piece of debris around, such as a log, or something that is not being held, like a projectile or a weapon. This technique expands on the normal usage by causing the object replaced with to be charged with electricity, causing any opponent that strikes it to be electrocuted and stunned for a certain duration depending on their endurance tiers, potentially leaving them wide open to attack after body replacing. This still uses up a Get Out of Jail Free card and as such can only be used once per topic unless otherwise stated.
Endurance Tier - PT Stun Duration None - 4 D - 3 C - 2 B - 1 A - Immune S - Immune
Name: Lightning Release: Electrical Feedback Kai Classification: Ninjutsu/Genjutsu Rank: B-Rank(Variable chakra price) Class: Supplementary/Offensive Range: Contact-Long
Description: Kai is a basic technique taught to all shinobi at the academy level, teaching them the most basic way to break out of genjutsu. Of course many techniques negate the use of this kai and some people learn to create their own more powerful version of the technique. Through the manipulation of chakra natures, the user of this technique utilises a kai and then enhances it with Lightning Release chakra, causing their mind to gain a powerful electrical field around it on the mental plane. Due to this it grants the user protection against genjutsu of a certain rank for a small amount of time depending on their endurance tiers, although it does nothing to protect against any other form of mental technique. Should they be struck by a mental technique while this technique is active, requiring either B-Rank chakra sensory with piercing/X-Rank or a B-Rank mental sensory technique to notice, then the user of the genjutsu will feel an electrical backlash, taking an amount of mental lightning release damage depending on the amount of chakra pumped into this technique. However it is stressful on the mind causing the user to require a cooldown period depending on their barrier tiers but it can be activated during this, doubling the cooldown, in return for sustaining mental damage one rank below the chakra placed into this technique.
Chakra Price - Genjutsu Kai'd - Genjutsu Protection - Feedback Damage D - D - D - N/A C - C - C - D B - B - B - C A - A - A - B S - S - S - A
Endurance/Barrier Tier - PT Duration - PT Cooldown D - 1 - 10 C - 2 - 8 B - 3 - 6 A - 4 - 4 S - 5 - 2
- Barrier Ninjutsu(C-B):
Name: Kaironokuma Style: Pulse Release - Electrum Conduction Barrier Style Classification: Barrier Ninjutsu Rank: C-Rank Class: Supplementary Range: Varies
Description: A unique form of Barrier Ninjutsu commonly used by Kaironokuma through their Circuit Fist. This form of Barrier Ninjutsu utilises the chakra conductive nature of Electrum to allow for the activation of Barriers at range by forming rods out of Electrum that bear the correct markers for the Barriers. With this style, the Kaironokuma can alter the range of their barriers on a whim through the use of Circuit Fist or Circuit Zone and the markers can be reformed incredibly easily depending on how much materia is around. Lastly, the erection of the barriers can be made even faster by raising the materia into the air alongside the chakra, causing even small barriers to spring up suddenly but this leaves the markers much easier to find and destroy. Each point of Barriers of this style must be made from at least a D-Rank of Electrum materia, although more may be added to increase the durability of the markers. Each barrier takes a certain amount of Electrum to use but due to it being an alloy of Silver and Gold, it retains Gold's plasticity and the materia price is altered by that.
Rank of Barrier - Electrum Price - No. of Points - Materia Multiplier D - D - 2 - x1 C - C - 4 - x2 B - B - 6 - x3 A - A - 8 - x4 S - S - 10 - x5 SS - SS - 15 - x7 SSS - SSS - 20 - x10
Name: Electrum Conduction Style: Lightning Release - Live Wire Barrier Classification: Barrier Ninjutsu Rank: C-Rank Class: Offensive/Defensive Range: Varies
Description: A rather simple type of Barrier involving up to ten points of contact. Increasing the points of chakra conduction increases the size of the barrier however causes the Barrier to rise up at a slower speed due to the spreading of the chakra when it is utilised. This barrier is quite simple in function in that it does not stop any type of attack other than chakra, capable of blocking up to C-Rank chakra attacks even with piercing(C-Rank without piercing if strong against Lightning, B-Rank without piercing if weak against lightning). The true purpose of this barrier however is that if anyone touches it or passes through it, even if intangible, they will suffer a C-Rank of lightning release chakra damage and be stunned for a number of posts depending on their Endurance tier as the electricity courses through them, using them as an anchor point of the barrier, although C-Rank chakra tiers or a C-Rank Endurance+Strength tier chain will negate this entirely.
No. of Points - Range - Speed of Creation 2 - 10 feet line - B+ 4 - 10 feet cube - B 6 - 20 feet cube - B- 8 - 30 feet cube - C++ 10 - 40 feet cube - C+
Endurance Tier - PT Stunned None - 4 D - 3 C - 2 B - 1 A - Immune S - Immune
Name: Electrum Conduction Style: Pulse Release - Magnetic Wire Barrier Classification: Barrier Ninjutsu Rank: C-Rank Class: Offensive/Defensive Range: Varies
Description: Another simple barrier much like its Lightning Release brother that uses multiple points to generate variable sized barriers. Once again these barriers cannot block any attack other than chakra but are capable of blocking up to C-Rank even with piercing(C-Rank without piercing if strong against Pulse, B-Rank without piercing if weak against Pulse). If someone passes through this barrier however they are magnetised, causing any metal that is launched towards them to fly towards them a number of tier levels faster depending on the user's rank ad will suffer a C-Rank of pulse release chakra damage. This effect can be negated with C-Rank chakra tiers or an electromagnetic destabilising technique (D-Rank if flux, C-Rank if pulse or magnet, B-Rank if lightning release).
No. of Points - Range - Speed of Creation 2 - 10 feet line - B+ 4 - 10 feet cube - B 6 - 20 feet cube - B- 8 - 30 feet cube - C++ 10 - 40 feet cube - C+
Rank - Speed Increase D - 1 Tier Level C - 2 Tier Levels B - 3 Tier Levels A - 4 Tier Levels S - 5 Tier Levels
Name: Electrum Conduction Style: Pulse Release - Electromagnetic Repulsion Barrier Classification: Barrier Ninjutsu Rank: C-Rank Class: Defensive Range: Varies
Description: A more defensive type of Pulse Release barrier, utilised specifically to negate physical strikes rather than chakra ones, able to sustain damage from C-Rank physical attacks even with piercing without shattering the barrier. However the true power of this Barrier comes from the Pulse Release chakra imbued into it which causes it to emit a repellent electromagnetic field. With this any metal objects that come towards it are deflected unless they are backed by strength, the strength required being dependent on the user of the technique. Even if the strength is high enough, the weapon has its damage lowered by one rank due to being forced through the repellent effect. This only applies to objects that are able to be affected by magnetism, otherwise they pass through this field with ease.
No. of Points - Range - Speed of Creation 2 - 10 feet line - B+ 4 - 10 feet cube - B 6 - 20 feet cube - B- 8 - 30 feet cube - C++ 10 - 40 feet cube - C+
Rank - Strength Required D - D C - C B - B A - A S - S
Name: Electrum Conduction Style: Pulse Release - Lesser Weighted Barrier Classification: Barrier Ninjutsu Rank: C-Rank (Variable chakra price) Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents although this is the weakest form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are B-Rank without piercing (B-Rank with piercing if weak to Pulse, C-Rank with piercing if strong) or lower while Spiritual or Natural techniques of C-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a C-Rank attack of any kind to destroy the barrier. The true purpose of this Barrier is revealed however when additional chakra is placed into it as the barrier magnetises whatever is within it and then massively increases its weight by causing the ground to gain the opposite charge to the magnetised foe. This slams them into the ground, dealing no damage but making it obscenely difficult to move or do anything, the strength required to move is dependent on the chakra placed into this barrier and unless the victim possesses that they are immobilised while within the barrier.
Number of Points - Speed of Barrier(Tier Level Increase) 2 - C+(1 Tier Level) 4 - C++(2 Tier Levels) 6 - B-(3 Tier Levels) 8 - B(4 Tier Levels) 10 - B+(5 Tier Levels)
Chakra Price - Weight - Strength to Move D - x1 - D C - x2 - C B - x3 - B A - x4 - A S - x5 - S
Name: Electrum Conduction Style: Lightning Release - Lesser Shocking Barrier Classification: Barrier Ninjutsu Rank: C-Rank(Variable chakra price) Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents although this is the weakest form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are B-Rank without piercing (B-Rank with piercing if weak to Lightning, C-Rank with piercing if strong) or lower while Spiritual or Natural techniques of C-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a C-Rank attack of any kind to destroy the barrier. The true power of this barrier however lies in its elemental nature as additional chakra can be placed in it to activate the lightning nature. Once this occurs it deals recurrent pain to the person within the barrier and a C-Rank of Lightning Release chakra damage upon first being activated. This causes the victim to require barrier tiers to move or a way to negate pain(Pain resistance causes barrier tiers required to be lowered by two-ranks).
Number of Points - Speed of Barrier(Tier Level Increase) 2 - C+(1 Tier Level) 4 - C++(2 Tier Levels) 6 - B-(3 Tier Levels) 8 - B(4 Tier Levels) 10 - B+(5 Tier Levels)
Chakra Price - Pain Per Round - Barrier Tiers to Move D - D - D C - 3 D - C B - C - B A - B - A S - A - S
Name: Electrum Conduction Style: Pulse Release - Weighted Barrier Classification: Barrier Ninjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents this being the middling form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are A-Rank without piercing (A-Rank with piercing if weak to Pulse, B-Rank with piercing if strong) or lower while Spiritual or Natural techniques of B-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a B-Rank attack of any kind to destroy the barrier. The true purpose of this Barrier is revealed however when additional chakra is placed into it as the barrier magnetises whatever is within it and then massively increases its weight by causing the ground to gain the opposite charge to the magnetised foe. This slams them into the ground, dealing no damage but making it obscenely difficult to move or do anything, the strength required to move is dependent on the chakra placed into this barrier and unless the victim possesses that they are immobilised while within the barrier.
Number of Points - Speed of Barrier(Tier Level Increase) 2 - B+(1 Tier Level) 4 - B++(2 Tier Levels) 6 - A-(3 Tier Levels) 8 - A(4 Tier Levels) 10 - A++(5 Tier Levels)
Chakra Price - Weight - Strength to Move D - x1 - D+ C - x2 - C+ B - x3 - B+ A - x4 - A+ S - x5 - S+
Name: Electrum Conduction Style: Lightning Release - Shocking Barrier Classification: Barrier Ninjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents, this being the middling form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are A-Rank without piercing (A-Rank with piercing if weak to Lightning, B-Rank with piercing if strong) or lower while Spiritual or Natural techniques of B-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a B-Rank attack of any kind to destroy the barrier. The true power of this barrier however lies in its elemental nature as additional chakra can be placed in it to activate the lightning nature. Once this occurs it deals recurrent pain to the person within the barrier and a B-Rank of Lightning Release chakra damage upon first being activated. This causes the victim to require barrier tiers to move or a way to negate pain(Pain resistance causes barrier tiers required to be lowered by two-ranks).
Number of Points - Speed of Barrier(Tier Level Increase) 2 - B+(1 Tier Level) 4 - B++(2 Tier Levels) 6 - A-(3 Tier Levels) 8 - A(4 Tier Levels) 10 - A++(5 Tier Levels)
Chakra Price - Pain Per Round - Barrier Tiers to Move D - D - D+ C - C - C+ B - B - B+ A - A - A+ S - S - S+
Name: Electrum Conduction Style: Lightning Release - Crocodile Scissors Classification: Barrier Ninjutsu Rank: B-Rank(Variable Chakra Price) Class: Offensive Range: AoE
Description: A trap-type Barrier that involves the utilisation of chakra spread into the ground like a barrier flat to the earth, the Crocodile Scissors lie in wait until triggered. This barrier is set by placing a certain amount of chakra into the ground which determines how fast the trap snaps closed as it functions almost like a bear trap, with the barrier folding and snapping together, using the piercing nature of Lightning Release to ram into the legs and clamp onto them, forcing the victim to be unable to move. Due to being a trap technique, this does not need to be placed in spoilers until activated unless the user possesses a B-Rank chakra sensory technique or B-Rank electrolocation, being unable to notice it causes it to require a reaction tier equal to the speed to dodge. Once triggered, the rods help to contain the lightning increasing the damage of the barrier rather than anything else and once trapped, due to the chakra nature, strength cannot be utilised to pry the teeth apart unless one also possesses a chakra flow technique to use alongside it. A chakra expulsion technique of B-Rank will also remove the teeth (A-Rank if weak to lightning, C if strong) without causing any additional damage due to wrenching the lightning teeth out as would happen with strength+Chakra flow.
Number of Points - Damage of Crocodile Scissors - Strength required - Additional Damage 2 - D - D - D 4 - C - C - 3 D 6 - B - B - C 8 - A - A - B 10 - S - S - A
Chakra Price - Speed of Tiger Scissors D - D C - C B - B A - A S - S
Name: Electrum Conduction Style: Lesser Sensing Barrier Classification: Barrier Ninjutsu Rank: B-Rank Class: Supplementary Range: Varies
Description: Requires Barrier Canopy Method. This technique is activated by placing the Electrum markers in specific points around the circumference of a circle before flooding them with chakra, causing the creation of this technique. Once done this creates a large dome-like barrier that cannot be seen by the naked eye although is obvious to chakra sensory with chakra sight seeing revolving rings around it with the kanji for Barrier(結界)and Boundary(界) marked onto them. This barrier does not prevent anyone from entering or leaving the area and can only be destroyed with a B-Rank technique focused around destroying barriers but can of course be reestablished if the markers are unharmed. Once this barrier is established, it grants a new, instinctive 'sense' to the user similar to the Barrier Canopy Method but much larger in scale and unable to be moved. This enables the user to detect anything tangible(physical), intangible(mental) or both(Chakra) within the area due to the chakra being disturbed and the laws of physical=chakra=mental. In addition to this, due to its more stable and solid nature, concealment is particularly ineffective against this barrier as any physical, mental or chakra based concealment must be of A-Rank or higher in order to avoid detection through this barrier and one must have at least physical and chakra to hide their full presence within this field. The number of points determines how large this barrier is.
Number of Points - Radius of Sensing Barrier 2 - 20 feet 4 - 40 feet 6 - 60 feet 8 - 80 feet 10 - 100 feet
Name: Three Point Barrier: Lightning Release - Thunder Binding Classification: Barrier Ninjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Short-Long
Description: After forming three points through the use of shuriken or other suitably conductive projectiles or materia, the user slams their hands into the ground, causing this technique to activate. Once done a three walled barrier of electricity rises up out of the ground around a single opponent, trapping them within this small triangular prison. This barrier rises up at B-Rank speed although through the use of conductive materials this speed can be increased due to the nature of lightning release. This barrier is incredibly difficult to break from the inside taking damage from up to A-Rank physical, chakra or mental attacks without piercing (A-Rank with piercing if weak to lightning, B-Rank with piercing if strong against lightning) or B-Rank spiritual or natural attacks with piercing. However any form of attack of C-Rank or higher will destroy the barrier from the outside. While within the barrier, if the victim touches the walls of the barrier they will take a B-Rank of lightning release chakra damage although this can be heightened by putting more chakra into the barrier which doesn't increase the toughness but instead makes it much more damaging to touch while at higher ranks it causes stunning for short time unless the victim has endurance tiers equal to the chakra put in or chakra tiers one below.
Chakra Price - Additional Damage - PT Stun D - D - N/A C - C - N/A B - B - 1 A - A - 2 S - S - 4
Name: Hakagakure Style: Four Point Barrier - Gale Thunderclap Classification: Barrier Ninjutsu Rank: B-Rank (B-Rank chakra from each participant) Class: Defensive/Offensive Range: Varied
Description: A unique type of barrier ninjutsu usable by the shinobi of Hakagakure, this type of barrier is known for its ability to act as a large scale destruction technique in addition to keeping foes contained. This can be performed by up to four participants although the more participants that are utilised, the slower the barrier is erected but the chakra price is split among them. This technique first involves the placement of either people or barrier markers at the four corners of this technique, shadow clones may be used in place of other people for participants and the more people that are used the larger this barrier can be. When used alone or alongside concealment techniques, this is classified as a trap technique, meaning it does not need to be placed in spoilers until activated unless the foe(s) possess a chakra sensory technique of B-Rank or higher to detect the chakra placed out on the ground. Once triggered, this forms a large pyramidal barrier around those inside, keeping them trapped within unless they can break the walls, the strength of which is dependent on the number of participants. Once done, all participants can choose to add in an additional chakra price, causing the barrier to detonate inwards, dealing an amount of ambient chakra damage equal to the chakra placed into the barrier to make it explode, although this damage caps at A.
Number of Participants - Speed of Erection - Barrier Strength Physical/Chakra/Mental(Spiritual/Natural) 4 - B - S with Piercing(S) 2 - B+ - S without Piercing(A with Piercing) 1 - B++ - A with Piercing(A)
Chakra Price - Damage Added D - D C - 3 D B - C A - B S - A
Name: Hakagakure Style: Imprisoning Barrier - Curse Lotus Classification: Barrier Kinjutsu Rank: B-Rank(C-Rank Blood Price, Variable Chakra Price) Class: Offensive Range: Short-Mid
Description: A powerful and almost forbbiden type of trapping barrier, the Curse Lotus is the weakest of its type but still powerful. This technique is set up by smearing blood on kunai or barrier markers, in total a C-Rank, and spreading them out over a small(10 foot) area. Once set up, once an opponent steps on this the barrier springs up at vacuum release speeds, forcing them to require that speed in addition to A-Rank reaction tiers to avoid being caught in the Curse Lotus or possess spiritual sensory of B-Rank or higher to notice the bloodstained markers. Once caught, the victim is held tight in a malleable 'bubble' of chakra that is highly impervious to damage, able to take up to A-Rank chakra, physical or mental damage with piercing without damage and A-Rank spiritual or natural. Any area of effect attacks used in the bubble, even if they break it, reflect inside the bubble, potentially damaging or killing the person trapped. Due to the chakra nature, normal strength cannot be used to break out although A-Rank strength alongside a chakra flow technique or an A-Rank chakra expulsion technique will break the barrier to let the victim free. Finally, once trapped, the user of the Curse Lotus can spend chakra and push their hands together causing the barrier to close slowly and crush the person inside it, the faster the crushing the more damage is dealt each PT in physical bypassing damage as even defense tiers cannot save someone from being compressed, although there is a use to closing the barrier slowly as it can be used as an interrogation technique, removing from the intimidation limit each PT the victim is trapped. The chakra price for the crushing is paid each PT. If the victim does manage to shatter this barrier, the chakra within it detonates, causing anyone within thirty feet, other than the person that was trapped, to take an A-Rank of ambient chakra damage.
Chakra Price - Speed of Crushing - Damage Dealt(PT) - Intimidation Limit loss (PT) D - D - D - 3 C - C - 3 D - 2 B - B - C - 1 A - A - B - 0 S - S - A - 0
Last edited by Blade on 25th January 2017, 4:09 pm; edited 11 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Metallic Arts [Occam's Jutsu] 25th January 2017, 10:34 am | |
| - Barrier Ninjutsu(A-SSS):
Name: Electrum Conduction Style: Pulse Release - Greater Weighted Barrier Classification: Barrier Ninjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents this being the more powerful form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are S-Rank without piercing (S-Rank with piercing if weak to Pulse, A-Rank with piercing if strong) or lower while Spiritual or Natural techniques of A-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a A-Rank attack of any kind to destroy the barrier. The true purpose of this Barrier is revealed however when additional chakra is placed into it as the barrier magnetises whatever is within it and then massively increases its weight by causing the ground to gain the opposite charge to the magnetised foe. This slams them into the ground, dealing no damage but making it obscenely difficult to move or do anything, the strength required to move is dependent on the chakra placed into this barrier and unless the victim possesses that they are immobilised while within the barrier.
Number of Points - Speed of Barrier(Tier Level Increase) 2 - A+(1 Tier Level) 4 - A++(2 Tier Levels) 6 - S-(3 Tier Levels) 8 - S(4 Tier Levels) 10 - S++(5 Tier Levels)
Chakra Price - Weight - Strength to Move D - x1 - D++ C - x2 - C++ B - x3 - B++ A - x4 - A++ S - x5 - S++
Name: Electrum Conduction Style: Lightning Release - Greater Shocking Barrier Classification: Barrier Ninjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Short-Long
Description: A barrier used primarily for containment and capture of opponents, this being the more powerful form of it. This technique can only capture a single target with the number of points serving to increase the speed that the barrier activates without any other input from the user. Once active attacks from the inside of physical, mental or chakra are negated if they are S-Rank without piercing (S-Rank with piercing if weak to Lightning, A-Rank with piercing if strong) or lower while Spiritual or Natural techniques of A-Rank without piercing or lower are negated. From the outside this barrier is much weaker as it only takes a A-Rank attack of any kind to destroy the barrier. The true power of this barrier however lies in its elemental nature as additional chakra can be placed in it to activate the lightning nature. Once this occurs it deals recurrent pain to the person within the barrier and an A-Rank of Lightning Release chakra damage upon first being activated. This causes the victim to require barrier tiers to move or a way to negate pain(Pain resistance causes barrier tiers required to be lowered by two-ranks).
Number of Points - Speed of Barrier(Tier Level Increase) 2 - A+(1 Tier Level) 4 - A++(2 Tier Levels) 6 - S-(3 Tier Levels) 8 - S(4 Tier Levels) 10 - S++(5 Tier Levels)
Chakra Price - Pain Per Round - Barrier Tiers to Move D - D - D++ C - C - C++ B - B - B++ A - A - A++ S - S - S++
Name: Electrum Conduction Style: Lightning Release - Tiger Scissors Classification: Barrier Ninjutsu Rank: A-Rank(Variable Chakra Price) Class: Offensive Range: AoE
Description: A trap-type Barrier that involves the utilisation of chakra spread into the ground like a barrier flat to the earth, the Tiger Scissors lie in wait until triggered. This barrier is set by placing a certain amount of chakra into the ground which determines how fast the trap snaps closed as it functions almost like a bear trap, with the barrier folding and snapping together, using the piercing nature of Lightning Release to ram into the legs and clamp onto them, forcing the victim to be unable to move. Due to being a trap technique, this does not need to be placed in spoilers until activated unless the user possesses a A-Rank chakra sensory technique or A-Rank electrolocation, being unable to notice it causes it to require a reaction tier equal to the speed to dodge. Once triggered, the rods help to contain the lightning increasing the damage of the barrier rather than anything else and once trapped, due to the chakra nature, strength cannot be utilised to pry the teeth apart unless one also possesses a chakra flow technique to use alongside it. A chakra expulsion technique of A-Rank will also remove the teeth (S-Rank if weak to lightning, B if strong) without causing any additional damage due to wrenching the lightning teeth out as would happen with strength+Chakra flow.
Number of Points - Damage of Tiger Scissors - Strength required - Additional Damage 2 - D - D+ - D 4 - C - C +- 3 D 6 - B - B+ - C 8 - A - A+ - B 10 - S - S+ - A
Chakra Price - Speed of Tiger Scissors D - D+ C - C+ B - B+ A - A+ S - S+
Name: Electrum Conduction Style: Sensing Barrier Classification: Barrier Ninjutsu Rank: A-Rank Class: Supplementary Range: Varies
Description: Requires Barrier Canopy Method. This technique is activated by placing the Electrum markers in specific points around the circumference of a circle before flooding them with chakra, causing the creation of this technique. Once done this creates a large dome-like barrier that cannot be seen by the naked eye although is obvious to chakra sensory with chakra sight seeing revolving rings around it with the kanji for Barrier(結界)and Boundary(界) marked onto them. This barrier does not prevent anyone from entering or leaving the area and can only be destroyed with an A-Rank technique focused around destroying barriers but can of course be reestablished if the markers are unharmed. Once this barrier is established, it grants a new, instinctive 'sense' to the user similar to the Barrier Canopy Method but much larger in scale and unable to be moved. This enables the user to detect anything tangible(physical), intangible(mental) or both(Chakra) within the area due to the chakra being disturbed and the laws of physical=chakra=mental. In addition to this, due to its more stable and solid nature, concealment is particularly ineffective against this barrier as any physical, mental or chakra based concealment must be of S-Rank or higher in order to avoid detection through this barrier and one must have at least physical and chakra to hide their full presence within this field. The number of points determines how large this barrier is.
Number of Points - Radius of Sensing Barrier 2 - 40 feet 4 - 60 feet 6 - 80 feet 8 - 100 feet 10 - 120 feet
Name: Five Point Barrier: Lightning Release - Thunder Shackling Classification: Barrier Ninjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Short-Long
Description: After forming five points through the use of shuriken or other suitably conductive projectiles or materia, the user slams their hands into the ground, causing this technique to activate. Once done a five walled barrier of electricity rises up out of the ground around a single opponent, trapping them within this small pentagonal prison. This barrier rises up at A-Rank speed although through the use of conductive materials this speed can be increased due to the nature of lightning release. This barrier is incredibly difficult to break from the inside taking damage from up to S-Rank physical, chakra or mental attacks without piercing (S-Rank with piercing if weak to lightning, A-Rank with piercing if strong against lightning) or A-Rank spiritual or natural attacks with piercing. However any form of attack of B-Rank or higher will destroy the barrier from the outside. While within the barrier, if the victim touches the walls of the barrier they will take an A-Rank of lightning release chakra damage although this can be heightened by putting more chakra into the barrier which doesn't increase the toughness but instead makes it much more damaging to touch while at higher ranks it causes stunning for short time unless the victim has endurance tiers equal to the chakra put in or chakra tiers one below.
Chakra Price - Additional Damage - PT Stun D - D - N/A C - C - 1 B - B - 2 A - A - 4 S - S - 6
Name: Hakagakure Style: Four Point Barrier - Tornado Thunderclap Classification: Barrier Ninjutsu Rank: A-Rank (A-Rank chakra from each participant) Class: Defensive/Offensive Range: Varied
Description: A unique type of barrier ninjutsu usable by the shinobi of Hakagakure, this type of barrier is known for its ability to act as a large scale destruction technique in addition to keeping foes contained. This can be performed by up to four participants although the more participants that are utilised, the slower the barrier is erected but the chakra price is split among them. This technique first involves the placement of either people or barrier markers at the four corners of this technique, shadow clones may be used in place of other people for participants and the more people that are used the larger this barrier can be. When used alone or alongside concealment techniques, this is classified as a trap technique, meaning it does not need to be placed in spoilers until activated unless the foe(s) possess a chakra sensory technique of A-Rank or higher to detect the chakra placed out on the ground. Once triggered, this forms a large pyramidal barrier around those inside, keeping them trapped within unless they can break the walls, the strength of which is dependent on the number of participants. Once done, all participants can choose to add in an additional chakra price, causing the barrier to detonate inwards, dealing an amount of ambient chakra damage equal to the chakra placed into the barrier to make it explode, although this damage caps at S.
Number of Participants - Speed of Erection - Barrier Strength Physical/Chakra/Mental(Spiritual/Natural) 4 - A - SS with Piercing(SS) 2 - A+ - SS without Piercing(S with Piercing) 1 - A++ - S with Piercing(S)
Chakra Price - Damage Added D - D C - C B - B A - A S - S
Name: Hakagakure Style: Imprisoning Barrier - Curse Mandala Classification: Barrier Kinjutsu Rank: A-Rank(B-Rank Blood Price, Variable Chakra Price) Class: Offensive Range: Short-Mid
Description: A powerful and almost forbbiden type of trapping barrier, the Curse Mandala is the middling power of its type but still powerful. This technique is set up by smearing blood on kunai or barrier markers, in total a B-Rank, and spreading them out over a small(20 foot) area. Once set up, once an opponent steps on this the barrier springs up at blinding light speeds, forcing them to require that speed in addition to S-Rank reaction tiers to avoid being caught in the Curse Mandala or possess spiritual sensory of A-Rank or higher to notice the bloodstained markers. Once caught, the victim is held tight in a malleable 'bubble' of chakra that is highly impervious to damage, able to take up to S-Rank chakra, physical or mental damage with piercing without damage and S-Rank spiritual or natural. Any area of effect attacks used in the bubble, even if they break it, reflect inside the bubble, potentially damaging or killing the person trapped. Due to the chakra nature, normal strength cannot be used to break out although S-Rank strength alongside a chakra flow technique or an S-Rank chakra expulsion technique will break the barrier to let the victim free. Finally, once trapped, the user of the Curse Mandala can spend chakra and push their hands together causing the barrier to close slowly and crush the person inside it, the faster the crushing the more damage is dealt each PT in physical bypassing damage as even defense tiers cannot save someone from being compressed, although there is a use to closing the barrier slowly as it can be used as an interrogation technique, removing from the intimidation limit each PT the victim is trapped. The chakra price for the crushing is paid each PT. If the victim does manage to shatter this barrier, the chakra within it detonates, causing anyone within forty feet, other than the person that was trapped, to take an S-Rank of ambient chakra damage.
Chakra Price - Speed of Crushing - Damage Dealt(PT) - Intimidation Limit loss (PT) D - D - D - 5 C - C - C - 4 B - B - B - 3 A - A - A - 2 S - S - S - 1
Name: Hakagakure Style: Four Point Barrier - Infinite Embrace Classification: Barrier Kinjutsu Rank: A-Rank (B-Rank blood from each participant, variable chakra.) Class: Offensive/Supplementary Range: Short
Description: A powerful type of Barrier utilised by Hakagakure shinobi that is used to detain a single individual and drain them of chakra so that they may be contained safely. This technique requires four people although can be utilised with shadow clones instead. The number of participants determines how quickly the barrier is erected and their skill determines how often the chakra price for maintaining this barrier is collected from them. The chakra price is incredibly taxing but higher endurance tiers allow one to mitigate this cost due to their body's natural conditioning. Once activated, a large rectangular barrier of bright purple chakra is formed around the target, forcing them to their knees and rapidly draining their chakra. This technique is incredibly difficult to get out of, requiring either A-Rank spirit tiers or S-Rank chakra tiers to combat the pressure that is exerted on them, normal physical force cannot work to prevent this barrier. The only other ways out are through an S-Rank chakra expulsion technique that can be performed without hand seals or by having someone break the barrier from the outside which requires a B-Rank technique with piercing or stronger to shatter the barrier and let them out but against a single target, this is almost unparalleled for containment and detainment. This technique is particularly useful in that not everyone needs to know the technique and can be told where to stand in order to use it, although the imperfect knowledge causes them to pay double the normal chakra that is normal. While this technique does drain chakra, this chakra is just let out into the air in the form of ambient chakra, it does not add to any of the participants nor does it increase the strength of the barrier.
Rank of Participants(Reactivation) - No. of Participants(Speed of Construction) - Endurance Tiers(Chakra Price) B-Rank[Low](Every Turn) - 4(A-Rank+) - D(SSS) B-Rank[High](2 Turns) - 3(A-Rank++) - C(SS) B-Rank[Elite](3 Turns) - 2(S-Rank-) - B(S) A-Rank[Low](4 Turns) - 1(S-Rank) - A(A) A-Rank[High](5 Turns) - N/A - S(B)
Number of Participants - Chakra Drained per PT 4 - SS 3 - S 2 - A 1 - B
Name: Electrum Conduction Style: Lightning Release - Dragon Scissors Classification: Barrier Ninjutsu Rank: S-Rank(Variable Chakra Price) Class: Offensive Range: AoE
Description: A trap-type Barrier that involves the utilisation of chakra spread into the ground like a barrier flat to the earth, the Dragon Scissors lie in wait until triggered. This barrier is set by placing a certain amount of chakra into the ground which determines how fast the trap snaps closed as it functions almost like a bear trap, with the barrier folding and snapping together, using the piercing nature of Lightning Release to ram into the legs and clamp onto them, forcing the victim to be unable to move. Due to being a trap technique, this does not need to be placed in spoilers until activated unless the user possesses a S-Rank chakra sensory technique or A-Rank electrolocation, being unable to notice it causes it to require a reaction tier equal to the speed to dodge. Once triggered, the rods help to contain the lightning increasing the damage of the barrier rather than anything else and once trapped, due to the chakra nature, strength cannot be utilised to pry the teeth apart unless one also possesses a chakra flow technique to use alongside it. A chakra expulsion technique of S-Rank will also remove the teeth (SS-Rank if weak to lightning, A if strong) without causing any additional damage due to wrenching the lightning teeth out as would happen with strength+Chakra flow.
Number of Points - Damage of Dragon Scissors - Strength required - Additional Damage 2 - D - D+ - D 4 - C - C +- 3 D 6 - B - B+ - C 8 - A - A+ - B 10 - S - S+ - A 15 - SS - SS - S 20 - SSS - SSS - SS
Chakra Price - Speed of Dragon Scissors D - D++ C - C++ B - B++ A - A++ S - S++ SS - SS SSS - SSS
Name: Electrum Conduction Style: Passing Barrier - Lesser Suppressing Door Technique Classification: Barrier Kinjutsu Rank: S-Rank(A-Rank blood price, variable chakra price) Class: Offensive/Supplementary Range: Mid
Description: A unique form of barrier that does not fully protect against anything but is instead used to weaken foes, especially those reliant on chakra. The number of points in this technique determines how quickly it rises while the amount of chakra placed into it determines the true power of its effect. When formed this barrier is noticeable due to the large kanji that appears in the middle of the face that reads 'Door'. Nothing is blocked by this barrier however when someone passes through it, be it ally, enemy or even the user of this technique, they have an amount of chakra drained out of them and released into the air as ambient chakra. This can be particularly dangerous if used correctly and is especially powerful against TAT or PAT users and Jinchuriki as this technique makes it difficult for them to keep up chakra intensive techniques such as the Gates or Tailed Beast Cloaks. The amount of chakra placed into this determines how much chakra is taken from the foes and dispersed or how much duration is lost from Gates or Cloaks.
Number of Points - Size of Area - Speed of Construction 2 - 10 foot line - SS- 4 - 15 foot cube - S++ 6 - 25 foot cube - S+ 8 - 35 foot cube - S 10 - 45 foot cube - S-
Chakra Price - Chakra Lost - Gates Duration Lost(PT) - Tailed Beast Cloak Duration Lost(PT) D - N/A - N/A -N/A C - N/A - 2 - 1 B - D - 4 - 2 A - C - 6 - 3 S - B - 8 - 4
Name: Electrum Conduction Style: Greater Sensing Barrier Classification: Barrier Ninjutsu Rank: S-Rank Class: Supplementary Range: Varies
Description: Requires Barrier Canopy Method. This technique is activated by placing the Electrum markers in specific points around the circumference of a circle before flooding them with chakra, causing the creation of this technique. Once done this creates a large dome-like barrier that cannot be seen by the naked eye although is obvious to chakra sensory with chakra sight seeing revolving rings around it with the kanji for Barrier(結界)and Boundary(界) marked onto them. This barrier does not prevent anyone from entering or leaving the area and can only be destroyed with an S-Rank technique focused around destroying barriers but can of course be reestablished if the markers are unharmed. Once this barrier is established, it grants a new, instinctive 'sense' to the user similar to the Barrier Canopy Method but much larger in scale and unable to be moved. This enables the user to detect anything tangible(physical), intangible(mental) or both(Chakra) within the area due to the chakra being disturbed and the laws of physical=chakra=mental. In addition to this, due to its more stable and solid nature, concealment is particularly ineffective against this barrier as any physical, mental or chakra based concealment must be of SS-Rank or higher in order to avoid detection through this barrier and one must have at least physical and chakra to hide their full presence within this field. The number of points determines how large this barrier is.
Number of Points - Radius of Sensing Barrier 2 - 60 feet 4 - 80 feet 6 - 100 feet 8 - 120 feet 10 - 140 feet 15 - 200 feet 20 - 300 feet
Name: Seven Point Barrier: Lightning Release - Thunder Imprisoning Classification: Barrier Ninjutsu Rank: S-Rank (Hakagakure Hunter Nin Exclusive) Class: Supplementary/Offensive Range: Short-Long
Description: After forming seven points through the use of shuriken or other suitably conductive projectiles or materia, the user slams their hands into the ground, causing this technique to activate. Once done a seven walled barrier of electricity rises up out of the ground around a single opponent, trapping them within this small septagonal prison. This barrier rises up at S-Rank speed although through the use of conductive materials this speed can be increased due to the nature of lightning release. This barrier is incredibly difficult to break from the inside taking damage from up to SS-Rank physical, chakra or mental attacks without piercing (SS-Rank with piercing if weak to lightning, S-Rank with piercing if strong against lightning) or S-Rank spiritual or natural attacks with piercing. However any form of attack of A-Rank or higher will destroy the barrier from the outside. While within the barrier, if the victim touches the walls of the barrier they will take an S-Rank of lightning release chakra damage although this can be heightened by putting more chakra into the barrier which doesn't increase the toughness but instead makes it much more damaging to touch while at higher ranks it causes stunning for short time unless the victim has endurance tiers equal to the chakra put in or chakra tiers one below.
Chakra Price - Additional Damage - PT Stun D - D - 1 C - C - 2 B - B - 4 A - A - 6 S - S - 8 SS - SS - 10 SSS - SSS - 12
Name: Hakagakure Style: Four Point Barrier - Hurricane Thunderclap Classification: Barrier Ninjutsu Rank: S-Rank (S-Rank chakra from each participant) (Hakagakure Hunter Nin Exclusive) Class: Defensive/Offensive Range: Varied
Description: A unique type of barrier ninjutsu usable by the shinobi of Hakagakure, this type of barrier is known for its ability to act as a large scale destruction technique in addition to keeping foes contained. This can be performed by up to four participants although the more participants that are utilised, the slower the barrier is erected but the chakra price is split among them. This technique first involves the placement of either people or barrier markers at the four corners of this technique, shadow clones may be used in place of other people for participants and the more people that are used the larger this barrier can be. When used alone or alongside concealment techniques, this is classified as a trap technique, meaning it does not need to be placed in spoilers until activated unless the foe(s) possess a chakra sensory technique of S-Rank or higher to detect the chakra placed out on the ground. Once triggered, this forms a large pyramidal barrier around those inside, keeping them trapped within unless they can break the walls, the strength of which is dependent on the number of participants. Once done, all participants can choose to add in an additional chakra price, causing the barrier to detonate inwards, dealing an amount of ambient chakra damage equal to the chakra placed into the barrier to make it explode, although this damage caps at SS.
Number of Participants - Speed of Erection - Barrier Strength Physical/Chakra/Mental(Spiritual/Natural) 4 - S - SSS with Piercing(SSS) 2 - S+ - SSS without Piercing(SS with Piercing) 1 - S++ - SS with Piercing(SS)
Chakra Price - Damage Added D - D C - C B - B A - A S - S SS - SS SSS - SSS
Name: Hakagakure Style: Imprisoning Barrier - Curse Dharma Classification: Barrier Kinjutsu Rank: S-Rank(A-Rank Blood Price, Variable Chakra Price)(Hakagakure Hunter Nin Exclusive) Class: Offensive Range: Short-Mid
Description: A powerful and almost forbbiden type of trapping barrier, the Curse Dharma is one of the most powerful of its type. This technique is set up by smearing blood on kunai or barrier markers, in total an A-Rank, and spreading them out over a small(30 foot) area. Once set up, once an opponent steps on this the barrier springs up at ripping discord speeds, forcing them to require that speed in addition to SS-Rank reaction tiers to avoid being caught in the Curse Dharma or possess spiritual sensory of S-Rank or higher to notice the bloodstained markers. Once caught, the victim is held tight in a malleable 'bubble' of chakra that is highly impervious to damage, able to take up to SS-Rank chakra, physical or mental damage with piercing without damage and SS-Rank spiritual or natural. Any area of effect attacks used in the bubble, even if they break it, reflect inside the bubble, potentially damaging or killing the person trapped. Due to the chakra nature, normal strength cannot be used to break out although SS-Rank strength alongside a chakra flow technique or an SS-Rank chakra expulsion technique will break the barrier to let the victim free. Finally, once trapped, the user of the Curse Dharma can spend chakra and push their hands together causing the barrier to close slowly and crush the person inside it, the faster the crushing the more damage is dealt each PT in physical bypassing damage as even defense tiers cannot save someone from being compressed, although there is a use to closing the barrier slowly as it can be used as an interrogation technique, removing from the intimidation limit each PT the victim is trapped. The chakra price for the crushing is paid each PT. If the victim does manage to shatter this barrier, the chakra within it detonates, causing anyone within fifty feet, other than the person that was trapped, to take an SS-Rank of ambient chakra damage.
Chakra Price - Speed of Crushing - Damage Dealt(PT) - Intimidation Limit loss (PT) D - D - D - 8 C - C - C - 7 B - B - B - 6 A - A - A - 5 S - S - S - 4 SS - SS - SS - 3 SSS - SSS - SSS - 2
Name: Hakagakure Style: Four Point Barrier - Multiple Infinite Embraces Classification: Barrier Kinjutsu Rank: S-Rank (A-Rank blood from each participant, variable chakra.)(Hakagakure Hunter Nin Exclusive) Class: Offensive/Supplementary Range: Short
Description: A powerful type of Barrier utilised by Hakagakure Hunter Nin that is used to detain a single individual and drain them of chakra so that they may be contained safely. This technique requires four people although can be utilised with shadow clones instead. The number of participants determines how quickly the barrier is erected and their skill determines how often the chakra price for maintaining this barrier is collected from them. The chakra price is incredibly taxing but higher endurance tiers allow one to mitigate this cost due to their body's natural conditioning. Once activated, a large rectangular barrier of bright purple chakra is formed around the target, forcing them to their knees and rapidly draining their chakra. This technique is incredibly difficult to get out of, requiring either S-Rank spirit tiers or SS-Rank chakra tiers to combat the pressure that is exerted on them, normal physical force cannot work to prevent this barrier. The only other ways out are through an SS-Rank chakra expulsion technique that can be performed without hand seals or by having someone break the barrier from the outside which requires a A-Rank technique with piercing or stronger to shatter the barrier and let them out but against a single target, this is almost unparalleled for containment and detainment. This technique is particularly useful in that not everyone needs to know the technique and can be told where to stand in order to use it, although the imperfect knowledge causes them to pay double the normal chakra that is normal, if the other shinobi utilised are also Hakagakure Hunter Nin only if more than 2 do not know the technique will their prices be doubled. While this technique does drain chakra, this chakra is just let out into the air in the form of ambient chakra, it does not add to any of the participants nor does it increase the strength of the barrier.
Rank of Participants(Reactivation) - No. of Participants(Speed of Construction) - Endurance Tiers(Chakra Price) A-Rank[Low](Every Turn) - 4(S-Rank+) - C(1/8th max) A-Rank[High](2 Turns) - 3(S-Rank++) - B(SSS) A-Rank[Elite](3 Turns) - 2(SS-Rank-) - A(SS) S-Rank[Low](4 Turns) - 1(SS-Rank) - S(S) S-Rank[High](5 Turns) - N/A - SS(A)
Number of Participants - Chakra Drained per PT 4 - SSS 3 - SS 2 - S 1 - A
Name: Electrum Conduction Style: Passing Barrier - Suppressing Door Technique Classification: Barrier Kinjutsu Rank: SS-Rank(S-Rank blood price, variable chakra price) Class: Offensive/Supplementary Range: Mid
Description: A unique form of barrier that does not fully protect against anything but is instead used to weaken foes, especially those reliant on chakra. The number of points in this technique determines how quickly it rises while the amount of chakra placed into it determines the true power of its effect. When formed this barrier is noticeable due to the large kanji that appears in the middle of the face that reads 'Door'. Nothing is blocked by this barrier however when someone passes through it, be it ally, enemy or even the user of this technique, they have an amount of chakra drained out of them and released into the air as ambient chakra. This can be particularly dangerous if used correctly and is especially powerful against TAT or PAT users and Jinchuriki as this technique makes it difficult for them to keep up chakra intensive techniques such as the Gates or Tailed Beast Cloaks. The amount of chakra placed into this determines how much chakra is taken from the foes and dispersed or how much duration is lost from Gates or Cloaks.
Number of Points - Size of Area - Speed of Construction 2 - 10 foot line - SSS- 4 - 15 foot cube - SS++ 6 - 25 foot cube - SS+ 8 - 35 foot cube - SS 10 - 45 foot cube - SS-
Chakra Price - Chakra Lost - Gates Duration Lost(PT) - Tailed Beast Cloak Duration Lost(PT) D - N/A - 2 - 1 C - D - 4 - 2 B - C - 6 - 3 A - B - 8 - 4 S - A - 10 - 5
Name: Hakagakure Style: Four Point Barrier - Multiple Despairing Infinite Embraces Classification: Barrier Kinjutsu Rank: SS-Rank (S-Rank blood from each participant, variable chakra.)(Hakagakure Torture and Interrogation Exclusive) Class: Offensive/Supplementary Range: Short
Description: A powerful type of Barrier utilised by Hakagakure Interrogation Nin that is used to detain a single individual and drain them of chakra so that they may be contained safely and tortured thoroughly. This technique requires four people although can be utilised with shadow clones instead. The number of participants determines how quickly the barrier is erected and their skill determines how often the chakra price for maintaining this barrier is collected from them. The chakra price is incredibly taxing but higher endurance tiers allow one to mitigate this cost due to their body's natural conditioning. Once activated, a large rectangular barrier of bright purple chakra is formed around the target, forcing them to their knees and rapidly draining their chakra. This technique is incredibly difficult to get out of, requiring either SS-Rank spirit tiers or SSS-Rank chakra tiers to combat the pressure that is exerted on them, normal physical force cannot work to prevent this barrier. The only other ways out are through an SSS-Rank chakra expulsion technique that can be performed without hand seals or by having someone break the barrier from the outside which requires an S-Rank technique with piercing or stronger to shatter the barrier and let them out but against a single target, this is almost unparalleled for containment and detainment. This technique is particularly useful in that not everyone needs to know the technique and can be told where to stand in order to use it, although the imperfect knowledge causes them to pay double the normal chakra that is normal, if the other shinobi utilised are also Hakagakure Torture and Interrogaton only if more than 2 do not know the technique will their prices be doubled. While this technique does drain chakra, this chakra is just let out into the air in the form of ambient chakra, it does not add to any of the participants nor does it increase the strength of the barrier.
Rank of Participants(Reactivation) - No. of Participants(Speed of Construction) - Endurance Tiers(Chakra Price) S-Rank[Low](Every Turn) - 4(SS-Rank+) - B(1/4th of max) S-Rank[High](2 Turns) - 3(SS-Rank++) - A(1/8th of max) S-Rank[Elite](3 Turns) - 2(SSS-Rank-) - S(SSS) 'Z'-Rank(4 Turns) - 1(SSS-Rank) - SS(SS) 'X-Rank(5 Turns) - N/A - SSS(S)
Number of Participants - Chakra Drained per PT 4 - (1/4th of max) 3 - SSS 2 - SS 1 - S
Name: Hakagakure Style: Four Point Barrier - Armageddon Thunderclap Classification: Barrier Ninjutsu Rank: SS-Rank (SS-Rank chakra from each participant) (Hakagakure Demolitions Exclusive) Class: Defensive/Offensive Range: Varied
Description: A unique type of barrier ninjutsu usable by the shinobi of Hakagakure, this type of barrier is known for its ability to act as a large scale destruction technique in addition to keeping foes contained. This can be performed by up to four participants although the more participants that are utilised, the slower the barrier is erected but the chakra price is split among them. This technique first involves the placement of either people or barrier markers at the four corners of this technique, shadow clones may be used in place of other people for participants and the more people that are used the larger this barrier can be. When used alone or alongside concealment techniques, this is classified as a trap technique, meaning it does not need to be placed in spoilers until activated unless the foe(s) possess a chakra sensory technique of SS-Rank or higher to detect the chakra placed out on the ground. Once triggered, this forms a large pyramidal barrier around those inside, keeping them trapped within unless they can break the walls, the strength of which is dependent on the number of participants. Once done, all participants can choose to add in an additional chakra price, causing the barrier to detonate inwards, dealing an amount of ambient chakra damage equal to the chakra placed into the barrier to make it explode, although this damage caps at SSS. This technique can be utilised by other Demolition Nin if they don't know the technique as long as at least one of them does. Any that do not know the technique must pay double chakra for both activation and for added damage.
Number of Participants - Speed of Erection - Barrier Strength Physical/Chakra/Mental(Spiritual/Natural) 4 - SS - SSS with Piercing(SSS without Piercing) 2 - SS+ - SSS without piercing(SS with Piercing) 1 - SS++ - SS with Piercing(SS without Piercing)
Chakra Price - Damage Added D - D C - C B - B A - A S - S SS - SS SSS - SSS
Name: Hakagakure Style: Two Point Barrier - Divine Reflecting Gate Technique Classification: Barrier Ninjutsu Rank: SS-Rank (SS-Chakra Per Mark, SS-Chakra Per Reflection) Class: Defensive Range: Short-Long
Description: A powerful defensive type barrier created by Hakagakure Shinobi, used to defend the village from large attacks as well as in battle to protect army units. This starts by setting up two chakra infused markers to establish the 'gate' that will be created. The user then channels chakra into the ground, connecting these two markers and causing them to create a massive glowing wall of blue chakra just in front of the markers, protecting them from frontal assault. This barrier cannot be moved once placed and if the user of this technique moves his/her hands then the barrier ends immediately. This barrier rises at Ripping Discord speeds and is capable of blocking up to SSS chakra, physical and mental attacks as long as they do not possess piercing and SS-Rank spiritual or natural attacks as long as they do not possess piercing. Although this is generally seen as weaker when compared alongside other barriers of this rank the true power of this technique comes from the fact that once struck by a technique it can block the user can channel more chakra into the gate to reflect the damage that would be dealt back at the opponents in the form of Ambient Chakra damage, dealing the damage back to the opponent. This makes this barrier particularly dangerous if one does not know what it does and simply tries to brute force their way through the impressively powerful barrier. It is due to this nature that unless someone knows of the technique, having seen it before, or has an ability that allows them to read Barrier Ninjutsu, they will be unaware of the reflective nature of this Barrier. Unfortunately, while powerful, this technique does require a reactivation every so many turns depending on the user's rank.
Rank of User - Turns Until Reactivation A-Rank[Low]- Cost Taken each PT A-Rank[High] - Each Turn A-Rank[Elite] - Every Two Turns S-Rank[Low] - Every Three Turns S-Rank[High] - Every Four Turns S-Rank[Elite] or Higher - Every Five Turns
Name: Electrum Conduction Style: Passing Barrier - Greater Suppressing Door Technique Classification: Barrier Kinjutsu Rank: SSS-Rank(SS-Rank blood price, variable chakra price) Class: Offensive/Supplementary Range: Mid
Description: A unique form of barrier that does not fully protect against anything but is instead used to weaken foes, especially those reliant on chakra. The number of points in this technique determines how quickly it rises while the amount of chakra placed into it determines the true power of its effect. When formed this barrier is noticeable due to the large kanji that appears in the middle of the face that reads 'Door'. Nothing is blocked by this barrier however when someone passes through it, be it ally, enemy or even the user of this technique, they have an amount of chakra drained out of them and released into the air as ambient chakra. This can be particularly dangerous if used correctly and is especially powerful against TAT or PAT users and Jinchuriki as this technique makes it difficult for them to keep up chakra intensive techniques such as the Gates or Tailed Beast Cloaks. The amount of chakra placed into this determines how much chakra is taken from the foes and dispersed or how much duration is lost from Gates or Cloaks.
Number of Points - Size of Area - Speed of Construction 2 - 10 foot line - Z- 4 - 15 foot cube - SSS++ 6 - 25 foot cube - SSS+ 8 - 35 foot cube - SSS 10 - 45 foot cube - SSS- 15 - 60 foot cube - SS++ 20 - 100 foot cube - SS+
Chakra Price - Chakra Lost - Gates Duration Lost(PT) - Tailed Beast Cloak Duration Lost(PT) D - D - 4 - 2 C - C - 6 - 3 B - B - 8 - 4 A - A - 10 - 5 S - S - 12 - 6 SS - SS - 14 - 7 SSS - SSS - 16 - 8
Name: Kaironokuma Electrum Conduction Style: Barrier Gate Five Seals Technique - Castle Closing Eight Gates Classification: Barrier Ninjutsu Rank: SSS-Rank(Variable Chakra Price, SS-Rank Electrum per Rod) Class: Defensive Range: AoE
Description: One of the pinnacle techniques of Barrier Ninjutsu and one of the most powerful to be seen. Castle Closing Eight Gates is a technique that requires a scroll with the area to be protected mapped out on it as well as the locations of the Electrum Pillars marked out in a circular circumference. Once done the user must then place a permanent Electrum Pillar at each of the marked locations in order to stabilise the Barrier and reduce the chakra stress on the body that comes from activating this technique. Once placed, this technique can then be activated by channeling chakra to each of these pillars, causing the Barrier to rise up at a speed dependent on how many there are, this barrier takes the shape of four gargantuan gates that rise up around the area and sink into the ground, connecting to one another to protect the area mapped out from harm. These Gates rise to the North, South, East and West and cannot be passed through normally, should anyone not marked with the correct seal make contact with any of these gates they will immediately be dealt SSS-Rank chakra damage and be sent flying backwards a set distance depending on the size of the target, those with SSS-Rank strength tiers can hold themselves in place in return for taking an additional SSS-Rank of internal physical damage from the concussive force. Unfortunately due to using the Electrum Rods and their chakra conductive nature to maintain and stabilise the barrier, destroying them causes the tax to become higher with each one destroyed, eventually the cost will be too high and the toll will either kill the user of this technique or force them to release itand let the gates fade away. While this technique is in effect, the person that used it can pass the chakra payments over to someone else but if they do not know this technique the price will be doubled, this technique must be initiated by someone that knows it however. When struck by attacks this barrier is rigid, incredibly powerful, but not purely defensive in nature. It is capable of incinerating Z-Rank or lower chakra, physical or mental attacks unless they possess piercing or SSS-Rank spiritual or natural attacks unless they possess piercing but this must be done for each gate and each gate can be reconstituted at the construction speed for an SSS-Rank of chakra.
Number of Pillars - Speed of Construction - Equivalent Endurance Tiers Granted 2 - SSS+ - SSS 4 - SSS - SSS+ 6 - SSS- - SSS++ 8 - SS++ - Z- 10 - SS+ - Z
Rank of User(Reactivation) - Endurance Tiers(Chakra Price) S-Rank[Low](Every Turn) - SSS (1/2 of max) S-Rank[High](Every Two Turns) - SSS+(1/4th of max) S-Rank[Elite](Every Three Turns) - SSS++(1/8th of max) 'Z'-Rank(Every Four Turns) - Z-(2 SSS) 'X'-Rank(Every Five Turns) - Z(SSS)
Size of Creature - Knockback Distance(Feet) Small - 1000 Humanoid - 500 Medium - 250 Large - 150 Colossus - 100 Titanic - 50
Last edited by Blade on 27th April 2018, 4:12 pm; edited 3 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Metallic Arts [Occam's Jutsu] 25th January 2017, 4:03 pm | |
| Approved, may be subject to corrections later if something was missed. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Metallic Arts [Occam's Jutsu] 27th April 2018, 4:44 pm | |
| - Metallic Mastery:
Name: Quintus Metallic Mastery Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Kaironokuma are masters of metal, it is quite well known, however it is lesser known to outsiders that their ability to generate metal has a limit before it causes them to become burdened and drain further stamina. This can be bothersome if they are used to moving around or require intense amounts of metal for their techniques, usually forcing them to resort to other methods of staying alive. With proper training, one can learn to overcome this limit through the use of focused endurance tiers. With this technique, the user takes half damage from D-Rank chakra based techniques and, based on their rank as a ninja, an increase to their saturation limit for their Iron Sand passive.
Rank - Saturation Increase D - D C - C B - B A - A S - S
Name: Quaternus Metallic Mastery Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Kaironokuma are masters of metal, it is quite well known, however it is lesser known to outsiders that their ability to generate metal has a limit before it causes them to become burdened and drain further stamina. This can be bothersome if they are used to moving around or require intense amounts of metal for their techniques, usually forcing them to resort to other methods of staying alive. With proper training, one can learn to overcome this limit through the use of focused endurance tiers. With this technique, the user takes half damage from C-Rank chakra based techniques and, based on their rank as a ninja, an increase to their saturation limit for their Iron Sand passive.
Rank - Saturation Increase D - C C - B B - A A - S S - SS
Name: Tertius Metallic Mastery Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Kaironokuma are masters of metal, it is quite well known, however it is lesser known to outsiders that their ability to generate metal has a limit before it causes them to become burdened and drain further stamina. This can be bothersome if they are used to moving around or require intense amounts of metal for their techniques, usually forcing them to resort to other methods of staying alive. With proper training, one can learn to overcome this limit through the use of focused endurance tiers. With this technique, the user takes half damage from B-Rank chakra based techniques and, based on their rank as a ninja, an increase to their saturation limit for their Iron Sand passive.
Rank - Saturation Increase D - B C - A B - S A - SS S - SSS
Name: Secundus Metallic Mastery Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Kaironokuma are masters of metal, it is quite well known, however it is lesser known to outsiders that their ability to generate metal has a limit before it causes them to become burdened and drain further stamina. This can be bothersome if they are used to moving around or require intense amounts of metal for their techniques, usually forcing them to resort to other methods of staying alive. With proper training, one can learn to overcome this limit through the use of focused endurance tiers. With this technique, the user takes half damage from A-Rank chakra based techniques and, based on their rank as a ninja, an increase to their saturation limit for their Iron Sand passive.
Rank - Saturation Increase D - A C - S B - SS A - SSS S - 2 SSS
Name: Primus Metallic Mastery Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Kaironokuma are masters of metal, it is quite well known, however it is lesser known to outsiders that their ability to generate metal has a limit before it causes them to become burdened and drain further stamina. This can be bothersome if they are used to moving around or require intense amounts of metal for their techniques, usually forcing them to resort to other methods of staying alive. With proper training, one can learn to overcome this limit through the use of focused endurance tiers. With this technique, the user takes half damage from S-Rank chakra based techniques and, based on their rank as a ninja, an increase to their saturation limit for their Iron Sand passive.
Rank - Saturation Increase D - S C - SS B - SSS A - 2 SSS S - 3 SSS
- Techno-Organic Perfection:
Name: Techno-Organic Perfection (Signature) Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: Occam has learned how to combine the abilities of Metallic Mastery and the Kaironokuma Biometallic Transformation to create a hybrid form that enhances on the abilities of both. Through his natural use of massive amounts of metal materia and techno to facilitate this, Techno-Organic Perfection focuses on improving both and helping to mitigate damage from chakra based techniques, however it is incapable of nullifying any chakra based techniques unlike normal ninja Endurance tiers but the greater versatility granted by Techno-Organic Perfection more than makes up for this deficiency.
Name: Copper-Organic Perfection Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Requires D-Rank Biometallic Transformation and D-Rank Metallic Mastery. The first stage of Techno-Organic Perfection, Occam has learned how to hyper enhance his own physiology specifically for Kaironokuma arts, allowing him to greater control and generate metal as well as enabling his body to sustain Techno Transformations for longer. This also helps ease the damage of chakra based attacks, of D-Rank or lower, halving the damage he sustains from them. This also grants him, in addition to an additional 3 PT of duration to Techno Transformations, additional saturation limit based on his rank as his body learns to handle more metal at once.
Rank - Saturation Increase D - B C - A B - S A - SS S - SSS
Name: Aluminium-Organic Perfection Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Requires C-Rank Biometallic Transformation and C-Rank Metallic Mastery. The first stage of Techno-Organic Perfection, Occam has learned how to hyper enhance his own physiology specifically for Kaironokuma arts, allowing him to greater control and generate metal as well as enabling his body to sustain Techno Transformations for longer. This also helps ease the damage of chakra based attacks, of C-Rank or lower, halving the damage he sustains from them. This also grants him, in addition to an additional 6 PT of duration to Techno Transformations, additional saturation limit based on his rank as his body learns to handle more metal at once.
Rank - Saturation Increase D - A C - S B - SS A - SSS S - 2 SSS
Name: Iron-Organic Perfection Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: Requires B-Rank Biometallic Transformation and B-Rank Metallic Mastery. The first stage of Techno-Organic Perfection, Occam has learned how to hyper enhance his own physiology specifically for Kaironokuma arts, allowing him to greater control and generate metal as well as enabling his body to sustain Techno Transformations for longer. This also helps ease the damage of chakra based attacks, of B-Rank or lower, halving the damage he sustains from them. This also grants him, in addition to an additional 9 PT of duration to Techno Transformations, additional saturation limit based on his rank as his body learns to handle more metal at once.
Rank - Saturation Increase D - S C - SS B - SSS A - 2 SSS S - 3 SSS
Name: Steel-Organic Perfection Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: Requires A-Rank Biometallic Transformation and A-Rank Metallic Mastery. The first stage of Techno-Organic Perfection, Occam has learned how to hyper enhance his own physiology specifically for Kaironokuma arts, allowing him to greater control and generate metal as well as enabling his body to sustain Techno Transformations for longer. This also helps ease the damage of chakra based attacks, of A-Rank or lower, halving the damage he sustains from them. This also grants him, in addition to an additional 12 PT of duration to Techno Transformations, additional saturation limit based on his rank as his body learns to handle more metal at once.
Rank - Saturation Increase D - SS C - SSS B - 2 SSS A - 3 SSS S - 4 SSS
Name: Titanium-Organic Perfection Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: Requires S-Rank Biometallic Transformation and S-Rank Metallic Mastery. The first stage of Techno-Organic Perfection, Occam has learned how to hyper enhance his own physiology specifically for Kaironokuma arts, allowing him to greater control and generate metal as well as enabling his body to sustain Techno Transformations for longer. This also helps ease the damage of chakra based attacks, of S-Rank or lower, halving the damage he sustains from them. This also grants him, in addition to an additional 15 PT of duration to Techno Transformations, additional saturation limit based on his rank as his body learns to handle more metal at once.
Rank - Saturation Increase D - SSS C - 2 SSS B - 3 SSS A - 4 SSS S - 5 SSS
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