| | Taigakai | |
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| Subject: Taigakai 22nd July 2018, 3:42 am | |
| Personal Info Name: Taigakai [Kaironokuma-Toketsu] Shikotsu Alias: Taiga, Kai, Tai Age: 12 Gender: M Height: 5'2" | 1.57m Weight: 87 lbs. | 39.5kg Zodiac Sign: Libra Personality:- Sub Zero:
Despite his looks, Taigakai actually tends to give friendly face to most people outside of dangerous situations. He maintains his confidence, so that he's less likely to hesitate and help boost any friend or teammates when they need it. Taigakai is always searching for a good time, might as well have some fun when and while you can right? Appearance:- Colder than Winter:
History:- Forged in Ice:
Taigakai was born and raised in Hakagakure, only knowing the general terrain around it. He had a likeness for the cold, for storms whenever those happened. Something about lightning, rain, hail, snow, sleet, the frigid air, all of it made him feel an extreme calm in any circumstance.
Taiga's graduation from the academy spurred celebration, but also began giving him the question of what kind of ninja would he aspire to be. His blood was a blend of two clans, the Toketsu and the Kaironokuma. His mother told him of his grandparents, an ANBU black ops that was a Kaironokuma and the Toketsu being a medical ninja. But he couldn't truly meet them in person. They both died really young, one from illness, and the other from exhaustion, way before he was born. He was also told of his great-aunt, who fawned over her little sister a little too hard and that spread onto his mother. However, she passed before Taigakai could really even know who she was.
Taiga is still working on deciding what he wants to be with his family supporting him all the way.
Ninja Info Village: Hakagakure Rank: Genin Clan: Toketsu | Kaironokuma Chakra Nature: Ice, Earth, Lightning Primary Weapon: - Kairo Gourd:
- Appearance:
Equipment Name: Taigakai's Kaironokuma Gourd Type of Equipment: Gourd Rank: D (Can get refitted every rank up to equal user's rank) How Many: 1 Appearance: A bluish-grey metallic gourd which is made via the use of Techno and keyed to the specific Kaironokuma's DNA due to part of their own body being used in it's creation. It has a cracked appearance and a darkened bluish-gray cork an remains attached to the user via electromagnetism equal to it's rank which can be cut off by channelling chakra into it. Often customized to suit it's owner, this Kaironokuma's own gourd has a (insert custom design & shape) Special Ability: N/A *Like all Gourds it acts as a storage device, in this case it can be filled with things typically being used to store Iron Sand to give the Kaironokuma an additional source of Iron Sand materia aside from their ability to produce it from the atmosphere. However it can be used to store dirt, gold dust, silver powder and even Lead Sand. It can store things on three levels which determines how heavy it is when picked up by anyone other than the Kaironokuma it was made for. This is due to part of their flesh in a techno state being used to comprise it resulting it in being lightweight as if it were part of their body when carried by them. The First level the gourd is at minimum capacity which is 12 D-ranks worth (2 C-ranks or 1 B-rank) of Iron Sand, possessing a weight of 5. The Second level the gourd is at half capacity which is 24 D-ranks worth (6 C-ranks, 3 B-ranks, 2 A-ranks or 1 S-rank) of Iron Sand, possessing a weight of 10. Finally the Third level the gourd is at full capacity which is 48 D-ranks worth (8 C-ranks, 4 B-ranks, 2 A-ranks or 1 S-rank) or Iron Sand, possessing a weight of 20 or D-rank strength to pick up without being slowed by 1-rank due to it's weight. Weight: +3 (Empty), +5 (Minimum Capacity), +10 (Half Capacity), +20 (Full Capacity) *Note All this only applies for anyone but the Kaironokuma the gourd was made for. Slots: N/A No of Refittings None Secondary Weapon: Barbed Needles - Legacy Information:
NinjaxNinja
Primary Traits:
Speed Tier Gain Ninja Chakra Reserves Red Blood Disease Vulnerability Poison Vulnerability Clan Benefits
Secondary Traits:
Endurance Tiers Element Gain (Ice)
Mutation: Positive - Gekigan
Passives: 1 Hybrid, 1 Chakra
Last edited by 雪 on 25th May 2020, 6:23 pm; edited 6 times in total |
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| Subject: Re: Taigakai 24th July 2018, 4:54 am | |
| -Ninja Starters- - Ninjutsu:
Name: Body Replacement Jutsu Classification: Ninjusu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach using the Body Flicker Technique, the moment an attack hits.
- Tiers:
- Speed:
- Ice Skating:
Name: Ice Skating - First Form Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: Due to the nature of Ice the Toketsu have created a specialist form of movement that allows them to delicately skate over the ice and perform fantastic leaps and bounds without having to worry about falling over. When this is trained it counts as a D-Rank balancing technique at all times however the movements are odd in regards to moving about when not on ice. When not on ice, this counts as normal D-Rank speed in all respects however it uses fatigue one rank higher as the footwork and movements are not suited towards the greater friction caused by a non-frozen surface. When used on ice however it consumes the normal amount of fatigue and indeed moves faster than normal, matching Samurai levels of speed but only when used on ice.
Name: Ice Skating - Second Form Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: Due to the nature of Ice the Toketsu have created a specialist form of movement that allows them to delicately skate over the ice and perform fantastic leaps and bounds without having to worry about falling over. When this is trained it counts as a C-Rank balancing technique at all times however the movements are odd in regards to moving about when not on ice. When not on ice, this counts as normal C-Rank speed in all respects however it uses fatigue one rank higher as the footwork and movements are not suited towards the greater friction caused by a non-frozen surface. When used on ice however it consumes the normal amount of fatigue and indeed moves faster than normal, matching Samurai levels of speed but only when used on ice.
- Endurance:
- Oxygen Dispersal:
Name: Oxygen Dispersal - Alpha Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The Toketsu have an odd oxygen circulatory system as although they utilise just as much oxygen as a normal human their blood moves much slower due to it being heavily chilled. This is due to a Toketsu's blood being much better at carrying oxygen than normal, their circulatory system almost refined. They can learn how to further refine this when utilised with breathing exercises. This technique functions as D-Rank Endurance normally however when utilised alongside a breathing technique of D-Rank or lower this allows the Toketsu to greater survive low or no oxygen situations depending on the nature of their Glacier's Child passive and thus their age.
Age - Additional PT of Oxygen(Low O2) - No O2 Below Prime - 2 - 1 Prime - 4 - 2 Above Prime - 6 - 3 Over 100 - 8 - 4
Name: Oxygen Dispersal - Beta Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description: The Toketsu have an odd oxygen circulatory system as although they utilise just as much oxygen as a normal human their blood moves much slower due to it being heavily chilled. This is due to a Toketsu's blood being much better at carrying oxygen than normal, their circulatory system almost refined. They can learn how to further refine this when utilised with breathing exercises. This technique functions as C-Rank Endurance normally however when utilised alongside a breathing technique of C-Rank or lower this allows the Toketsu to greater survive low or no oxygen situations depending on the nature of their Glacier's Child passive and thus their age.
Age - Additional PT of Oxygen(Low O2) - No O2 Below Prime - 4 - 2 Prime - 8 - 4 Above Prime - 12 - 6 Over 100 - 16 - 8
Name: Oxygen Dispersal - Gamma Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: N/A
Description: The Toketsu have an odd oxygen circulatory system as although they utilise just as much oxygen as a normal human their blood moves much slower due to it being heavily chilled. This is due to a Toketsu's blood being much better at carrying oxygen than normal, their circulatory system almost refined. They can learn how to further refine this when utilised with breathing exercises. This technique functions as B-Rank Endurance normally however when utilised alongside a breathing technique of B-Rank or lower this allows the Toketsu to greater survive low or no oxygen situations depending on the nature of their Glacier's Child passive and thus their age.
Age - Additional PT of Oxygen(Low O2) - No O2 Below Prime - 5 - 3 Prime - 10 - 6 Above Prime - 15 - 9 Over 100 - 20 - 12
-Clan Passives- - Kaironokuma:
Name: Push Classification: Taijutsu Rank: D Rank Class: Passive Range: Self (Palms & Soles of Feet)
Description: The Kaironokuma clan has the ability to "push" objects using ghostly white paw prints that are released by the paw print mutations on their hands and feet (Caused by their kekkai genkai) at varying extreme speeds (Swift release - Vacuum Release.). This justu has much potential and is the base for all of their Push techniques.The justu goes up in strength with their Rank. This justu is merely a template in which the rest of their push justu is based on and as such doesn't require chakra on its own. A Kaironokuma is able to increase the repelling force of their Paw Prints by completing a weekly 1000 Word Training topic allowing said paw prints to simulate Strength Tiers when "Pushing" objects. When a Kaironokuma utilizes their "Push" techniques with normal speed tiers instead of their Paw Print Strength the object is moved at speeds 1-rank below the speed the Kaironokuma used (capping at Vacuum Release Speeds). However when both Speed and the Paw Print's "Strength" are both used in conjunction with each other objects are moved at speeds 1-rank above the speed the Kaironokuma used (capping at Ripping Discord speeds). No. of Trainings - "Strength" Tier Gained -Max Push Speed - Size of Object Pushable Bar Techniques 1 - D - C - Tiny 2 - C - B - Small 3 - B - A - Medium (S) 4 - A - S - Medium (M) 5 - S - SS - Medium (L)
Name: Techno Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Kaironokuma clan has the ability to turn their skin into an odd bluish metal. Although their body still receives damage normally, while in this form they are granted the ability to transform their body parts into different weapons and the like. This justu is the basis for all the Techno justu. The conversion results in the body part turning into a bluish metal while they lack pain receptors in the converted body part. Depending on the amount of their body converted into organic metal it can be maintained for a set amount of time with a form resulting in a cooldown depending on the rank of the technique used. However depending on the user's skill level (rank) they are able to maintain their body in it's changed form for 1 posts (total) starting at D-rank with each rank up adding +1 capping out at 5 posts (total) at S-rank. When techniques make use of this ability to produce weapons their classification is always either Kinjutsu/Kenjutsu, Kinjutsu/Kyujutsu, or Kinjutsu/Shurikenjutsu etc.
Rank of Technique - Cooldown in Posts (Total) - Body Part Modifier (Posts Total) D - 1 - Extremity (Finger, Toe) = +12 C - 3 - Organ (Eye,Heart, Lung) = +10 B - 5 - Appendage (Hand, Foot) = +8 A - 7 - Limb (Arm, Leg) = +6 S - 9 - Lower Torso (Legs, Waist) = +4 SS - 11 -Upper Torso (Chest, Arms, Head) = +2 SSS - 13 - Entire Body = +0
Name: Iron Sand Classification: Kinjutsu Rank: D Class: Passive Range: Varies
Description: The Kaironokuma clan has the ability to generate "iron sand" from the atmosphere by altering the magnetic forces of the atoms. The amount of Iron sand generated varies with rank. They also posses the ability to mold the sand into any shape they want even creating weapons out of it. Now any techniques utilizing Iron Sand have a chakra & an Iron sand amount price this is either equal or in ratios of 2:1 or 1:2 (e.g B-rank Iron Sand Technique can either cost C-rank Chakra & C-rank Iron Sand, B-rank Chakra & D-rank Iron Sand or D-rank Chakra & B-rank Iron Sand). Kaironokuma are also capable of saturating the amount of iron sand in their possession for a blood price cost 1-rank below their skill level (capping at A-rank) in exchange for doubling the amount of iron sand produced at the cost of losing Fatigue as long as the amount of iron sand is over their usual Max amount. Rank - Amount Produced Each Post (Total) - Max Amount - Saturated (Fatigue Loss Each of the Users Posts) D - 1 D - 1 A - 1 S (-1) C - 2 D - 1 S - 1 SS (-2) B - 4 D - 1 SS - 1 SSS (-3) A - 1 C - 1 SSS - 2 SSS (-4) S - 1 B - 2 SSS - 4 SSS (-5)
Name: Atomic Metal Classification: Ninjutsu Rank: D-rank Class: Passive Range: Self
Description: The Kaironokuma clan has the ability to alter the composition of non-animate objects into metal due to messing with the electromagnetic forces that exist in atoms. In addition they can manipulate any non-organic metal into any shape and form they wish. The user being able to manipulate non-animate objects as well as non-living weapons, former human puppets, organoids & Lobos, depending on the user's rank. When manipulating non-metals into metals the chakra is utilized to permanently shift the material into another type of Materia allowing it to be used in place of raw materials for constructing things. Modifications now will all require chakra prices in order to manipulate them into creating new types of metal from being a non-metal with the purity of the metal created requiring more chakra to create, the higher the purity the more durable,magnetic, or conductive the metal created is. User Rank - Non-Metal Conversion Chakra Price - Metal Purity Modifier (Chakra Cost/Rank of Raw Material) D - D - Below 10% (C/D) C - D - 11-25 % (B/C) B - C - 26-50 % (A/B) A - B - 51-75 % (S/A) S - A - Above 75 % (SS/S)
- Toketsu:
Name: Winter's Breath Classification: Ninjutsu Rank: D-Rank Class: Passive Range: Variable
Description: As the children of Winter, the Toketsu's adrenaline heightens their natural abilities causing them not to heat up but to cool down, causing the surrounding air to freeze around them. This just enhances itself the longer that the Toketsu fights causing the ground around them to frost over, snow to flutter down simply from the cooling water molecules in the air. This of course quickly gets uncomfortable for anyone not a Toketsu as they are immune to their own Winter's Breath but not the chakra signature of another Toketsu. Lastly the Toketsu's Breath can be sped up as they pour their stamina into it, paying fatigue to speed up the chill of the Breath. Due to their Chilled Physiology however the usual effects of the basic form of Winter's Breath do not affect the Toketsu. This aura actually doesn't deal damage on its own, instead it starts to inflict Hypothermia, draining a limit much like sanity or fatigue. This limit is equal to 3/4 of the victim's fatigue as it affects both the mind and body. Once the limit is depleted unless the victim possesses Barrier+Endurance tier chain equal or higher than the user's rank (Caps at S.) then they succumb to hypothermia, either entering a manic fear state as they claw at their own body to remove the numbness or find the smallest area they possibly can to curl up in and wait to die.
Number of Posts (Total) - Hypothermic Drain Each of victim's posts) - Cold Effect - Stamina Cost to increase Post Count to Next Level 5 - 1 - Cooling of air, misting of breath - 2 10 - 2 - Frosting of air, cooling of body - 5 20 - 3 - Dew coating ground, victim slows due to cold (+2 fatigue to continue using tiers unless they possess C-rank Endurance Tiers/Heat Based technique to warm body) - 10 30 - 5 - Light ice coats ground, victim slows down anyway (+3 fatigue for tiers unless they possess B-rank Endurance Tiers/Heat Based technique to warm body) - 20 40 - 7 - Heavy ice coats ground, hypothermia sets in (Requires either A-rank Endurance or A-rank Heat based(Fire/Blaze/Heat) technique equal to to avoid succumbing to Hypothermia) Fatigue costs +4 to all techniques now as cold saps energy. - 40 50 - 10 - Sheets of ice form wherever Toketsu steps due to moisture condensation & freezing, Hypothermia sets in requiring either an S-rank Heat based technique/S-rank Endurance Tiers to avoid succumbing to the cold or S-Rank or higher barrier tiers to avoid dropping to the ground and slipping into unconsciousness over the course of the next twenty posts (total) as the cold causes their body to shut down. Fatigue Costs +5 for everything.
Age of Toketsu - Radius of Effect in ft (Stage of Aura) Below Prime - 5/10/15/20/25/30 Prime - 15/20/25/30/35/40 Above Prime - 25/30/35/40/45/50
Name: Claws of the White Wolf Classification: Nintaijutsu Rank: D-Rank Class: Passive Range: Contact
Description: Following on from the natural coldness and slowing of metabolism that increases coldness, the Toketsu's body naturally becomes able to impact and inflict excessive cold burns upon a person. Of course the power of this passive is dependent on the age of the user although the effects of the cold upon the body of the victim is a facet of the Toketsu's focus, increasing in power with their skill level. Each level of the chill however can be negated if the victim possesses Defense (for the fatigue sapping effect), Endurance (for the numbing effect) or a Defense+Endurance Tier chain (for both) equal to the rank of the Toketsu using this passive ("Z" = SS, "X" = SSS).
Skill Level of Toketsu - Effect on Body D - Slight chilling of body, saps 1 fatigue with each successful hit. C - Increase in chilling effect, cold feeling where struck, saps 1 fatigue plus 1 additionally every 3 hits. B - Heavy chilling effect, sinks deeper than just the skin. Saps 2 fatigue every strike and causes numbness unless opponent has B-Rank endurance tiers. Every third strike saps an additional 2 fatigue. A - Light frost effect, cold sinks bone deep, reduces speed, strength or endurance by one rank every third strike (Legs, Arms, Chest). Saps 3 fatigue every strike. S - Heavy frost effect, cold sinks bone deep, reduces speed, strength or endurance depending on location by 1 rank every third strike (Legs, Arms, Chest) as well as an additional sapping of 4 fatigue. Saps 4 fatigue each strike. 'Z' - Hypothermic reaction, skin turns blue, blood circulation slows. Each solid strike reduces a tier by 1 rank depending on location as of above. 5 fatigue sapped as well every fifth strike causing necrosis of skin permanently reducing the victims Fatigue limit by -10 and heavy therapy to heal their bodies (Medical Ninjutsu above S-rank). 'X' - Extreme frostbite/hypothermic reaction, skin turns black with necrosis with each strike permanently reducing the victim's Fatigue limit by -2 and reducing a tier by one rank each strike. After three strikes to the same limb it ceases to work, the blood coagulating in the veins and after twenty posts (Total) without medical treatment the necrotic part falls off due to frostbite.
Name: Glacier's Child Classification: Medical Nintaijutsu Rank: D-Rank Class: Passive Range: Self
Description: A Toketsu's natural metabolism is incredibly slow, their Ice Release chakra actually permeating their entire self, cooling down their body, slowing even their heartbeat and the flow of their blood. As the Toketsu ages their natural coldness increases, their skin almost turning to living ice as they age. There are myths that if a Toketsu lives past a certain age then they will in fact turn to ice as they die, their entire body becoming a glacier as they lie in their grave. Although this has not been proven as of yet. Due to this a Toketsu is always cold to the touch and their pulse is very, very slow. They also do not seem to eat very much as they have a heavily slowed metabolism.
Age of Toketsu - Effect of Glacier's Child *Below Prime - Any blood loss is reduced by one rank as the blood is thicker than usual. Slightly cold to the touch and not required to eat as much food as normal due to slowed metabolism. *Prime - Blood loss is reduced by two ranks as the blood is very thick and very cold, steaming upon contact with the air. Toketsu is very cold to the touch, they do not need to eat very much, their heartbeat is heavily slowed. In addition poisons take an additional ten posts (Total) to affect the Toketsu due to the slowed body processes. *Above Prime - Blood loss is reduced by three ranks as the blood is as thick as treacle, almost seeming like tar rather than anything else. Poisons take an additional twenty posts (total) to affect the Toketsu and diseases take an additional ten posts (total) for sudden onset symptoms to arrive due to the extreme slowing of body processes. Food is consumed very rarely, heartbeat has almost been stopped. *Over 100 Years of Age - Blood loss is reduced by five ranks, the blood is essentially a solid, barely moving, the ice within the blood moving oxygen rather than the actual blood cells. Poisons take an additional forty posts (total) to work on the Toketsu as the body has basically stopped in time due to Cryostasis. Diseases take an additional thirty posts to show sudden onset symptoms. Almost no food is consumed, heartbeat pulses in the single digits even in combat. Skin is essentially organic ice and chips and cracks when exposed to injury.
Name: Lords of Frost Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Toketsu are special in that they are able to function even in the coldest of temperatures. In fact they don't just function when it gets colder they move more efficiently, their body actually reduces the drain it feels as they move and fight. Depending on the weather conditions, a Toketsu uses up less fatigue as they fight and these conditions can be triggered by their Winter's Breath passive making it extremely dangerous to fight a prolonged battle with a Toketsu as they get stronger as the fight goes on. However the opposite also applies in that hot temperatures cause the Toketsu to lose even more fatigue than normal. In cold temperatures, close to or on 0 (Stage 2 WB) the Toketsu uses -1 fatigue for Tiers and Physical techniques. At extreme cold (Stage 3-4) the Toketsu uses -2 fatigue and at Blizzard temperatures (Stage 5 WB) the Toketsu uses -3 fatigue. However in hot temperatures they use a +1 more fatigue than usual, +2 more than usual in extremely hot temperatures and in desert conditions they use +3 more fatigue. (Hot temperatures are cancelled out by Winter's Breath stage. For example, Desert conditions would be canceled out by Stage 5 WB leaving it at base fatigue usage.)
-Legacy Passives- - Chakra:
Name: Stahlrim Rising: Conductive Ice Classification: Ninjutsu Rank: D-Rank Class: Passive Range: Self
Description: Thanks to Taigakai's mixed lineage, his Ice Release has been permanently modified by his Iron Sand production, as well as his other Kaironokuma traits. The snow and ice produced not only naturally via his Winter's Breath, but also via Ice Release techniques, contain trace amounts of metals within them. This enables them to be freely manipulated just like any other metal, enabling Taiga to substitute Metal Sand in any of his techniques that utilize it, namely Circuit Fist or Pulse Techniques, for Ice or Snow Materia up to a certain rank. Taiga is also capable of converting the metals within his Ice and Snow into others (via Atomic Metal techs) in order to temporarily give the techniques the properties of said metals. The rank of Sand that can be substituted and the time limit for conversion is based on Taiga's skill level. Rank - Max Ice/Snow - Time (P.T.) D - C-Rank - 3 PT C - B-Rank - 6 PT B - A-Rank - 9 PT A - S-Rank - 12 PT S - SS-Rank - 15 PT
- Hybrid:
Name: Push - Electromagnetic Tagging Classification: Nintaijutsu Rank: D-Rank Class: Passive Range: Self
Description: Through the use of his Push Paw Prints, Taigakai is capable of attaching a unique electromagnetic charge to those he comes in contact with. This charge establishes an "Attractive Electromagnetic Field" to the target, causing objects within range to be attracted to the victim at faster speeds than normal. The range of this field is based on Taiga's rank, while the speed objects are attracted to what is tagged is based on the number of trainings he has dedicated to his Push Paw Prints. Due to the charge stemming from Push Paw Prints, he is capable of manipulating the charge of the field through the use of further techniques. Rank/PP Trainings - Range (Radius) - Speed of Attraction D/1 - 10ft - +1 Tier Level C/2 - 20ft - +2 Tier Levels B/3 - 30ft - +3 Tier Levels A/4 - 40ft - +4 Tier Levels S/5 - 50ft - +5 Tier Levels
-Mutation- - Gekigan:
Name: Gekigan Classification: Multi-Stage Dojutsu Type: Mutation (Activation Price collected once, Duration Price collected each post total) Activation: Activation = D of Chakra 1st (C) 2nd (B) Appearance:- Stage One:
- Stage Two:
Description: This Dojutsu turns the users eyes from whatever color it was originally to a grey-blue and gives them different techniques and abilities based on the level of mastery they have unlocked.
- Activation - In this stage their eyes change into the grey-blue form. The user gains thermal vision allowing them to see heat signatures in addition to normal eyesight which is extremely useful in tracking hidden targets. This is obtained from birth.
- First Stage - In this stage their eyes gain four swirl like patters around their pupil and they are given the ability of Premonition. This ability allows them to view into the future and react accordingly to it. The max posts the user can view is 1 post (total) ahead and the events will then play in reality with the user being able to react accordingly. The amount of times this can be used is Once at D-rank, Twice at C-rank, thrice at B-rank, four times at A-rank and 5 times at S-rank per topic. During this effect it can fill the requirements for both a Time-Slowing Dojutsu & Muscle Tension being used simultaneously. This can only be obtained by the user sustaining heavy injuries during a battle at one point in their lives.
- Second Stage - This is the final stage of the eye which allows the user to detect life. Its unique sight pattern is extremely useful as as long as what they are searching for is alive they will be able to see it and it will be indicated by a gold outline. In addition this stage strengthens the Stage One's ability to be able to use its abilities much more potently; 2x At D-rank, 3x at C-rank, 4x at B-rank, 5x at A-rank and finally extending their premonition ability to the number of posts (total) in between the user's first post using this ability and their next post (an entire turn). Finally they gain a much stronger Premonition ability allowing them to make predictions of an opponents death which causes the eyes to lose their eyesight permanently upon use. The limit of this technique is that the death can only occur at least 5 topics later (Not including training and ooc topics). This ability can only be used once in the users lifetime. This can only be obtained by the user being beaten to near death at one point in their lives.
-Glacial Infusion- - Glacial Infusion:
Name: Toketsu Forbidden Style - Glacial Infusion Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Self
Description: The Toketsu are known for their Ice Release Kekkei Genkai and their natural affinity towards it, to the point of their body turning to ice as they age. However there is a way to enhance that, to speed up the body turning to ice piece by piece through the use of chakra or blood as well as a lot of time. This style is considered incredibly dangerous as the body becomes vulnerable to fire and heat based releases even more so than usual. However the benefits usually outweigh the consequences. Toketsu are capable of naturally learning this due to their Glacier's Child passive however anyone outside of the Toketsu Clan is also able to learn this style, but they must be taught by a Toketsu that knows it and every technique counts as Medical Kinjutsu rather than just normal Kinjutsu.
Other - Ninjutsu:
Name: Chakra Threads Classification: Ninjutsu Rank: D-Rank Class: Supplementary Range: Short-Mid
Description: This is a technique that is usually used by puppet users to allow them to control their puppets in battle. Since these strings are constructs made from very concentrated chakra, they can be seen by people besides the user. Interestingly, as well as pulling objects towards them with the strings, the user can also "push" objects away from them as well, and even get moving objects like buzz saws Chakra can also be transferred via the strings, such as to activate some abilities in puppets. The chakra strings can also be attached to other objects, allowing the user to control, or at the very least disrupt other things. This technique is limited to one string per finger for normal humans. When utilized outside the hands of a Puppeteer it is far more limited in application as depending on the user's rank the number of objects they can finely manipulate is more limited. Rank - No. of Strings per Hand (Object Size) D - 1 (Tiny) C - 2 (Small) B - 3 (Humanoid) A - 4 (Medium S) S - 5 (Medium M)
- Taijutsu:
Name: Kaironokuma Art: Meteor Gourd Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: Short
Description: The user unstraps their gourd from their back, effortlessly swinging it at C-rank speeds to hit or smash into a target directly next to them. The amount of damage it proportional to how full the gourd is. D-Rank strength is required to move the gourd on its own, but can be used in combination with the Added Weight Rock Technique or the Ultra Added Weight Rock Technique, making it harder for the target to move the gourd.
Capacity Fill - Damage - Weight Increase = Strength to Lift 1/4 - D-Rank - 1x = D-Rank 1/3 - C-Rank - 2x = C-Rank 1/2 - B-Rank - 3x = B-Rank 3/4 - A Rank - 4x = A-Rank Full - S-Rank - 5x = S-Rank
Last edited by 雪 on 10th January 2021, 11:34 pm; edited 16 times in total |
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| Subject: Re: Taigakai 24th July 2018, 5:00 am | |
| -Releases- - Toketsu Arts:
Name: Toketsu Style: Hiding in Frost Technique Classification: Ninjutsu Rank: C-rank Class: Supplementary Range: AOE
Description: The Hiding in Frost Technique is a specialty of the Toketsu Clan which they developed after forming Dipugakure after being taught the basic variant by the members of the Zakiyoshi clan. This technique causes a covers the surrounding area in a thick frost in which they can camouflage themselves and then sneak up on the enemy to attack or assassinate them. This is the advanced technique of the Hidden Mist technique and can be triggered during Demonic Mirroring Ice Crystals due to the temperature dropping. The frost's thickness is controlled by the amount of chakra kneaded into it. It can't fool those with X-ray vision, but, due to the mist being created with the user's chakra, those with chakra vision will only see the mist colored by their opponent's chakra, which will effectively hide the user from the dōjutsu while those with heat sensory or infrared vision will detect uniform cold within it's confines hampering their sensory as well. The size and thickness of the frost depends on the user's skill level as well as the water source used, and due to being the originators of this technique Toketsu clan shinobi can pay a constant D-rank chakra price (total) to prevent area clearing techniques which are weak or neutral to Wind equal the user's rank from dispersing it. It does nothing however for area clearing techniques or area concealment techniques which are strong against wind & works in tandem with Winter's Breath to gradually deplete the victims Hypothermia Limit as long as victims stay within it. Rank of User (H. L. Depleted Each P.T within) - Size of Frost (radius) = Water Source - Mist Opaqueness (Reaction Tiers to See through) D (-1) - 40 ft = N/A - D C (-2) - 80 ft = D - C B (-3) - 120 ft = C - B A (-4) - 160 ft = B - A S (-5) - 200 ft = A - S
- Earth:
Name: Earth Release: Added Weight Rock Technique Classification: Ninjutsu Rank: C-rank Class: Offensive Range: Short (Contact)
Description: This technique simply allows the user to increase the weight of their target. When used on a living target they begin to exhibit petrification-like symptoms and then began to crumble after a certain number of posts dependent on their endurance tiers. The speed at which this occurs ranks up with her own with the count down being reduced by -5 each rank up starting at 50 posts (total) and being a minimum of 25 posts (total) for a victim to fully petrify and crumble into dust upon being struck. Repeated strikes further lower the count down by 1 post each hit which also increases dependent on her rank to be five post reductions when she reaches S-rank rank. Note if the victim has B-rank endurance or C-rank chakra tiers they simply take C-rank earth release chakra damage instead. This technique of course follows the recoil rules when buffing past what is normally capable by an object. End Tier - Duration till petrified (Posts Total) - Heavy (Physical Dmg Buff) None - Base Count Down - N/A D - +1 Post - 1x (1-rank) C - +2 Posts - 1x (1-rank) B - +3 Posts - 2x (2-ranks) A - +4 Posts - 2x (2-ranks) S - +5 Posts - 3x (3-ranks)
Name: Earth Release: Lodestone Effect Classification: Fighting Style Rank: D-rank Class: Supplementary. Range: Self (Earth Release techniques)
Description: The Kaironokuma clan are notable for their utilization of electromagnetic forces, to that while they were capable of using Lightning Release to great effect to assist in such applications their earth release was lacking. That is until a member of the clan discovered Lodestone, a naturally existing rock which had magnetic properties. After constant experimentation he discovered a means to utilize earth release techniques which had the same properties of Lodestone namely the ability to magnetize Ferrous Metals. Once this technique is learned it results in all of the users current Earth Release Techniques having to be re-trained in order to be comprised of both rock and lodestone while any Earth Release techniques which are learned after are only comprised of lodestone. The result is the user's earth release techniques becoming unable to be overpowered by steel as long as it doesn't have any chakra in it while likewise having the ability to attract metallic objects are comprised of Ferrous Metal raw materials which upon being attached requires strength to forcibly pull apart. The drawback is that lodestone comprised Earth Release techniques while highly effective for counter-weaponry and better for being used against Steel Release are only powered up by Water Release techniques 1-rank lower than them. Rank of Earth Technique - Attraction Force (Ferrous Metals Only) D - C C - B B - A A - S S - SS
Name: Earth Release: Storm Spires Classification: Ninjutsu Rank: C-Rank (Varied) Class: Offensive Range: Short-Mid-Long
Description: The user performs the necessary hand seals and slams their hands onto the ground, forcing stalagmites to erupt from the ground around them up to 5 feet in height. The amount of chakra put in indicates how large these spikes are and how much area they cover. If the target is directly above a spire as it forms, they take 2 D-ranks of piercing damage and become magnetised along with any other person within 5 feet around them and forcing their movements to be lowered by 2 tier levels unless they have C-rank strength or greater.
Chakra Price - Number of Spires - Area of Shape D - 4 - 20ft Square C - 8 - 40ft Square B - 12 - 60ft Square A - 16 - 80ft Square S- 20 - 100ft Square
Name: Earth Vibrations Classification: Taijutsu Rank: D Class: Passive Range: Long
Description: The user is so in tune with their Earth element that have are even capable of reading even the slightest vibrations in the earth in a thirty meter radius. This can be used for tracking and is useful against most concealment jutsu, as though the eyes are unable to see, the vibrations through the ground can give them away as long as the person is touching something connected with the ground or touching the ground directly. Despite being something latent to Taiga's perception it is a fairly weak method of sensory and can be deceived if a target has a concealment sensory technique C-rank or above which is geared towards hiding from vibration sensory. Rank - Earth Vibration's Sensing Range (Radius) D - 20ft C - 40ft B - 60ft A - 80ft S - 100ft
Name: Earth Style Barrier: Earthen Prison Dome of Magnificent Nothingness Classification: Barrier Ninjutsu Rank: B-rank Class: Offensive, Supplementary Range: Short to Mid range (15-30 ft)
Description: This technique traps the victims inside a self-repairing dome of earth which is almost instantaneously able to reform because of its grounded connection to the floor. This dome can withstand all B-rank and lower techniques from the inside and out as long as they aren't strong against Earth Release. This dome also contains the special ability of constantly absorbing a C-Rank of chakra each post (total) from each person trapped inside. The repair speed of this dome is at B rank speeds mainly using the chakra absorbed from the victim to do so without straining the user of this technique. This dome can be damaged with A rank technique or B-rank technique with piercing strong against earth release, as long as they can move faster than B rank speed to escape before the repairing process. The user has to remain in contact with the dome and the part farthest away from them is likewise the weakest point in said dome. The back of the dome would be C rank in durability, but maintains the same B-rank regeneration speed. The chakra drained from those trapped can be used to increase the durability of the dome as a whole, with its durability increasing by 1 Rank for every 5 C-ranks of chakra drained.
Name: Earth Release: Light-Weight Rock Technique Classification: Ninjutsu Rank: C-rank (Chakra Price Varies) Class: Offensive Range: Short (Contact)
Description: Contrary to its counterpart the Earth Release: Added-Weight Rock Technique, instead of making the target heavier, this technique makes it much lighter. This allows freer manipulation of the affected objects, which would normally carry considerably more weight and as such, require a greater amount of exertion to move. The technique can be used on the user or other shinobi to increase their speed, but as a consequence of using it this way, it results in the decrease of the physical force of their blows depending on the amount of chakra put into this technique the effect remains until they pay an additional price to restore it back to normal or make it heavier. This technique of course follows the recoil rules when buffing past what is normally capable by the user. Lighten - Chakra Spent - "Speed" Gained - Physical Damage Dealt Debuff 1x - D - +1 - -1 Rank 2x - C - +2 - -2 Ranks 3x - B - +3 - -3 Ranks 4x - A - +4 - -4 Ranks
- Lightning:
Name: Lightning Release: Needle Rain Classification: Nintaijutsu Rank: C-Rank Class: Offensive Range: Mid/Long
Description: After forming handseals the user extends their hands with their fingers outstretched, producing thin needle-like streams of lightning that streak towards their enemies at speed equal to their rank. These needles are capable of piercing through C-Rank Defenses while dealing D-Rank Lightning Release chakra damage. The number of needles produced varies based on the chakra put into this technique. Alternatively, the user is capable of imbuing regular senbon with this lightning to increase the speed of their flight by two tier levels as well as grant them piercing equal to said speed. For this, the user simply needs to pay 3 D-Ranks of chakra per senbon they wish to imbue.
Rank - Needles Made D - 5 C - 10 B - 15 A - 20 S - 25
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.
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
- Ice:
Name: Ice Release: Black Ice Effect Classification: Ninjutsu Rank: D-Rank Class: Supplementary/Passive Range: Self (Ice Release)
Description: The Toketsu have found that by altering the way they cycle their chakra they can alter the properties of their Ice Release and grant it additional effects and weaknesses. Taigakai himself has not only learned how to do this with his Ice Release, but also found a new effect to apply to it. This changes his Ice Release techniques so that they are fully transparent, being much more difficult to pick up on with traditional senses. This adds a Reaction requirement equal to 1-Rank above the speed at which a Ice Release technique is moving in order to accurately gauge the position and direction of the technique. For those techniques that are stationary, it is much more difficult to sense, being completely invisible to even enhanced eyesight, requiring a Heat or Chakra Sensory technique equal to the rank of the Ice Release technique to detect. Ice Release techniques that are made specifically with Black Ice are known as “Black Ice Style”.
Winter’s Breath - Area covered - Tier Reduction [PT] Stage 0 - 10 - 2 Stage 1 - 15 - 4 Stage 2 - 20 - 6 Stage 3 - 25 - 8 Stage 4 - 30 - 10 Stage 5 - 35 - 12
Name: Ice Release: Chilling Snowbomb Classification: Ninjutsu/Shurikenjutsu Rank: B-Rank (C-Rank chakra, C-Rank Ice Materia per snowball) Class: Offensive Range: Varies
Description: The user of this technique gathers up the requisite ice materia and gathers it into a compacted sphere in their hands before saturating it with chakra. This causes the ice to become slightly more powdered than usual, taking on the form of a snowball. These snowballs are thrown as projectiles, using the user’s tiers to determine their speed and any piercing they may possess. These snowballs, upon hitting a foe or a solid surface, detonate into a cloud of chakra infused snow, dealing Ice Release chakra damage over a radius of 40ft. The amount of damage dealt by the snowballs is dependent on the user’s Winter’s Breath. In addition, the snowbombs cause anyone struck to lose Hypothermia Limit and create floating clouds of snow and ice that hinder normal and chakra sight for 5 PT over the area of effect of the snowball and where it landed.
Winter’s Breath - Damage Dealt - Hypothermia Limit Drain(Per snowball) Stage 0 - C - 2 Stage 1 - C+3 D - 3 Stage 2 - B - 4 Stage 3 - B+C - 5 Stage 4 - A - 6 Stage 5 - A+B - 7
Name: Ice Release: Snow Senbon Classification: Shurikenjutsu/Ninjutsu Rank: C-Rank (D-Rank chakra, C-Rank Ice Materia) Class: Offensive Range: Mid/Long
Description: A senbon needle is created out of ice or snow materia and is thrown. Wherever the senbon sticks, the surrounding area’s temperature drops along with the hypothermia limit, 1 for each needle, if it strikes a foe. When an enemy is struck, the area hit is numbed and the effects of the needle depends on the area where they are hit. If their arms are struck, their strength is reduced by one tier level, legs reduce speed by one tier level, and chest reduces endurance by one tier. Length of reduction is dependant on Winter’s Breath as is the number of senbon created.
Winter’s Breath - Senbon Created - Tier Reduction [PT] Stage 0 - 3 - 2 Stage 1 - 6 - 4 Stage 2 - 9 - 6 Stage 3 - 12 - 8 Stage 4 - 15 - 10 Stage 5 - 18 - 12
Name: Ice Release: Break Classification: Ninjutsu Rank: C-Rank Class: Offensive Range: AoE
Description: Coursing chakra through the ground, a sheet of ice is formed prior to using this tech. The user then proceeds to stomp at any point on the sheet of ice, forming cracks across the ice and sending shards flying at C-rank speeds in all directions dealing C-rank ice damage. The shards, when making contact with any target, lacerates random areas of their body and causes them to bleed. The level of damage and speed of the shards correlates to the level of Winter’s Breath.
Winter’s Breath - Damage/Speed of Ice Shards - Blood loss(each PT) Stage 0 - C - 1 D Stage 1 - B - 2 D Stage 2 - A - 3 D Stage 3 - S - 4 D Stage 4 - S+ - 5 D Stage 5 - S++ - 1 C
Name: Senbon Snowball Classification: Shurikenjutsu Rank: D-Rank Class: Offensive/Supplementary Range: Varies
Description: A bell needle is encased in a ball of snow and thrown. The snowball covers the bell needle entirely, or any other needle used alongside the snowball, causing it to be impossible to see with the naked eye. In order to notice the needle hidden within the snowball, the target requires either X-Ray vision or metal sensory to detect the senbon hidden within. Without these, the needle will stay hidden until the snowball strikes a target, leaving the senbon embedded in it and, in the case of bell needles, ringing.
Name: Ice Release: Flurry Kicks Classification: Nintaijutsu Rank: C-Rank Class: Offensive Range: Short
Description: The user builds up chakra in their legs, which is released as a series of flurries that fly at C-rank speeds when they throw a kick. The flurries themselves deal hypothermia damage, which is heightened if the user has Winter’s Breath and it is active. The elemental aspect can be melted with use of fire or heat-based techniques, but the actual kick can still go through. The Hypothermia depletion can be countered via the use of Warming or Heat-Based techniques equal to its rank, though the physical kick can still connect in order to deal C-Rank Physical damage unless defended against.
Winter’s Breath Stage - Hypothermia Drain (per kick) 0 - 2 1 - 3 2 - 4 3 - 5 4 - 6 5 - 7
Name: Ice Release - Cardice Effect Classification: Ninjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Varies
Description: The Toketsu have found that by altering the way they cycle their chakra they can alter the properties of their Ice Release and grant it additional effects and weaknesses. With the Cardice Effect, they alter the composition causing the Ice to be made from Carbon Dioxide rather than Water. This Cardice, or Dry Ice, has most of the same properties as normal ice except that it causes intense burns upon contact, the power of which is determined by the techniques it is utilised with, and doesn't melt, instead it sublimates into carbon dioxide gas meaning it leaves nothing behind and all Cardice techniques disappear after a set amount of time depending on the user's rank. In addition, if used instead of normal Ice for a technique, it halves the duration of that technique. Techniques made specifically with Dry Ice are categorised as 'Cardice Style'
Rank of Technique/User - Contact Damage(Each PT) - PT Until Sublimation D - D - 3 C - 3 D - 6 B - C - 9 A - B - 12 S - A - 15 SS/'Z' - S - 20 SSS/'X' - SS - 30
Name: Ice Release: Winter's Snowdrift Classification: Ninjutsu Rank: A-Rank Class: Offensive/Supplementary Range: AoE
Description: This technique is designed to be able to work alone as well as being able to be combined with any of the other Frozen Colosseum techniques to enhance the base power of this one. Some Toketsu rely a lot more on Ice Materia and their Winter's Breath to fight opponents rather than utilising chakra and Winter's Snowdrift was made to aid with this style of fighting. When activated, it alters the temperature of a large area, causing snow to fall rapidly, piling up around the Area of Effect. This snow is able to be used for ice materia requirements and the amount generated each PT is dependent on the user's Winter's Breath. In addition, this technique saturates the area with Ice Release chakra, naturally enhancing the Winter's Breath of any Toketsu standing within it, causing it to go up at double the normal rate, making it power up incredibly fast while fighting within this area, although this effect is lost if an area clearing technique good against Ice Release is used. Lastly, while in this area, Non-Toketsu experience a loss of 3 from their Hypothermia Limit each round that they stand in it.
Winter's Breath - Ice Materia Produced Each PT Stage 0 - C-Rank Stage 1 - 2 C-Ranks(1 B-Rank) Stage 2 - 4 C-Ranks(2 B-Ranks or 1 A-Rank and 1 C-Rank) Stage 3 - 6 C-Ranks (3 B-Ranks, 2 A-Ranks or 1 S-Rank) Stage 4 - 8 C-Ranks (4 B-Ranks, 2 A-Ranks and 1 B-Rank or 1 S and 1 B-Rank) Stage 5 - 10 C-Ranks (5 B-Ranks, 3 A-Ranks and 1 C-Rank or 1 S-Rank, 1 A-Rank and 1 C-Rank.)
- Pulse:
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
Last edited by 雪 on 15th October 2018, 1:58 am; edited 6 times in total |
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