| | Seiko Medical Exam NPCs | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Seiko Medical Exam NPCs 2nd July 2021, 5:55 pm | |
| Personal Info Name: Seiryu Tetsukaze Gender: Male Birth Country/Sea of Origin: Land of Anguish Village/Faction: Kohaigakure Rank: Tokubetsu Jonin Appearance:- Appearance:
Ninja NPC Clan: None Chakra Nature: Wind, Wind Primary Weapon: Giant Tessen(Medium(S)) - Spoiler:
All Tessen allow for the use of the material (Air) to reduce the strain to preform powerful wind techniques. Alyssa's Giant Tessen has 3 Moon which determine the level of Air capable of being gathered by it. One Moon - Up to a C-rank Amount Two Moons - Up to a B-rank Amount Three Moons - Up to an A-rank Amount Weight: 3 (Folded), 6 (Unfolded) Secondary Weapon: Tessen - Techniques:
- Ninja Starters:
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.
Name: Clone Jutsu Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: N/A
Description: This technique creates intangible copies of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Name: Transformation Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu allows the user to transform either themselves or another object into the appearance of another person, animal, or object.
- Tiers:
Name: Ninja Way Classification: Taijutsu Rank: D-rank Class: Supplementary Range: N/A
Description: Every human has a code of ethics which define themselves. It is because of that their natural stamina has been hardened. Because of that D-rank techniques do half as much damage as they would towards the other races as they do towards humans.
Name: Monk Way Classification: Taijutsu Rank: C-rank Class: Supplementary Range: N/A
Description:An advanced code which grants the user immunity to D-rank chakra-based attacks and C-rank chakra based attacks do half as much damage as they would towards others as they would towards the user.
Name: Indomitable Will Classification: Taijutsu Rank: B-rank Class: Supplementary Range: N/A
Description: Never Give up. Never Surrender. Those who phrases are etched to every human's frame of being. Now they have granted the user the immunity to D-rank chakra-based attacks as well as the lowering of C-rank and B-rank chakra-based attacks by one rank damage wise.
Name: Unbreakable Spirit Classification: Taijutsu Rank: A-rank Class: Supplementary Range: N/A
Description: After Brutal training and countless battles the human has become used to taking blows from opponents. Because of that they have granted the human immunity to C-rank and below chakra-based jutsu as well as the lowering of B-rank and A-rank chakra-based attacks by one rank damage wise.
Name: Immortal Way Classification: Taijutsu Rank: S-rank Class: Supplementary Range: N/A
Description: This is the result of the innate human desire to be immortal and well that desire has been translated into unparalleled endurance. The human is not only immune to C-rank and below chakra-based jutsu as well as the lowering of B-rank and A-rank chakra-based techniques by one rank damage wise but also S-rank chakra-based techniques do half as much damage to the ninja as they would do to others.
Name: Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The user focuses his/her chakra tweaking their chakra gates allowing them to move at incredible speeds to avoid getting hit by attacks.
Name: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description:An advanced version of swift release. This enables the user to move at a much greater speed than the normal Swift Release, dancing across the ground easily, a flickering blur to anyone that is entirely new to the concept of true shinobi speed.
Name: Crashing Ground Classification: Taijutsu Rank: B-rank Class: Supplementary Range: N/A
Description: A fully refined Swift Release. The wielder can move beyond god-like speed only showing their footsteps crashing against the ground. This move is said to only be used the second the wielder grips their hilt giving so they waste no time when they need to attack.
Name: Vacuum Release Classification: Taijutsu Rank: A-rank Class: Supplementary Range: N/A
Description: The user actually breaks the sound barrier upon use of this attack, their bodies are not even visible the only thing seen being a cloud of steam formed from them moving in the air formed by the vacuum left by the user.
- Fighting Styles:
Name: Strong Fist Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Strong Fist which is also known as "Goken" is powerful taijutsu fighting style, the purpose of which is to cause external damage and break bones. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi, however it has become the defacto fighting style for ASN Shinobi over time. As a result often victims are swept up in the user's kata being unable to counter-act simply due to the force of impact rag dolling them through the air unless they possess strength tiers at least Equal-rank- (I.e D-rank technique requires D- Strength) if no strength tier check is specified within the technique. It was made so that even those without strength tiers can use it effectively to dish out damage. Rank of Strong Fist Technique - Str Tier Req. to Negate Knock-Back (Knockback Dealt) D - D- (1ft) C - C- (2ft) B - B- (3ft) A - A- (4ft) S - S- (5ft)
Name: Sand Style Dancing Classification: Fighting Style Rank: D-rank Class: Defensive/Supplementary Range: Short
Description: This is the signature form of evasive and counter-offensive combat utilized by those a part of the Desert Fan Corps a shinobi sub-division unique to Kohaigakure which Seiry is apart of, as a result Seiryucan be considered a prodigy of wind release manipulation. This fighting style revolves around positioning and using the momentum of a heavier object to maneuver one's body around incoming threats using one's perception to gauge when attacks will occur. This conditioning as a result is used to get a Fan user used to lifting battle fans which allows them to wield heavier types of fans with ease based on their skill level. Rank - Fan Type Affected - WL Decrease while wielding Fan Type D - Tessen, Gunsen - None C - Bladed Tessen, Weighted Gunsen - Halved B - Giant Tessen, Gunbai - Quartered A - Gunai with Chain Attachment, Spiral Gunsen - Eighthed S - Giant Bladed Tessen, War Gunbai - Does not Deplete from Carry Weight
Name: True Typhoon Style Classification: Fighting Style Rank: S Class: Supplementary, Offensive, Defensive Range: Self (Wind Release Ninjutsu), AOE (Weather)
Description: Req. at least a High Wind Affinity. This notable fighting style allows the user to control wind and weather patterns around themselves bypassing the need for hand seals in order to utilize ninjutsu techniques. As a result it can be likened to the ability to summon storms to mow down the surroundings and while useful in most areas this fighting style is completely useless underground or underwater. This technique has is very dependent on wind patterns, thus depending on the time of day/night the rank of techniques that can be used by this fighting style varies. On the other hand the weather of the area determines how much materia is able to be extracted from the environment to fuel techniques. Rank of User (Range Available) - Weather (Materia Available for Use) D (Contact) - Clear Skies (D) C (Contact-Short) - Cloudy/Snow (C) B (Contact-Mid) - Windy/Hail (B) A (Contact-Long) - Sandstorm/Blizzard (A) S (Contact-AOE) - Tornado (S) "Z" (Scale up to 3x) - Rotating Thunderstorm (SS) "X" (Scale up to 5x) - Hurricane (SSS)
Night (Tech Restrictions) - Day (Tech Restrictions) New Moon/Lunar Eclipse (All) - Noon (None) Lunar Eclipse (Up to D with V. High Affinity) - Morning (Up to Z) Crescent Moon (Up to D with High Affinity) - Dawn (Up to SSS) Quarter Moon (Up to D) - Afternoon (Up to SS) Gibbous Moon (Up to C) - Sunset/Twilight (Up to S) Full Moon (Up to B) - Solar Eclipse (Up to A)
- Wind Release:
Name: Wind Release: Passing Typhoon Classification: Ninjutsu Rank: D Class: Supplementary/Defensive Range: Mid (Distance) AOE (Dispersal)
Description: The Passing Typhoon is a speciality of the ninja from Kohaigakure, where one creates a gust of wind that blows away all weather conditions. This can be done at such power to completely disperse even the feared Hiding in Mist technique, and like most wind techniques the scale can be augmented by the utilization of a battle fan at least equivalent in size to the user. The gusts power is controlled by the amount of chakra kneaded into it while it is spread over a 40 ft radius around an area up to 10 ft away from the user. The Kohaigakure specific add on to this technique involves said shinobi slamming their Battle Fan into the ground after post making swinging it to initiate the technique,expending an additional chakra price each turn, in order to condense the wind thus preventing the weather from being altered from "Clear Skies". While capable of being overpowered by a C-rank Area Concealment technique, so long as they are not weak to wind, when condensed it requires Area Concealment techniques equal to the power of the gust. Gust Power (Chakra Price Per Turn) - Battle Fan Size (Scale Modifier) D (D) - Humanoid (1.5x) C (3 D) - Medium S (2x) B (C) - Medium M (2.5x) A (B) - Medium L (3x) S (A) - Medium XL (3.5x)
ame: Wind Release: Scar Classification: Ninjutsu Rank: D (2 D-rank Chakra & 2 D-rank Wind Price) Class: Offensive Range: AOE
Description: This bold move is favored by as by freely manipulating the gale brought forth after making hand seals, the user is able to focus the air current into making a slicing crescent which moves at D-rank speeds. This is capable of slicing through up to D-rank Defenses while travelling up to 20 feet before losing it's momentum, though if a Battle Fan equivalent in size to the body (Humanoid) is used it's scale can be increased (1.5). In the absence of a battle fan this technique requires a 1 P.T activation time to gather the necessary wind for it's use. Furthermore victims cut are dealt D-rank Wind Release slicing damage and with enhanced skill alongside a battle fan this technique can become more efficient & deadly. Rank - Battle Fan (Effect) D - Partially Open (1/2) Tessen (Bypass Activation Time) C (Low) - Gunbai (Halved Chakra Price, Doubled Wind Price) C (High) - Fully Open Tessen (Swift Release Speed) C (Elite) - Slighty Open (1/3) Giant Tessen (D-rank Bleed Dmg Inflicted)
Name: Wind Release: Wind Clone Classification: Ninjutsu Rank: C (Each Clone is comprised of 1 C-rank of Wind Materia) Class: Supplementary/Offensive Range: Mid-Long
Description: The Wind Clone is similar to those clones which possess more numbers in comparison to the Shadow Clone technique yet are far weaker than the original (one-tenth strength). The individual strength of a Wind Clone is based on the user's skill though they will always have more numbers (Double) than their shadow clone counterparts. Like other solid clone techniques, the clones can be used to perform tasks the user is unable or unwilling to do for themselves and resemble the user identically until they are struck hard enough to revert. The range of the clone is limited however, as it can not travel very far from the original body without losing control going a max of 20 ft away before reverting to wind. While incapable of being utilized underwater or underground, the distance they can travel otherwise is increased so long as there is airflow. This is because they have a ready source of wind to retain their form, now being able to get up to 40 ft away. Like other elemental clone techniques, if the wind clones are injured enough they will revert back wind materia. Rank of User - Clone Tiers - Highest Rank Wind Release Capable of Using D - 5-ranks Below - C C - 4-ranks Below - B B - 3-ranks Below - A A - 2-ranks Below - S S - 1-rank Below - SS
Name: Wind Release: Wind Scar Classification: Ninjutsu Rank: C (C-rank Chakra & C-rank Wind Price) Class: Offensive Range: Long
Description: Req. Wind Release: Scar to be learnt. This bold move is favored by as by freely manipulating the gale brought forth after making hand seals, the user is able to focus the air current into making a slicing crescent which moves at C-rank speeds. This is capable of slicing through up to C-rank Defenses while travelling up to 40 feet before losing it's momentum, though if a Battle Fan equivalent in size to the body (Humanoid) is used it's scale can be increased (1.5). In the absence of a battle fan this technique requires a 3 P.T activation time to gather the necessary wind for it's use. Furthermore victims cut are dealt C-rank Wind Release slicing damage and with enhanced skill alongside a battle fan this technique can become more efficient & deadly. Rank - Battle Fan (Effect) D - Partially Open (1/2) Tessen (Bypass Activation Time) C (Low) - Gunbai (Halved Chakra Price, Doubled Wind Price) C (High) - Fully Open Tessen (Bullet Release Speed) C (Elite) - Slighty Open (1/3) Giant Tessen (2 D-rank Bleed Dmg Inflicted)
ame: Wind Release: Great Wind Protective Wall Classification: Ninjutsu Rank: C (C-rank Chakra & C-rank Wind Materia) Class: Defensive Range: Contact (Wall) Short (Distance), Mid (Knock-back)
Description: The user after making hand seals and holding the Dog hand seal before creating a wall of wind at C-rank speeds that is capable of pushing opponents away. This wall is quite compact having a radius of 2 ft (4 ft diameter), and can be manifested up to 10 ft away from the user, since Wind isn't a defensive focused element it is only capable of sustaining damage from a single C-rank technique which is neutral to Wind Release. However the true defensive ability of this technique doesn't revolve around blocking but rather knock-back as things which come in contact with it (even if it is destroyed) are sent flying backward up to 20 ft depending on their composition. However, when utilized with a Battle Fan equal to the size of or bigger than the body (Humanoid-Medium S) the scale of this technique's knock-back can potentially be increased (1.5x to 2x respectively). In the case of thrown projectiles they are sent back at Bullet Release speeds making it a good counter for barrages of projectiles. Composition - Distance Knocked-Back Thrown Projectiles - 20 ft (Bullet Release) C-rank Weak to Wind - 20 ft (C-rank Speed) Thrown Projectiles backed by Str - 10 ft (Bullet Release) C-rank Neutral to Wind - 10 ft (C-rank Speed) C-rank Strong Against Wind - 5 ft (D-rank Speed) *Note: If the knock-back is equivalent to the speed of the incoming offensive technique then it is halted in place, if the knock-back is less then it is slowed down by 1 Tier Level, while if it is higher it is sent back at the speed of the knock-back.
Name: Wind Release: Divine Wind Classification: Ninjutsu Rank: C Class: Offensive, Supplementary Range: Contact (Width), Short (Height), Mid (Distance)
Description: After making hand seals finishing with Dog, the user releases a gust of wind that can form several small tornadoes which move outward at C-rank speeds. Each tornado produced by this technique has a fixed size, with their height being 5 ft, and their width being 1 ft at the base & 2 ft at the apex. Either way they are quite capable on their own dealing C-rank Wind Release damage upon striking a target. However when combined with a Fire Release: Running Fire that forms a circle (or other patterns) on ground level, this creates a massive flaming hurricane (B-rank Fire Release Defense Slicing Damage). If combined with a Fire Release: Running Fire that is airborne then it creates flaming tornadoes instead (B-rank Fire Release damage, C-rank Defense Slicing). Rank - No. of Tornadoes D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wind Release: Divine Mountain Wind Classification: Ninjutsu Rank: B Class: Offensive Range: Short (Vortex), Mid (Distance)
Description: Req. Wind Release: Mountain Wind to be learnt. After making hand seals finishing with Dog, the user releases a vortex of wind in order to blast an opponent at Crashing Ground speed. The vortex reach up to 30 ft away from the user and has a radius of 15 ft (30 ft diameter). Upon impacting a target they are are dealt B-rank Wind Release damage, and swept off their feet if they lack B-rank Strength to anchor themselves to the ground. It can be used in a combo with the Fire Release: Running Fire and the Earth Release: Earth Corridor to release a massive inferno (A-rank Burning Damage over time) at the opponents while they are trapped within the confined space of the earth. With enhanced skill the burning damage dealt by this combination can linger for a set amount of time. Rank - Duration D - 1 P.T C (Low) - 2 P.T C (High) - 3 P.T C (Elite) - 4 P.T
Name: Wind Release: Pressure Damage Classification: Ninjutsu Rank: B (+Fire Release: Intelligent Hard Work it becomes A) Class: Offensive Range: Mid, Long (Blast Radius)
Description: A powerful Wind Release technique by which the user makes hand seals ending on Dog while expelling a cyclic mass of wind from their mouth. This tornado-like mass is compressed until it has a very high density and as such those without Wind Displacement Sensory B-rank or above are unable to detect it upon being released. As a result, it is not required to be placed in spoiler tags, it moves at Crashing Ground speeds up to 30 ft away from the user where it lingers as it further compresses itself in preparation for it's detonation. The wind pressure is raised to its highest limit, or once the technique hits the target, the resulting blast sweeps everyone off their feet within a 60 ft radius of the epicenter if they lack A-rank Strength. If the technique is used by someone who has mastered wind nature transformation, the blast can hit a vast range, inflicting massive damage on both the target and their close surroundings due to shredding victims with B-rank Wind Release chakra based slicing (Defense Slicing with Normal Wind Affinity, 3 D-ranks of Bleed Dmg with High Wind Affinity, Both with Very High Wind Affinity). This technique can be combined with the Fire Release: Intelligent Hard Work, to increase the flame's potency in a great scale, causing a massive fire-storm which has a radius equivalent to this techniques blast radius (120 ft diameter). Rank (Max P.T Compressed) - Speed Tornado expands at D (1) - A C (2) - A+ B (3) - A++ A (4) - S- S (5) - S
Name: Wind Release: Great Slashing Tornado Classification: Ninjutsu Rank: B (C-rank Chakra & C-rank Wind Price) Class: Offensive Range: Contact (Width), Short (Height), Mid (Distance)
Description: Req. Great Wind Protective Wall to be learnt & Battle Fan or 5 P.T Activation Time. After making hand seals, ending with Dog, the user creates a minor tornado, which ensnares the opponent, damaging and cutting the opponent, leaving them crashing into the ground after the tornado subsides. The tornado has a 1 ft radius at it's base, and a 3 ft radius at it's apex while reaching 15 ft in the air. It is capable of being manifested, at crashing ground speeds, up to 30 ft away from the user and it stays in place while it ensnares the opponent preventing their escape unless they possess a B-rank Air Movement technique & B-rank Strength to break through it's winds. However, when utilized with a Battle Fan equal to the size of or bigger than the body (Humanoid-Medium M) the distance this technique is capable of being manifested at can potentially be increased (1.5x, 2x or 2.5x respectively). While they are stuck within it's confines they are subjected to B-rank Wind Release damage and are rendered immobile as their are hoisted in the air, leaving them open to a follow up. Depending on the user's skill this tornado lingers for a set amount of time before dispersing causing the victim to plummet downward if they lack an air movement technique but due to the distance from the ground they do usually sustain any fall damage. Rank - Duration Tornado Lingers (Str Req. to Move within it) C & below - 1 P.T (B-) B (Low) - 2 P.T (B) B (High) - 3 P.T (B+) B (Elite) - 4 P.T (B++)
Name: Wind Release: Blade of Wind Classification: Ninjutsu Rank: A Class: Offensive Range: Self (Fingertips), Contact (Manifestation), Short (Blade)
Description: A pinpoint slashing strike, where the user emits wind-based chakra from their fingertips after making hand seals and materializes it into an near invisible blade (20 ft length) that assaults the enemy in a gust of wind, leaving their body mutilated. This technique is guided by the user's fingertips allowing them to control it and thus being more dangerous in the hands of a skilled user who has not neglected their physical conditioning (Speed Tier). This blade is incapable of being seen with the naked eye requiring A-rank or above Chakra sensory to detect it, or A-rank Wind Displacement Sensory lest a victim be unable to track its movement. If a victim is within 4 ft of the user when this technique is utilized it bypasses the use of Muscle Tension to anticipate the direction the blade is coming from (by looking at the fingers). Upon hitting an opponent it deals A-rank Wind Release chakra based slicing damage and depending on the user's skill level it assaults the enemy in a gust of wind, leaving their body mutilated. Rank - Effect (Bleed Damage) B & Below - Slicing (D) A (Low) - Defense Slicing (2 D) A (High) - Limb Removal if lacking A-rank End Tiers (3 D) A (Elite) - Limb Removal if lacking A-rank Chk or S-rank End Tiers (4 D)
Name: Wind Release: Gunbai Fanned Wind Classification: Ninjutsu Rank: A Class: Supplementary/Defensive Range: Self (Battle Fan), Contact (Interception), Short (Width), Mid (Knock-Back)
Description: Req. Battle Fan or 7 P.T Activation time. After making hand seals, the user utilizes something, typically a gunbai hence the name of the technique, as a fan to create powerful gusts of wind (270° arc, 20 ft radius), strong enough to blow away several enemies in one swing at vacuum release speed. However, when utilized with a Battle Fan equal to the size of or bigger than the body (Humanoid-Medium L) the distance this technique is capable of being manifested at can potentially be increased (1.5x, 2x, 2.5x or 3x respectively). This technique is primarily used as a means to knock opponents flying at with the least amount of skill it is possible to blow opponents that lack A-rank strength to anchor themselves to the ground up to 40 ft away. Those very close to the user at the time of it's use have their movement intercepted if they are within 4 ft if it isn't backed with strength (or is movement propelled by strength). Likewise this technique can be utilized to extend the distance of a Fire Release technique it is utilized alongside by a set distance depending on how potent the flames are. Rank - Str Req. to Resist Knock-Back - Rank of Fire (Distance Modifier) B & Below - A - D (+40 ft) A (Low) - A+ - C (+30 ft) A (High) - A++ - B (+20 ft) A (Elite) - S- - A (+10 ft)
Last edited by Blade on 12th July 2021, 11:13 pm; edited 5 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Medical Exam NPCs 2nd July 2021, 5:57 pm | |
| Personal Info Name: Hanazar Bakuhatsu Gender: Male Birth Country/Sea of Origin: Land of Graves Village/Faction: Kohaigakure Rank: Chunin Appearance:- Appearance:
Ninja NPC Clan: Bakuhatsu Chakra Nature: Explosion Release(Wind+Fire) Primary Weapon: Brass knuckles Secondary Weapon: Ninja Tools - Techniques:
- Ninja Starters:
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.
Name: Clone Jutsu Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: N/A
Description: This technique creates intangible copies of the user. The clones are simply illusions and will dissipate when they come into contact with something.
Name: Transformation Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu allows the user to transform either themselves or another object into the appearance of another person, animal, or object.
- Bakuhatsu Passives:
Name: Bomb Factory Classification: Medical Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Bakuhatsu clan is notorious among Merchants for one very specific capability, namely their ability to eat minerals similar to how normal individuals consume food. While this doesn't mean they are able to eat poisonous or harmful materials it means that things which are inert or normall indigestible are able to be processed by those in the Bakuhatsu Clan whether to fuel techniques as a materia price or eventually as a Bakuhatsu grows more skilled replenish a set amount of their stamina depending on the grade of the raw material in question. Despite their odd eating habits the Bakuhatsu Clan are only capable of ingesting solid minerals this way often making sure to grind them up if they aren't capable of crushing them down with their teeth. They do however have a special relationship with Gems as the benefits they bring extend more than just use as a Materia Price or Stamina replenishing. The types of Raw Materials they can consume depends on their age with younger the Bakuhatsu is the more types of minerals they are able to digest. Age - Types of Minerals Digestible - Grade of Raw Material (Stamina Replenished) Below Prime - Earth Materia, Gem & Metal (Raw Materials) - Grade I to III (1:1 Ratio) Prime - Earth Materia & Gem (Raw Materials) - Grade IV to VI (1:2 Ratio) Above Price - Earth Materia (Includes G. Earth if Bake) - Grade VII+ (1:3 Ratio) *Note: The Ratio refers to 1 D-rank of a mineral replenishing 1 Stamina, thus consumption of larger amounts will utilize the same ratio.
Name: Morpher Classification: Ninjutsu Rank: D-rank Class: Passive Range: Self
Description: The Bakuhatsu are adorned with unique birthmarks identical to their clan symbol along their body which are naturally present at birth in a random amount (Success Chance Dice Roll), the placement of these birthmarks may differ however one commonality is that if there is an Even amount then they will always be symmetrical (Left & Right sides) whereas if there is an Odd amount then it will be symmetrical up until the last one which will be located somewhere in the middle of the body. In addition these birthmarks are never on their hands of feet as those are the only places where a Bakuhatsu never has any sort of birthmarks. These tattoos grant the unique Bakuhatsu specific ability to morph materia into shapes while priming them for detonation, without an additional energy source put it it works on a cool-down system and the morphed materia will always deal Hybrid Damage of the element the materia is comprised of with the explosive status effect. The number of birthmarks the Bakuhatsu possesses determines the types of materia capable of being harnessed as well as how long it takes before they can prime another material. No of Birthmarks - Types of Materia Capable of Harnessing 1 - Earth Materia Only 2 - Earth Materia & Gems Only 3, 5 or 7 - Earth Materia, Gems & Plants 4, 6 or 8 - Earth Materia, Gems & Metals (Solid Only) 9 - Earth Materia, Gems, Plants & Metals (Solid Only) 10 - Solid Materia (Including Earth, Gems, Plants, Metals & Living) *(Insert Name)'s Birthmarks = (Insert Amount) *(Insert Names)'s Birthmark Locations are:
Name: Detonation Proof Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Bakuhatsu are innately resistant to explosions in regard to both the ailments currently associated with them and eventually the explosions themselves, this is based on gender. Male Bakuhatsu are resistant to explosions themselves while Female Bakuhatsu are resistant to the after effects of explosions. This is dependent on the Bakuhatsu's Endurance Tiers with the most resilient Bakuhatsu becoming resistant to all but the most powerful of detonations and ill-effects stemming from detonations. This is an example of gender dimophism within the clan which arose over the hundreds of years the clan has been around. This is due to female Bakuhatsu typically being around children whereas males were out whether for combat or hunting. While this is the exception and not the rule, occasionally based on sexual orientation this is flipped, in which case Homosexual Bakuhatsu have the opposite resistance than what is commonly associated with their gender. This unique quirk is only specific to that type of sexual orientation as others share the same resistant as their Heterosexual counterparts. Rank of Bakuhatsu - Explosion Resistance Effect (Male/Female) D - Exothermic Hybrid/Explosive C - Endothermic Hybrid/Knock-Back B - Exothermic Physical/Blind (Sensory Deprivation) A - Endothermic Physical/Burn S - Exothermic Chakra/Freeze *Hanazar's Sexual Orientation = Homosexual
Name: Big Bang Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Bakuhatsu are naturally capable of generating explosions so it comes as to no surprise that they eventually evolved to make their heart beat an actual timer for a final detonation. This timer acts as both to prime the bomb that is their body when they are conceived and their heart first starts being and to detonate the bomb. When triggered intense light pours out of their body which converts their remaining energy stores into a payload and detonating their body within a localized blast radius dealing Spiritual Based Explosive Dmg along that proximity. This is based on the Bakuhatsu's age, and likewise makes miscarriages for a Bakuhatsu fatal for both the embryo and occasionally the mother as well. The only time this passive detonation is survivable, or can be defused is if the Bakuhatsu (or pregnant Bakuhatsu) hasn't utilized their "Get out of Jail Free Card" in which case it's use is consumed Permanently while keeping them alive yet unable to ever trigger it again. Alternatively it can be triggered earlier than upon the Bakuhatsu's heart stopping by also using up the user's "Get out of Jail Free Card" in which at the cost of their life they detonate. Bakuhatsu Age - Blast Radius of Big Bang in ft (Diameter) Below 0 - 6 Inches (1 ft) 1 to 10 - 1 ft (2 ft) 11 to 20 - 5 ft (10 ft) 21 to 30 - 10 (20 ft) 31 to 40 - 25 (50 ft) 51+ - 50 (100 ft)
- Tiers:
Name: Ninja Way Classification: Taijutsu Rank: D-rank Class: Supplementary Range: N/A
Description: Every human has a code of ethics which define themselves. It is because of that their natural stamina has been hardened. Because of that D-rank techniques do half as much damage as they would towards the other races as they do towards humans.
Name: Monk Way Classification: Taijutsu Rank: C-rank Class: Supplementary Range: N/A
Description:An advanced code which grants the user immunity to D-rank chakra-based attacks and C-rank chakra based attacks do half as much damage as they would towards others as they would towards the user.
Name: Indomitable Will Classification: Taijutsu Rank: B-rank Class: Supplementary Range: N/A
Description: Never Give up. Never Surrender. Those who phrases are etched to every human's frame of being. Now they have granted the user the immunity to D-rank chakra-based attacks as well as the lowering of C-rank and B-rank chakra-based attacks by one rank damage wise.
Name: Unbreakable Spirit Classification: Taijutsu Rank: A-rank Class: Supplementary Range: N/A
Description: After Brutal training and countless battles the human has become used to taking blows from opponents. Because of that they have granted the human immunity to C-rank and below chakra-based jutsu as well as the lowering of B-rank and A-rank chakra-based attacks by one rank damage wise.
Name: Immortal Way Classification: Taijutsu Rank: S-rank Class: Supplementary Range: N/A
Description: This is the result of the innate human desire to be immortal and well that desire has been translated into unparalleled endurance. The human is not only immune to C-rank and below chakra-based jutsu as well as the lowering of B-rank and A-rank chakra-based techniques by one rank damage wise but also S-rank chakra-based techniques do half as much damage to the ninja as they would do to others.
Name: Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The user focuses his/her chakra tweaking their chakra gates allowing them to move at incredible speeds to avoid getting hit by attacks.
Name: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description:An advanced version of swift release. This enables the user to move at a much greater speed than the normal Swift Release, dancing across the ground easily, a flickering blur to anyone that is entirely new to the concept of true shinobi speed.
- Fighting Styles:
Name: Strong Fist Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Strong Fist which is also known as "Goken" is powerful taijutsu fighting style, the purpose of which is to cause external damage and break bones. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi, however it has become the defacto fighting style for ASN Shinobi over time. As a result often victims are swept up in the user's kata being unable to counter-act simply due to the force of impact rag dolling them through the air unless they possess strength tiers at least Equal-rank- (I.e D-rank technique requires D- Strength) if no strength tier check is specified within the technique. It was made so that even those without strength tiers can use it effectively to dish out damage. Rank of Strong Fist Technique - Str Tier Req. to Negate Knock-Back (Knockback Dealt) D - D- (1ft) C - C- (2ft) B - B- (3ft) A - A- (4ft) S - S- (5ft)
Name: Explosive Jujitsu Classification: Fighting Style Rank: B Class: Offensive Range: Contact
Description: This is the Bakuhatsu signature fighting style which revolves around the use of a grappling heavy taijutsu style in order to make use of two of their passives (Morpher & Bomb Factory) in a unique way. Contrary to the normal use of Bomb Factory to digest inanimate material the Bakuhatsu simply stores them in their stomach in preparation for use via Morpher. However unlike before when one changes an object into a different shape they utilize the stamina that they would gain from breaking down rocks or gems to fuel explosions which detonate as a result of a transfer of the individuals sweat to another target via contact. Skin is in fact absorbent and this technique capitalizes on that natural effect by leaving markings on a grappled targets skin which will then detonate essentially turning a victim into a bomb. Due to the unique effect of how it is triggered while it does deal physical damage it bypasses Defense Tiers with victims requiring Defense+Strength Tiers in order to completely mitigate the damage dealt to them.
- Fire Release:
Name: Fire Release: Flame Murdering Boundary Classification: Ninjutsu Rank: C Class: Offensive Range: Short (Radius), Contact (Depth), Short (Height), Mid (Distance)
Description: The user makes hand seals and releases a dense orb of flame from above; often jumping into the air prior to it's release or merely using it from an elevated location in order to accurately target their opponent. The orb is launched downward at bullet release speeds covering up to 20 ft before smashing into the ground and exploding. This creates a crater 2 ft deep with a blast radius of 10 ft in which all of those within are dealt C-rank Fire Release chakra based damage. Based on the elevation between the user and their opponent this technique becomes more accurate and thus more difficult to dodge able to catch opponents moving at set speed if they lack C-rank Reaction Tiers, a Time-Slowing Dojutsu or a C-rank Heat Sensory technique. Elevation - Speed Able to Hit 5 ft - C- 10 ft - C 15 ft - C+ 20 ft - C++ 25 ft - B-
Name: Fire Release: Intelligent Hard Work Classification: Ninjutsu Rank: B Class: Offensive/Supplementary Range: Mid (Distance), Long (Firestorm)
Description: The user blurs through hand seals before fires a small yet dense fireball which travels at Bullet release speeds over 30 ft before erupts into a giant fire-storm after making contact with a surface, causing widespread destruction to the area covering a 60ft Radius (120ft diameter) expanding to out-speed Crashing Ground speeds. Since the flames travel along the ground, and cover such a wide area this is a difficult technique to evade to those descending from the air after a jump or knockback. That coupled with the speed of the technique require an opponent with either a Precognitive Dojutsu & Crashing Ground, a Time-Slowing Dojutsu & B-rank++ speed or finally A-rank speed in order to avoid being caught up in the resultant inferno. When combined with Wind Release: Pressure Damage, this technique is amplified to the point of being able to evaporate a large amount of water (A-rank) in an instant the steam rising 30 ft into the air as blanketing the area and cutting off vision for 5 posts (total). Rank - Vision Cut off C & Below - Normal & Naked Eye B (Low) - Raised & Colorblind B (High) - Heightened & Night Vision B (Elite) - Enhanced & & Infrared Vision
Name: Fire Release: Running Fire Classification: Ninjutsu Rank: B Class: Supplementary/Offensive Range: Mid (Ground), Short (Air), Long (Shape Size)
Description: This technique creates a stream of fire that can be manipulated into several shape forms (usually either, rings of fire that run on the ground or a circle of fire flying through the air) before striking the target. It travels at crashing ground speed which ever method that one releases it however when it travels along the ground it covers more distance (30 ft) than when it is short into the air (15 ft). Either way upon getting to the target it serves to deter their movements due to surrounding a 60 ft area since those who touch the flames are dealt B-rank Fire Release damage. It can also be used in combination with Wind Release: Divine Wind to create a tornado of flames, or with Wind Release: Divine Mountain Wind to release a massive inferno in both instances it's range is altered to follow the other technique despite dealing differing damage (B-rank Defense Slicing, A-rank Burning respectively). Rank - Shapes Unlocked (Duration if not put out) D - Circular (1 Turn) C (Low) - Quadrilateral (2 Turns) C (High) - Triangular (3 Turns) C (Elite) - Pentagonal (4 Turns)
Name: Fire Release: Flint Yagura Classification: Ninjutsu Rank: B (B-rank Chakra + B-rank Fire Materia) Class: Defensive/Supplementary Range: Self (Lighter), Contact (Distance), Short (Height), Mid (Radius)
Description: After making hand seals the user throws a lighter on the ground up to 3 ft in front of his opponent and expands the flame into a wall of fire at crashing ground speeds. This wall has a height of 15 ft and spreads outward to form a circle around the victim with a radius of 30 ft (60 ft diameter) entrapping them within it. The wall itself is rather hot to the touch (B-rank Fire Release damage) and serves to imprison the target as it is incapable of being breached by anything short of a B-rank chakra based technique which is not strong against Fire Release. Due to fire not being a defensive release yet not solid in nature those techniques which have defense piercing suffer a reduction of a B-rank from their damage when passing through it. Physical techniques are ineffective at clearing this technique as it merely reforms after sometime depending on the user's skill level. This technique can be used in conjugation with Wind Release: Whirlwind Fist to create the Fire Release: Fire Whirlwind Vortex Technique. Rank of Physical Technique - P.T to reform (strong against Fire) D - 1 (1 Turn) C - 2 (2 Turns) B - 3 (3 Turns) A - 4 (4 Turns) S - 5 (5 Turns)
Name: Fire Release: Prison Flame Mask Classification: Ninjutsu Rank: A Class: Offensive Range: Long (Distance), Contact (Firestorm)
Description: Req. Fire Release: Intelligent Hard Work to be learnt. This technique puts a spin on the original making smaller fireballs which are capable of being released in a volley over 80 ft at crashing ground speeds. Each of them is capable of erupting into a miniature firestorm upon coming in contact with a target be it another surface or object capable of out-speeding Vacuum Release speeds. Each firestorm expands to cover a 4 ft radius (8 ft diameter). Unlike the original this technique is a bit more unpredictable making it difficult to dodge by those already moving at crashing ground or below speeds prior to it's release. That coupled with the speed of the technique require an opponent with either a Precognitive Dojutsu & Vacuum Release, a Time-Slowing Dojutsu & A-rank++ speed or finally S-rank speed in order to avoid being caught up in the numerous infernos. Rank - No. of Fireballs Released D - 1 C - 2 B - 3 A - 4 S - 5
- Explosion Release:
Name: Bakuhatsu Style: Explosion Chakra Mode Classification: Nintaijutsu Rank: A Class: Offensive/Supplementary/Defensive Range: Self (Jutsu)
Description: The user wraps their body in a layer of explosive chakra using chakra flow that, instead of being used offensively, is used to oxidize the user's muscles to increase their mobility (A-rank) which when used with natural tiers makes them on par with Samurai (Tier+). The technique also increases the temperature of the body increasing adrenaline production to grant enhanced strength (A-rank) which when used with natural tiers makes them on par with Samurai (Tier+). This mode, combined with taijutsu, allows the users to utilise nintaijutsu (Explosive Release Explosive). The Bakuhatsu clan's mastery of explosions exceeds other users of the Explosive Release allowing their Thermic style to influence the capabilities of the explosions; using the Exothermic Style the explosions can inflict statuses on living targets while with the Endothermic Style the explosions can destroy non-living targets. These effects however only trigger when this technique is utilized with actual Nintaijutsu techniques. Birthmarks - Explosion Effect Inflicted (Exothermic, Endothermic) 1 - Burn (Structures) 2 - Knock-back (Weapons) 3, 5, or 7 - Stun (Armor) 4, 6 or 8 - Dizziness (Items) 9 - Stun & Dizziness (Armor & Items) 10 - Burn & Knock-back (Structures & Weapons)
Name: Bakuhatsu Style: Explosion Chakra Armor Classification: Nintaijutsu Rank: S Class: Offensive/Supplementary/Defensive Range: Self (Jutsu)
Description: The user wraps their body in a layer of explosive chakra using chakra flow that, instead of being used offensively, is used to oxidize the user's muscles to increase their mobility (S-rank) which when used with natural tiers makes them on par with Samurai (Tier+). The technique also increases the temperature of the body increasing adrenaline production to grant enhanced strength (S-rank) which when used with natural tiers makes them on par with Samurai (Tier+). This mode, combined with taijutsu, allows the users to utilise nintaijutsu (Explosion Release Explosive). When used at full power, it causes the user's skin to pulsate and the devastation they can wrought is said to be on par with a Bakuhatsu's Big Bang. The Bakuhatsu Clan's mastery of this technique far exceeds other Explosion Release users based on their synergy with explosions and resistance to the adverse effects of maintaining proximity with them, due to their Bakuhatsu descent to maximize their use of this technique as they imbues their body with Explosive Release chakra. This refers to a Bakuhatsu Clan user's Explosive Release: Chakra Armor's activation duration having an additional modifier based on their number of birthmarks. This is dependent on what the Bakuhatsu is born with likewise due to surrounding their body with Explosive Release chakra the user is encased in it requiring a S-rank Defense Piercing technique good against Explosion Release to even damage them. Rank - Skill Modifer (P.T) - End. Tier (Modifier) - Birthmark (Modifier) D - +0 - D (+1) - 1 (+1) C - +1 - C (+2) - 2 (+2) B - +2 - B (+3) - 3, 5 or 7 (+3, +5 or +7) A - +3 - A (+4) - 4, 6 or 8 (+4, +6 or +8) S - +4 - S (+5) - 9 (+9) or 10 (+10) Hanazar's No of Posts before Chakra Price req. after activation = 14 posts (total)
- Explosive Jujitsu:
Name: Explosive Jujitsu - Oogoshi Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Throw)
Description: A judo move where the user lifts their opponent over their shoulder and slams them onto the ground. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hand, they will experience C-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 10 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play. Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (D) B-Rank - + 30 Feet - Meduim S (3D) A-Rank - + 40 Feet - Medium M (C) S-Rank - + 50 Feet - Medium L (B)
Name: Explosive Jujitsu - Keylock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Blast Radius)
Description: A jujitsu joint lock where practitioner’s arms isolate and cause flexion to the shoulder, elbow, and to a lesser extent the wrist of the opponent. The technique is generally set in motion by the practitioner, using their same side hand, (i.e. to target the right hand he uses his own right hand) pinning the opponent's arm to the ground at the wrist, so that the elbow falls at a right angle with the palm facing upwards. Subsequently, the practitioner will thread his opposite hand under the opponent’s biceps, reach through and grasp his own wrist. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a C-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (20 feet), or disarmed by a C-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. The initial blast radius is 10 feet, with each P.T the target is in the hold adds 5 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free. Strength Tier - P.T before breaking with Strength Tier D Rank- 5 P.T C Rank- 4 P.T B Rank- 3. PT A Rank - 2 P.T S Rank - 1 P.T
Last edited by Blade on 2nd July 2021, 10:38 pm; edited 8 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Medical Exam NPCs 2nd July 2021, 6:00 pm | |
| Personal Info Name: Ruby Triquetra Gender: Female Birth Country/Sea of Origin: Land of Malice Village/Faction: Kohaigakure Rank: Chunin Appearance:- Appearance:
Entity NPC Clan: Triquetra - Techniques:
- Entity Starters:
Name: Burst Wave Classification: Energy Tech Rank:D-rank Class: Passive Range:Self
Description: The Entity gathers chakra into their mouth, palms or eyes before the body parts with the gathered chakra begin to pulsate with a grey light. A wave of concussive energy is released from the user which can smash through D-rank and below defenses as well as knock physical objects flying about 10 feet.
Name: Mind Splice Classification: Genjutsu (Entity Only) Rank: D rank Class: Offensive/Supplementary Range: Short (Eye-Contact), Mid (Hearing Range), Varies (Splices)
Description: The Entity gathers chakra before screaming or making eye contact with the opponent resulting in either a sound based or sight based genjutsu. The Sound based technique causes the opponent to view the user splitting into numerous copies while the Sight based technique causes the opponent to hear the user spitting into numerous copies, both of which can be used to the user of this techniques advantage as once the opponent is trapped in this technique and the Entity has used Mind Lock, the only way to break out of it is to kill off all the copies (D-rank Chakra or Mental based technique per copy). The number of copies are equal to the clone doppelganger rule, and when utilized with mind lock they require different things to detect them, as the Sound based ones can be seen with the naked eye but not heard unless one has D-rank Mental Sensory or Hearing Based Chakra Sensory whereas the Sight based ones can be heard with normal hearing but not seen unless one has D-rank Mental Sensory or Chakra Vision. Depending on how many copies there are the power of the user's genjutsu techniques get multiplied by different ranks however this technique still falls under the Recoil rules with the Entity sustaining mental recoil if they exceed said threshold. Rank of User - No. of Splices (Genjutsu Boost) D - 2 (1 = +0 to Rank, 2 = +0 to Rank & only breakable via Kai Techniques Above Rank of Chain) C - 4 (3 = +1 to Rank, 4 = +1 to Rank & only breakable via Kai Techniques Above Rank of Chain) B - 6 (5 = +2 to Rank, 6 = +2 to Rank & only breakable via Kai Techniques Above Rank of Chain) A - 8 (7 = +7 to Rank, 8 = +3 to Rank & only breakable via Kai Techniques Above Rank of Chain) S - 10 (9 = +4 to Rank, 10 = +4 to Rank only breakable via Kai Techniques Above Rank of Chain)
Name: Mind Lock Classification:Genjutsu (Entity Only) Rank:D-rank Class: Offensive/Supplementary Range: Short Range
Description: This is a powerful genjutsu which is crucial for many complex genjutsu strategies using Entity. Once triggered it literally places a lock on the opponents mind which reacts to genjutsu being used on them and that lock can not be unlocked via normal methods of dispelling genjutsu only upon damaging the user, upon the user ending the technique. Upon use the opponent's nervous system becomes entwined much deeper with their body so that any genjutsu used on the victim will actually deal Physical damage to them, this means that normally only mental harming genjutsu can potentially kill opponents.
Name: Mental Specialization Classification: Medical Ninjutsu (Entity Only) Rank:D-rank Class: Passive Range: Self
Description: Entity are very skilled at mental based techniques and such they also have skill in the medical ninjutsu sense as long as it is based on healing mental damage. This technique allows all Entity to learn and use Medical Nin techniques in battle as long as they pertain to the mental state be it healing, enhancing, shattering, memory modification etc.
- Triquetra Passives:
Name: Runstones - Runic Imprinting Classification: Barrier Kinjutsu Rank: D-Rank Class: Passive Range: Varies
Description: Unlike any others, those from the Triquetra possess the unique ability to use their runestones to place Barriers on anything, rather than just objects. This includes more metaphysical things such as the air itself, even liquids, or on their very mindscape or chakra system. With contact they can do this to others as well. This is possible due to their Runestones weakening the walls between dimensions, allowing for an anchor that does not fully exist in this world however, there is a problem with this. As they place these barriers they open themselves to whispers and sights from the other realms which the mind should not try and comprehend, eroding their sanity even as they place them. The amount of sanity lost is dependent on the barrier placed.
Rank of Metaphysical Barrier - Sanity Lost D - 1 C - 2 B - 3 A - 4 S - 5 SS - 10 SSS - 15
Name: Runestones - Psychotic Infusion Classification: Genjutsu/Kinjutsu Rank: D-Rank Class: Passive Range: Self
Description: Being blessed with Cthulhu's gift is a wondrous thing however it is also dangerous and it opens the mind to terrors that none should ever face. Those of the Triquetra learn how to accept this and deal with it, allowing their mind to strengthen against the violence of the other realms and the visions that are imparted upon them through it. This mental strengthening comes in the form of a heightened Sanity Limit that is dependent on their rank, the more powerful they become, the more solidifed their mental fortitude becomes and the more horror they can withstand before they finally snap like all the others.
Rank - Sanity Limit D - 1/2 Stamina C - 2/3 Stamina B - 3/4 Stamina A - Equal to Stamina S - 1.25x Stamina 'Z' - 1.5x Stamina 'X' - 2x Stamina.
Name: Runestones - Mind's Mania Classification: Genjutsu Rank: D-Rank Class: Passive Range: Varies
Description: As a Triquetra grows older and they become subjected to harsher and harsher images and visions and thoughts from the realms of madness, they start repressing it, locking it away, only releasing it when their mind is in danger. Every Triquetra knows this, every Triquetra knows how to break that little seal and unleash the hells they have witnessed onto someone that is getting just a bit too deep. Whenever someone successfully gleans information or memories from a Triquetra's mind, be it with mind scouring genjutsu, thought reading or memory diving, they will start to suffer Sanity Loss each PT that they stay within the Triquetra's mind to uncover more information. This can also occur during Interrogations however it only happens during the Clash of Wills as the Triquetra starts snarling ancient secrets they don't remember in words that a human tongue should be impossible to say. The sanity loss is dependent on the Triquetra's age as they have more information to use against their foes.
Age - Sanity Loss each PT 1-10 - 1 11-15 - 2 16 - 20 - 3 21-30 - 4 31-40 - 5 41-50 - 6 51-70 - 7 71+ - 8
Name: Psycho Entity - Realm Warp Classification: Barrier Genjutsu Rank: D-Rank Class: Passive Range: Varies
Description: Through their greater connection to the mental realm, Entity of the Triquetra have found a unique ability that they are capable of. Through the power of their Runestones and Mind Lock, they are able to place down Barrier Genjutsu in the world around them and then force the genjutsu into reality, creating an area of altered reality and warped physics. Of course due to being made real, even the Entity is subject to these effects and are not immune to the Warped Realm. This is a powerful effect but the Entity's rank determines how many Realms they can have active at once and the maximum size of said realms.
Rank - Size of Realm(ft radius) - No. of Realms D - 10 - 1 C - 20 - 2 B - 30 - 3 A - 40 - 4 S - 50 - 5 'Z' - 75 - 6 'X' - 100 - 7
- Tiers:
Name: Chakra Shield Classification:Taijutsu Rank:D-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against D rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Name: Chakra Barrier Classification: Taijutsu Rank:C-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against C rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Name: Chakra Guard Classification: Taijutsu Rank:B-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against B rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Name: Chakra Rampart Classification: Taijutsu Rank:A-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against A rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Name: Chakra Safeguard Classification: Taijutsu Rank:S-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against S rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Name: Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The user focuses his/her chakra tweaking their chakra gates allowing them to move at incredible speeds to avoid getting hit by attacks.
Name: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description:An advanced version of swift release. This enables the user to move at a much greater speed than the normal Swift Release, dancing across the ground easily, a flickering blur to anyone that is entirely new to the concept of true shinobi speed.
- Fighting Styles:
Name: The Natural Law Classification: Fighting Style Rank: S-Rank Class: Supplementary Range: Varies
Description: The Triquetra have never truly been fully in touch with the physical realm and even its laws and concepts seem vague and alien to them and easily twisted to their own ends. This manifests in the Triquetra possessing the ability to utilise a unique set of Barrier Kinjutsu known as Rules. Through the use of these Rules, the Triquetra is able to subvert natural laws and force those within the Barriers to conform to the Rules set. Anyone within the Rule Barrier when it activates is instantly aware of what the Rule is and the consequences of going against the Rule. It is possible to resist the Rule Barrier and ignore the rule by possessing a Strength+Barrier Tier Chain of a higher rank than the Rule Barrier, however doing so causes the person who resisted it to take mental damage equal to the rank of the Rule Barrier due to the subversion of reality within its area. The actual fields that a Triquetra are capable of affecting are dependent on their rank with more dangerous and reality-innate things costing ever greater forms of price to utilise.
Rank - Capable of Affecting - Price Required D - Physical - Chakra C - Chakra - Chakra B - Mental - Sanity A - Spiritual - Sanity S - Natural - Psycho 'Z' - Conceptual - Psycho 'X' - Temporal - Psycho+Permanent Sanity
*Permanent Sanity means a permanent reduction in total Sanity to pay for the Barrier.
- Barrier Kinjutsu:
Name: Rule Barrier: Stay Thy Hand Classification: Barrier Kinjutsu Rank: C-Rank(C-Rank chakra) Class: Defensive Range: Varies
Description: "To strike, monstrous. To kill, demonic. To live, divine." A simple yet effective barrier for any Triquetra aiming to stay alive for longer or ones who wish to end things in a more pacifistic manner. The Triquetra sets up the barrier and activates the Rule within it, a gleaming red cross appearing at the edges of the Barrier Space. Attacks cannot pass the edges of the Barrier unless they are capable of destroying the barrier itself and resisting the rule while within the barrier requires a Barrier+Strength Tier Chain of C-Rank or higher and results in C-Rank mental damage if resisted. While the Rule is active, all offensive techniques and damaging attacks suffer a drop in Tier Levels dependent on the Triquetra's Rank and attempting to lethally harm someone causes variable mental damage backlash based on the attacker's barrier tiers. However obeying these rules causes everyone's defensive techniques to rise one rank in effectiveness. The size of this barrier is also dependent on the Triquetra's Rank and the types of techniques able to be affected are determined by The Natural Law and the Fields affected, with Hybrid techniques requiring both composites to be affected.
Rank - Size of Barrier(ft Radius) - Tier Level Drop D - 10 - 2 C - 20 - 4 B - 30 - 6 A - 40 - 8 S - 50 - 10
Name: Rule Barrier: Excellence in Madness Classification: Barrier Kinjutsu Rank: C-Rank(2 Sanity) Class: Supplementary Range: Varies
Description: Requires at least B-Rank. "Only in the depths of Madness can one find Strength." The Triquetra marks out the area of the Barrier and then activates this rule upon it, a symbol of a screaming human face appearing on the outskirts of the barrier. Those within this Barrier are faced with a simple Rule; to be mad. While within the bounds of the barrier and not possessing a C-Rank Strength+Barrier Tier Chain to negate the Rule, negating the rule also causes C-Rank mental damage, everyone finds that their physical abilities are enhanced the lower their sanity is while those with full sanity limits find themselves suffering bodily weakness in the face of this barrier and take a penalty to their tiers based on the user's rank. The Triquetra's rank also determines the maximum area of the Barrier while the level of sanity denotes the tier benefits.
Rank - TL Penalty - Sanity Level - TL Increase D - 1 - 3/4ths - 1 C - 2 - 2/3rds - 1 B - 3 - 1/2 - 2 A - 4 - 1/4 - 2 S - 5 - Empty - 3
- Barrier Genjutsu:
Name: Runic Barrier: Mindscape Tunneling Classification: Barrier Genjutsu Rank: B-Rank Class: Supplementary Range: AoE
Description: The Triquetra initiates this Barrier using the usual methods or through the use of their Runestones and then designates a maximum number of targets based on their rank within the Barrier. Those targets then become linked to one another enabling them to speak to one another telepathically, their thoughts spreading out through the connection, using the Triquetra as the focus point. While this technique is active however the recipients cannot move out of the barrier range, 30ft radius, or if the barrier is connected metaphysically more than a set distance away from each other before the barrier breaks and they are removed from the link, this distance being based on the user's Barrier Tiers.
Rank/Tiers - No. of Targets - Distance Apart(Ft) D - 2 - 20 C - 4 - 40 B - 6 - 60 A - 8 - 80 S - 10 100
Name: Runic Add-On: Mindscape Warding Classification: Medical Barrier Genjutsu Rank: A-Rank(4 Sanity to Activate) Class: Supplementary/Defensive Range: Varies
Description: Req. Mindscape Tunneling. A connected mindscape makes for great danger when it comes to mental techniques targeting not just one person in the group but the entire group. However the Triquetra are aware of such flaws and are able to find ways to counteract it. By activating this add-on while Mindscape Tunneling is active, the user creates a shared mental defense space, pooling together the entire group's collective Barrier Tiers. With the Triquetra as the focus they are able to apply the Barrier Tiers to different members of the squad depending on where they are needed, up to the maximum of the group's collective trained barrier tiers. However while this is active and the Barrier Tiers are shared, those who naturally possessed them no longer possess them unless the defenses are allotted to them by the Triquetra. (As an example, if the Triquetra connects themselves with B-Rank Barrier and a Cypher with C-Rank Barrier, together they will have 5 Ranks worth of Barrier to spread out, meaning one could have S-Rank while the other has none or one could have A-Rank while the other has D-Rank.) Of course shifting such defenses is not easy and it takes time dependent on the Triquetra's rank and the tiers given cap at S-Rank.
Rank - PT To Change Defenses D - 6 C - 5 B - 4 A - 3 S - 2
Name: Runic Add-On: Collective Unconscious Classification: Medical Barrier Genjutsu Rank: S-Rank(5 Sanity to Activate) Class: Supplementary/Defensive Range: Varies
Description: Req. Mindscape Tunneling. Sometimes the damage done to one member of the Tunneling Group is too great or they might have extended themselves too far and exhausted their mind. The Triquetra have learned how to take advantage of this by enhancing the mental connection, they have learned to pool the group's collective mental strength in order to spread it around to maximum effect. While this Add-On is active, the Triquetra is able to transfer Sanity from any member of the group and transfer it to another, reinforcing decaying mental reserves or purposefully draining a target's sanity to grant them a resistance to pain and mental damage. After transferring Sanity there is a small Cooldown before the Triquetra is able to perform another Sanity transferral with the CD being based on the Triquetra's rank.
Rank - Cooldown(PT) D - 7 C - 6 B - 5 A - 4 S - 3 'Z' - 2 'X' - 1
- Medical Genjutsu:
Name: Triquetra Style: Dissipation Pulse Classification: Medical Genjutsu Rank: B-Rank(Variable Sanity Price) Class: Supplementary Range: Mental Connection
Description: The Triquetra know all about mental maladies and how to affect the mind, it makes sense that they would also be skilled in assisting their allies in breaking out of Genjutsu and due to their ability to lightly warp reality alongside turning that which is mental real, they can turn even a Kai into a physical thing. With this technique the Triquetra becomes able to assist either themselves or any ally they have a mental connection to with breaking out of Genjutsu. Dependent on the Triquetra's rank, they are able to break out of certain techniques immediately without any issue, however they are capable of spending their own sanity to reinforce an ally further, enabling them to break out of higher ranked Genjutsu. If Haki, Mind Lock or Fabrication is used however, then the Triquetra must spend Sanity instead.
Rank - Immediate Break - Sanity Price D - D - 2 C - C - 4 B - B - 6 A - A - 8 S - S - 10
*As an example, a B-Rank Triquetra can break an ally out of a B-Rank genjutsu simply, however if the Genjutsu was A-Rank or higher or used Haki or Mind Lock, the Triquetra would be forced to spend Sanity to break it.
Name: Triquetra Style: Ball of Curses Technique Classification: Medical Genjutsu Rank: C-Rank Class: Offensive Range: Short-Mid
Description: An Add-On technique to Dissipation Pulse utilising the Triquetra's affinity for the mind to further endanger opponents. Dependent on the Triquetra's Rank, if they break themselves or an ally out of a Genjutsu of a certain rank or lower, they are capable of storing the broken fragments of that technique in their own mindscape in a mental container resembling a temari ball. The Triquetra's Barrier Tiers determine the maximum number of Genjutsu they can store in the Ball of Curses and then the Triquetra may spend sanity to launch the ball at a target at variable speeds dependent on the sanity spent. This ball is visible to chakra or mental sensory but is invisible to the naked eye. Should the ball connect all of the held Genjutsu are placed on the victim albeit it each of them is reduced in effectiveness by one rank to a minimum of D due to only being remnants of the actual technique.
Rank/Barrier - Genjutsu Held - No. Held D/D - D - 1 C/C - C - 2 B/B - B - 3 A/A - A - 4 S/S - S - 5
Sanity - Speed of Ball 3 - D 6 - C 9 - B 12 - A 15 - S
- Genjutsu:
Name: Triquetra Style: Mind Hunter Classification: Genjutsu Rank: B-Rank(3 Sanity) Class: Supplementary Range: AoE
Description: By focusing their effects inwards, the Triquetra is capable of breaking their own mind slightly in order to grant them a view into the other side. Doing this causes their eyes to take on a light purple glow and in return they are granted Mental Sensory at a B-Rank level, meaning people need mental concealment higher than B-Rank to avoid the Triquetra. This sensory spreads out around them a certain distance based on their rank and lasts for a number of posts dependent on their Barrier Tiers before the price needs to be repaid to keep the Sensory active.
Rank/Barrier - Sensory Range(ft Radius) - PT Before Repayment D/D - 15 - 3 C/C - 30 - 6 B/B - 45 - 9 A/A - 60 - 12 S/S - 75 - 15
Last edited by Blade on 12th July 2021, 9:11 pm; edited 11 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Medical Exam NPCs 2nd July 2021, 6:09 pm | |
| Personal Info Name: Mia Kruchov Gender: Female Birth Country/Sea of Origin: Land of Anguish Village/Faction: Kohaigakure Rank: Genin Appearance:- Appearance:
Dakar NPC Genetic Structure: Life Release Core: Clear - Techniques:
- Dakar Starters:
Name: Genetic Elementalization Classification:Ninjustu Rank: D-Rank (Can only be used by Dakar) Class: Supplementary Range: Self
Description: The Dakar each have the Life Release genetic structure which comprises their body allowing their life release techniques to not require a chakra price in exchange for being able to create and utilize physical damaging life release techniques. However a Dakar's genetic structure is incomplete this is due to their Core being clear at birth, it is only upon the Dakar gaining an element that they are capable of utilizing chakra based life release for no cost with them learning a Fighting Style which entails combining their Life Release with their Core Element to give their bones the properties of said element. A Dakar can only choose a core element once in their lifetime which is done by surviving an elemental based technique after being hit by it.
Name: Reject Classification: Fabrication Rank:C-rank Class:Supplementary Range:N/A
Description:The Dakar sees ahead of what would happen and predicts the move of his/her opponents allowing them to efficiently "reject" that fate and reverse time back to before the opponent made that move. Similar to all other get out of jail free cards this technique is only capable of being used ONCE per topic.
Name:Shock Wave Classification:Taijustu Rank:D-rank Class:Offensive Range:Short
Description:Because Dakar constantly leak out excess chakra they had to find a way to utilize that excess chakra as an offensive move creating Shock Wave. In recent times now every time they strike an object they release all of the excess chakra in their body at that point causing either a powerful knock back pulse all around their body when they strike inanimate objects, or have the ability to immobilize an opponent as their body goes through shock for one post.
- Tiers:
Name: Beasts Strength Classification:Taijutsu Rank:D-Rank Class:Supplementary Range:N/A
Description:The user naturally posses an inhuman strength which allows them to preform tasks that would seem impossible. They are able to smash through D-rank defensive structures with brute strength as well as easily lift objects like large rocks or the average sized opponent.
Name: Shatter Rend Classification:Taijutsu Rank:C-Rank Class:Supplementary Range:N/A
Description:The user naturally posses an inhuman strength which allows them to preform tasks that would seem impossible. They are now able to smash through C-rank defensive structures with brute strength as well as easily lift boulders or throw heavy opponents.
Name: Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: The user focuses his/her chakra tweaking their chakra gates allowing them to move at incredible speeds to avoid getting hit by attacks.
Name: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: N/A
Description:An advanced version of swift release. This enables the user to move at a much greater speed than the normal Swift Release, dancing across the ground easily, a flickering blur to anyone that is entirely new to the concept of true shinobi speed.
- Fighting Style:
Name: Strong Fist Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Strong Fist which is also known as "Goken" is powerful taijutsu fighting style, the purpose of which is to cause external damage and break bones. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi, however it has become the defacto fighting style for ASN Shinobi over time. As a result often victims are swept up in the user's kata being unable to counter-act simply due to the force of impact rag dolling them through the air unless they possess strength tiers at least Equal-rank- (I.e D-rank technique requires D- Strength) if no strength tier check is specified within the technique. It was made so that even those without strength tiers can use it effectively to dish out damage. Rank of Strong Fist Technique - Str Tier Req. to Negate Knock-Back (Knockback Dealt) D - D- (1ft) C - C- (2ft) B - B- (3ft) A - A- (4ft) S - S- (5ft)
- Gates:
Name: Kaimon - The Gate of Opening Classification: Kinjutsu Rank: C (D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The First of the Eight Gates, which is located in the brain, removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. This grants the user B-rank Strength, Speed & Endurance while having a base activation duration of 5 Posts (Total). This can be extended however depending on two things, the user's skill level as well as their endurance tiers. While active due to the pain of activation the user is broken out of a D-rank genjutsu, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Base Duration Modifier (Rank/End Tier/Both) D (+1/+1/+2) C (+2/+2/+4) B (+3/+3/+6) A (+4/+4/+8) S (+5/+5/+10)
Name: Kyūmon - The Gate of Healing Classification: Kinjutsu Rank: C (2 D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Second of the Eight Gates, which is located in the brain, forcibly increases the user's physical strength to A-rank and temporarily re-energizes the body causing, them to temporarily ignore pain during it's activation which lasts as long as it is activated or until the user activates another gate. This pain ignoring grants the user something similar to Pain Resistance in which the user registers that they are getting injured however it doesn't affect them physically or mentally. Depending on the user's Age this technique can likewise boost the duration of the user's gates by a set amount. While active due to the pain of activation the user is broken out of up to 2 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 2 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Age of User - Gate Duration Modifier Under Prime - +5 Prime - +10 Over Prime - +0
Name: Seimon - The Gate of Life Classification: Kinjutsu Rank: B (3 D Pain Activation + C-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Third of the Eight Gates, which is located on the spinal cord, which likewise causes the user to possess increased blood flow causing the skin to turn red. This is due to the speed at which oxygen is being coursed through the body via the blood increasing and as a result the user's speed is boosted to A-rank. While active penalties to the user's tiers as a result of Blood Loss is negated to set degrees depending on the user's age which lasts as long as this gate is activated or until the user activates higher gate. While active due to the pain of activation the user is broken out of up to 3 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to C-rank Physical Recoil Damage. Age of User - Blood Loss Penalty Negated Under Prime - Three-Quarters Prime - Near Empty to Empty Over Prime - Half
- Taijutsu:
Name: Shadow of the Dancing Leaf Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Short
Description: A technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow matching their speed perfectly to the targets as long as they have a lower movement speed than them. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position making said victim unable to escape unless they have aerial movement such as flight or levitation. This move by itself is harmless, but it is usable as a stepping stone for a great many powerful techniques like Front Lotus and the Lion Combo. That being said, it also has a rather high degree of difficulty and grants the user D-rank speed.
Name: Front Lotus Classification: Taijutsu Rank: B (-15 Stamina Price) Class: Offensive Range: Short, Mid (Knockback)
Description: Requires Gate of Opening to be active. The Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five times their normal strength. The user kicks their opponent into the air and then uses Shadow of the Dancing Leaf. While in the air the user grabs them from behind before flipping them upside down so that their feet are at the victims head and their head is at the victims feet and the user holds them in place with B-rank Strength before spinning rapidly and drilling them into the ground while falling at Crashing Ground Speeds. A simple yet deadly technique as it requires a movement slowing dojutsu + Vacuum Release speeds, B-rank Reaction Tiers + Crashing Ground speeds or Blinding Light Speeds AND an technique to move while in mid-air for the person to be able to avoid the grab as they are helpless upon being launched high up. The speed of the drilling spin can be accelerated by opening additional Gates with each gate opened increasing the speed of the drop by 1 Level (I.E B+ to B++) and boosting the damage the victim sustains upon impacting the ground. However the user likewise takes damage due to recoil when this technique is used equal to 1-rank below the damage sustained by the victim's base fall damage. Due to the use of one of the Eight Gates, the user is left extremely fatigued, making this technique a "double-edged sword". It may also be used on multiple people (each with it's own price) at once depending on the user's skill level before the recoil is calculated based on the opponent who suffered the most damage, furthermore depending on the height the victim is drilled into the ground their base physical damage (Fall dmg) sustained varies. Rank of User - No. of Targets - Height from Ground - Base Fall Damage (Gate Multiplier) D - 1 - 10ft - 3 D (1st Gate = 1x) C - 2 - 20ft - C (2nd Gate = 2x) B - 3 - 30ft - B (3rd Gate = 3x) A - 4 - 40ft - A (4th Gate = 4x) S - 5 - 50ft - S (5th Gate = 5x)
Last edited by Blade on 2nd July 2021, 7:15 pm; edited 2 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Seiko Medical Exam NPCs 2nd July 2021, 6:21 pm | |
| Personal Info Name: Emille Vyne Gender: Non-binary Birth Country/Sea of Origin: Land of Anguish Village/Faction: Kohaigakure Rank: Genin Appearance:- Appearance:
Weaponkin NPC Type of Soul: Human Element: Water Release Weapon Type: Jian Associated Technique: Kenjutsu Weapon Description: - Sword Appearance:
- Techniques:
- Weaponkin Starters:
Name: Split Soul Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: Weaponkin do not possess full souls of their own. Due to the strange nature of the initial creation of the first generation of Weaponkin, their souls are instead split in half between the Yoroi which are dead and gone and the soul that was initially devoured by the Weapon. This half soul shows itself in that the Weaponkin can gain cosmetic appearances of the race that their non-Yoroi half came from, such as the more metallic skin of Cypher or the pointed ears of Nova. In addition they gain a physical ability based off of the species of their soul and an element along with it, of course they are unable to use ninjutsu but this element can be used for a wide variety of other things. Type of Soul - Tier Gained - Element Able to be Chosen Human - Endurance - Primary Zireh - Barrier - Specialised Primary Nova - Speed - Dual Combination
Name: Knowledge Thief Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The Living Weapons that the Weaponkin were birthed from were particularly skilled in dealing with souls, able to devour and steal information from those souls in order to empower themselves, going as far as taking entire technique lines from the person that was killed. Weaponkin unfortunately are not able to do this but they still retain a tiny amount of that ability to steal souls. If they have taken part in the death of an opponent close enough to them, depending on their rank, they are able to steal a shard of their soul, a tiny piece of their knowledge and training coming with it. The more the person has done the greater the knowledge that is stolen from them, this allows the Weaponkin to reduce the WC of their next training topic, be it solo, specialisation, weekly or even an awakening topic by using this 'stored' knowledge. Weaponkin are also able to stack this up by killing multiple people before using it. Rank of User/Target - Radius of Theft(ft) - WC Reduced D - 10 - 100 C - 20 - 200 B - 30 - 400 A - 40 - 800 S - 50 - 1000 'Z' - 75 - 1500 'X' - 100 - 2000
Name: Synergistic Existence Classification: Kugujutsu Rank: D-Rank Class: Supplementary Range: Self/Contact
Description: There were tales before of Living Weapons being able to take over the mind of the Yoroi or Vanir wielding them or granting boons to the one wielding them through their own power, although this was generally always in the Yoroi's control and could be shut off. Some of this power has leaked down into Weaponkin while they are transformed in that they are able to manipulate their wielder, granting them a measure of control even as a mere weapon. This comes in two forms that are wildly different from one another, the first is Symbiotic Wielding(Energy Tech/Kugujutsu) which allows the Weaponkin to grant additional effects and bonuses to the wielder of the weapon and allowing them to retain full control of both the weapon and their own body. On the other side is Forced Wielding (Kinjutsu/Kugujutsu) which allows the Weaponkin to either suddenly, or slowly, seep into and take over the mind of the person wielding them, controlling some of their movements or in extreme cases their entire bodies if their minds aren't strong enough. The other thing that Synergistic Existence allows is that the Weaponkin can grant their techniques and knowledge to the person wielding them, allowing anyone to become proficient with their weapon type regardless of their own natural skill.
Name: Walking Arsenal Classification: Kugujutsu/Taijutsu Rank: D-Rank Class: Passive Range: Self
Description: All Weaponkin are born with a weapon form ingrained into their bodies and minds. This weapon form is usually a mix or similar to their parents if they were born or exactly the same as they were as a Living Weapon if they happened to be First Generation. Through control and mastery, the Weaponkin is able to learn to alter their body in its entirety or just partially into its weapon form or even just parts of its weapon form (such as just the spear point of a halberd), allowing them great versatility in combat. When their weapon form is chosen they are of course able to utilise the weapon style it is aligned to, kenjutsu for melee weapons, shurikenjutsu for projectiles, kyujutsu for bows, hojutsu for guns, etc and are able to make techniques based around it which are classified as Kugujutsu/Taijutsu. Lastly, their transformation speed is altered by a 1k word weekly training which allows them to enhance the speed of their transformation. Number of Weekly Trainings - Speed of Transformation 1 - D+ 2 - C+ 3 - B+ 4 - A+ 5 - S+
- Fighting Style:
Name: Symbiotic Wielding Classification: Fighting Style Rank: D-Rank Class: Supplementary/Defensive Range: Contact
Description: Unlike Forced Wielding which could almost be described as an 'evil' technique line, used only on opponents and those that the Weaponkin wishes to see suffer, Symbiotic Wielding is a much more support oriented style aimed at aiding teammates and spending time in Weapon Form. This style is focused around being wielded by an ally and granting them additional boons and effects while in use to enhance their combat potential and grant them access to techniques they might not otherwise have. Without soul sensory being utilised, the only outside sign of this is that one of the wielder's eyes will change colour to match that of the Weaponkin and their skin takes on a metallic hue. To gain the true power of this technique line, it relies on something known as Connection. The more time spent between a Wielder and Weapon the more powerful this becomes. This does not include Past/Future or OOC topics and to gain Connection they must interact with each other for at least three quarters of a topic that has at least 20 posts(total) if not more.
- Tiers:
Name: Heavy Plating Classification: Taijutsu Rank: D-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as D-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a D-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Stone Plating Classification: Taijutsu Rank: C-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as C-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a C-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Iron Plating Classification: Taijutsu Rank: B-Rank Class: Defensive/Supplementary Range: Self
Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as B-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a B-Rank counter weapon destruction technique.
Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical) D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S
Name: Ninja Way Classification: Taijutsu Rank: D-rank Class: Supplementary Range: N/A
Description: Every human has a code of ethics which define themselves. It is because of that their natural stamina has been hardened. Because of that D-rank techniques do half as much damage as they would towards the other races as they do towards humans.
- Kinjutsu:
Name: Sanguine Sword: Scarlet Chorus Classification: Kinjutsu Rank: B-Rank(B-Rank blood price) Class: Offensive/Supplementary Range: Self
Description: Requires the Weaponkin to be either partially or fully shifted into weapon form. As powerful though a weaponkin may be there are certain targets that might prove annoyingly difficult to deal with. The Scarlet Chorus is a simple way of handling these uncommon threats. By using their blood as a catalyst, the Weaponkin generates a spiritual shroud of the parts of their body transformed into a weapon. While this shroud persists, attacks using the weapon part deal spiritual damage rather than physical and become able to strike intangible targets. However this only lasts for a short period of time before the blood price needs to be repaid to keep it running with the duration being based on the Weaponkin's rank.
Rank - Duration before repayment(PT) D - 3 C - 6 B - 9 A - 12 S - 15
Name: Sanguine Sword: Crimson Shroud Classification: Kinjutsu Rank: C-Rank(C-Rank blood) Class: Defensive Range: Self
Description: A simple technique that the Weaponkin can either use themselves or on the person wielding them if they are in their full weapon form. By spending their life force as a catalyst, the Weaponkin causes a pall of gleaming red energy to cover the recipient's body. While this pall is active, the recipient is immune to chakra and physical damage of C-Rank or lower with B-Rank chakra or physical damage, C-Rank with piercing or C-Rank spiritual or natural damage shattering the Shroud and forcing the Weaponkin to replace it. The shroud lasts for a number of posts based on the Weaponkin's rank before it needs to be reapplied.
Rank - Duration before repayment(PT) D - 2 C - 4 B - 6 A - 8 S - 10
- Symbiotic Wielding:
Name: Symbiotic Wielding: Resonance - Self Classification: Energy Tech/Kugujutsu/Genjutsu Rank: C-Rank Class: Supplementary Range: Contact(Touch)
Description: A technique that technically does nothing for the wielder but is nearly required. With this technique the Weaponkin grants themselves a mental replica tied to their weapon that requires 1st dimension sensory or B-Rank or higher mental sensory to detect. This replica can otherwise only be seen by the wielder of the weapon and it grants the Weaponkin access to their own senses while in Weapon Form and enables them to utilise Genjutsu and Energy Tech but only those techniques and they are unable to move from where their weapon is until they revert out of weapon form and retake their physical form. While this technique is active any mental damage taken by the Weaponkin is doubled however the mental replica is immune to any other damage types.
Name: Symbiotic Wielding: Resonance - Mind Classification: Energy Tech/Kugujutsu Rank: B-Rank Class: Supplementary Range: Contact(Touch)
Description: The first form of actual resonance between Wielder and Weapon. This technique connects the minds of the Weaponkin and the person wielding them although keeps them distinctly separate. With this active the Weaponkin and Wielder can share senses or swap senses, in doing so they also swap/share reaction tiers if one of the two possesses them. This also allows them to immediately break the other out of genjutsu for no cost with the rank of genjutsu able to be dispelled being determined by the rank of the person doing the breaking(So Wielder if breaking out Weapon and vice versa). However this causes a fair amount of pain when done but this can be alleviated through Connection. The more time the Weapon and Wielder have spent together, the more powerful this Connection becomes and also determines the duration of the Resonance.
Rank - Genjutsu Dispelled - Topics Together - Pain - Duration(PT) D - C - 0 - SS - 15 C - B - 2 - S - 20 B - A - 4 - A - 25 A - S - 6 - B - 30 S - SS - 8 - C - 35 N/A - N/A - 10 - D - Until End of Topic
Name: Symbiotic Wielding: Resonance - Body Classification: Energy Tech/Kugujutsu Rank: A-Rank Class: Supplementary Range: Contact(Touch)
Description: With this technique, the Weaponkin is able to connect their idea of their body to that of the Wielder, allowing for a deeper Resonance. When this technique is activated the Wielder is able to use any physical techniques of the Weapon however using tiers they do not naturally possess causes them to suffer a triple fatigue loss due to them as the body is unnaturally forcing the usage of them. Only elemental weapon-based techniques are able to be used during this unless Resonance - Energy is also trained then elemental taijutsu may also be used by the Wielder. In addition to this the Weaponkin can also exert control on the Wielder's body forcibly activating pleasure receptors in the brain and removing toxins from the muscles to reduce strain. This has a cooldown depending on the Connection between the Wielder and Weapon and can either grant a boost to tiers for a duration depending on the Connection or recover some fatigue for the Wielder, the power of these boosts however is dependent on the rank of the Weaponkin, if multiple tier boosts overlap they do not stack.
Rank - Tier Boost - Fatigue Recovered - Topics Together - Cooldown(Rounds) - Duration(PT) D - 1 Tier Level - +2 - 0 - 10 - 2 C - 2 Tier Levels - +4 - 2 - 8 - 4 B - 3 Tier Levels - +6 - 4 - 6 - 6 A - 4 Tier Levels - +8 - 6 - 4 - 8 S - 5 Tier Levels - +10 - 8 - 2 - 10
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Seiko Medical Exam NPCs 12th July 2021, 9:10 pm | |
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| Academy Field Trip | 28th November 2022, 4:02 pm by Xi | Road Trip
With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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