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| Dead Rage (Jutsu Thread) | |
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Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Dead Rage (Jutsu Thread) 16th May 2014, 4:32 pm | |
| ok all approved but burning blade
I do think you missed what I was getting at with burning blade. Instead of making it sound like a specific attack. Turn it into a kind of active buff on the weapon it self. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 16th May 2014, 4:35 pm | |
| Okay, I think I fixed it.
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Meimu
Posts : 2122 Join date : 2011-07-17 Age : 36
| Subject: Re: Dead Rage (Jutsu Thread) 16th May 2014, 4:37 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 8th July 2014, 9:35 pm | |
| Name: Fractal Wire Classification: Kenjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: An odd ability of Chromia's strings as that they aren't like normal wire, in fact they are fully alive. These cables are capable of changing colour, elasticity, thickness and even the edge on the wire. This causes the wire to be very malleable and as such in order to detect the wire without actually touching it, only if it has changed colour or thickness, it requires reaction tiers equal to Chromia's current rank. Otherwise these wires are undetectable as they give off no heat or chakra.
Name: Lashing Grasp Classification: Kenjutsu Rank: C-Rank Class: Offensive/Defensive Range: Short-Long
Description: With a flick of his wrist, Arikiko causes a few wires to fly out of his arm, lashing forwards and wrapping around whatever he wishes. These wires move at speed equal to Arikiko's strength and have strength equal to his own. Wtih this he can wrap them around a weapon, if the wires would not be destroyed, to move it away from him or even rip it from his foe's grasp, he can also wrap it around an opponent dealing damage equal to his strength if the wires have been sharpened.
Name: Dead Wire Mode: Lover's Embrace Classification: Kenjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Short-Mid
Description: Upon activating this, Arikiko's arm gains an invisible to the naked eye ringed aura, pulsing slowly into and out of his flesh. he then flicks his wrist, launching semi-transparent cables (Moving at speed equal to Arikiko's strength) from his palm to slide through an opponent's flesh, however this deals no damage. Once the cables are in an opponent however they turn solid again inside the foe, preventing them from moving too quickly. If the opponent moves at speeds (through tiers or otherwise), in any direction other than straight towards Arikiko, the wires are torn from their body, dealing damage equal to an A-Rank of both mental and physical, this damage is also internal.
Name: Desecration Drive (Signature) Classification: Kenjutsu/Kinjutsu Rank: B-Rank Class: Offensive/Defensive/Supplementary Range: Self
Description: After becoming a Vanir, Arikiko learned that he was much better able to manipulate and learn about Energy Tech and how to use it. He also learned that one could mix their life force with it to give it much greater power, thus coming across Energized State. With the knowledge of that technique, Arikiko learned that he could apply the same principles to Dead Mode, leading to the creation of the Desecration Drive. This technique uses up Arikiko's life force (A C-Rank of blood every two posts) to enhance all of his Dead Mode techs, causing them to deal Physical+Spiritual damage rather than Physical+Mental. The auras of the Dead Mode techniques, still invisible to the naked eye, take on a dark red hue and start to drip minute amounts of chakra. However this also has the limitation of Dead Mode where it can only be active for a certain amount of time depending on rank. D-Rank = 4 posts, C-Rank = 8 posts, B-Rank = 12 posts, A-Rank = 16 posts, S-Rank = 20 posts.
Name: Fire Release - Kitsune's Dance - Fox Fire Two-Step Classification: Kenjutsu/Kinjutsu Rank: C-Rank (D-Rank of blood each use of orb) Class: Offensive Range: Short-Mid
Description: After using Kitsune's Dance, causing the three orbs of fire to appear around him, Arikiko uses them in a much more offensive than defensive manner. With a flick of his blade, he can launch one of the orbs forwards at B-Rank speeds to try and smack an opponent with it dealing C-Rank spiritual damage and physical damage one below Arikiko's strength before the orb returns to him rather than being destroyed. Of course the orbs can be destroyed as usual and whne all three have been used they won't defend him any more. However even after using this Kitsune's Dance doesn't have to be re-used.
Name: Fire Release - Kitsune's Dance - Vixen's Tail Classification: Kenjutsu/Kinjutsu Rank: B-Rank (C-Rank blood per use) Class: Offensive Range: Short-Mid
Description: After using Kitsune's Dance, Arikiko rallies the orbs to the end of his sword and lashes out with them like a whip with gentle flicks and slashes of his blade. The orbs can extend away from each other slightly so that the weapon does coil and lash like a snake, or perhaps a long tail. This requires reaction tiers of B-Rank or higher to actually notice due to the flickering flames and lashing motions and moves at A-Rank speeds to deal B-Rank spiritual damage and physical damage one rank below Arikiko's strength if it strikes an opponent.
Name: Abstract Creation (Signature) Classification: Kinjutsu Rank: SS-Rank Class: Supplementary Range: N/A
Description: An odd technique that Arikiko created from another technique he found from a long time ago. This technique was odd as it allowed a Living Weapon to take on its own human form and fight alongside the Yoroi. Arikiko of course took this technique and made it his own, allowing both of his Living Weapons to take human forms but only after certain requisites have been met. Both Weapons must have eaten a soul through Soul Eater and have assimilated at least one weapon to use upon taking their human form and both must have had Dual Life used upon them to give them true life.
Morghul upon activation of this technique takes on a shining white glow before becoming a large armoured knight. He stands in at seven feet tall, coated in what appears to be medieval plate armour coloured black with dark silver filigree. Looking into his visor one can only ever see a pair of deep blue spots staring back at them and utter blackness otherwise. Morghul's fingers are also elongated and sharpened and a black ribbon flutters from the back of his helmet.
Chromia on the other hand takes on a much more benign form. Arikiko's arm pulsates black before black liquid flows from his arm and then stretches upwards. The liquid then bursts away revealing a beautiful woman with long, flowing silver hair that stretches down to her lower back. Her eyes are deep red and her skin is albino pale. She wears a very loose, flowing shift that covers her body and is mostly transparent. She always wears a smile and looks immaculate at all times.
When in their human form, both of the weapons have chakra reserves equal to the soul they absorbed and blood reserves the same. They are also able to use all of Arikiko's techniques unless they are signature to him and are actually able to learn their own techniques but their rank in regards to learning techniques is equal to the rank of the soul they absorbed. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Dead Rage (Jutsu Thread) 5th August 2014, 10:50 am | |
| Kay.
*********************** - Past is Past:
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 5th August 2014, 4:03 pm | |
| Name: Runic Blade: Thief's Symbol Classification: Kenjutsu/Fuinjutsu/Energy Tech Rank: B-Rank (B-Rank blood) Class: Offensive Range: Touch
Description: With this the Vanir in question places their hand upon a non-ability weapon that they have and a small rune appears on it, looking like a circle with the kanji for 'Steal' within it. The rune then glows for a second before turning blue. This weapon whenever it strikes an opponent now steals a B-Rank of chakra from them, ripping it out of their circulatory system and casting it into the air in what appears to be a series of blue sparks and sprinkles.
Name: Runic Blade: Iron Price Classification: Kenjutsu/Fuinjutsu/Energy Tech Rank: A-Rank (B-Rank blood) Class: Offensive Range: Touch
Description: This rune works much like the others, taking a non-ability weapon the user places their hand upon it and creates a rune upon the weapon. This rune looks like a triangle with the kanji for 'Blood' within it. After being placed this rune glows very softly for a few seconds before settling as a dull red colour. This weapon then attacks the circulatory system of the person that it hits, forcibly extracting the blood from them and tossing it away. Whenever a weapon with the Iron Price rune strikes someone, the victim loses a C-Rank of blood every strike.
Name: Runic Blade: Perceptive Misdirection (Signature) Classification: Kenjutsu/Fuinjutsu/Energy Tech Rank: C-Rank (Requires chakra cost equal to blood price of the original rune) Class: Supplementary Range: Touch
Description: A rather odd manipulation of the Runic Blade abilities, Arikiko has learned how to hide one rune beneath another with only the original rune actually having an effect upon the weapon. Thus with this, the fake rune is the one actually noticed first of all and this technique and the original rune need only be revealed once the weapon strikes a foe. However this can be seen through straight away with spiritual sensory equal to one rank below the original rune, equal rank reaction to the rune if someone else is holding it or 2-ranks above reaction if the weapon is being swung or thrown. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Dead Rage (Jutsu Thread) 5th August 2014, 8:48 pm | |
| Good to go. *********************** - Indra T. Erlang:
- Roark Hokkai:
- Amara Jiko:
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 2nd December 2014, 8:41 pm | |
| - Basic Techniques/Styles:
Name: Down the Rabbit Hole Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: A technique thought of by Chromia, tested by Arikiko and refined by Morghul while being based off of another technique known as Flight of the Wren. With that technique the user was capable of bouncing off of any surface as though they controlled gravity, Chromia realised that it was more just the control over personal momentum and learned that it could be applied to a quick fighting style. With this the user is able to manipulate their own momentum to perform feats that generally shouldn't be possible, such as balancing on a finger or performing ludicrous leaps with a single touch off of a wall, landing on a pole without a scratch even after a ridiculous fall. Arikiko uses this in conjunction with the weight of Morghul's axe form, allowing him to perform flips and high jumps or use the haft as a platform to fight even when physics would say otherwise.
Name: Hatter's Dance (Signature) Classification: Fighting Style Rank: D-Rank Class: Offensive/Defensive Range: N/A
Description: A combination style of both Taijutsu and Kenjutsu that involves the use of Chromia and Morghul's base form. The wires curve over Arikiko's left hand so that Chromia's abilities can come into play and Morghul is used one handed. This style features a mix of lightning fast disabling strikes with his left hand before dealing heavy extremely dangerous blows with Morghul leading to a large amount of confusion as to the next strike and killing foes with precision strikes.
Name: Step of the March Hare (Signature) Classification: Fighting Style Rank: D-Rank Class: Offensive Range: N/A
Description: A much faster style than Hatter's Dance, this style involves Morghul's Buka form, that of a katana. Based slightly around the tenmestu ko style of samurai swordplay this involves very quick strikes mixed with the fire release of Buka to create distracting movements and dangerous blows even when they only come close to landing rather than landing straight on. This makes this the style to deal with people with reaction tiers or extra forms of sensory.
Name: Cheshire's Claw (Signature) Classification: Fighting Style Rank: D-Rank Class: Offensive/Supplementary Range: N/A
Description: The Chromia specific fighting style of Arikiko utilising her base form in its true properties rather than in close combat. With this he utilises quick movements and the ludicrous flips of Down the Rabbit Hole to unleash hellishly fast attacks with Chromia more utilised for low damage but debilitating attacks and binding opponent's movements so that he can leech them and cut them to ribbons.
Name: Fist of the Manxome Foe (Exclusive to Arikiko and Morghul) Classification: Fighting Style Rank: D-Rank Class: Offensive/Defensive/Supplementary Range: N/A
Description: When both of his weapons have been left to their own devices and Arikiko still needs to dish out the hurt in close combat, he resorts to using his powerful life force to enforce his strikes. Using this he deals heavy, bone crushing blows with all of his limbs, phantom claws and fangs of red and black light appearing around his limbs as he attacks, showing his malice and wish for death.
Name: Muscle Focus (Signature to Arikiko and Morghul) Classification: Kintaijutsu Rank: A-Rank (B-Rank blood per usage and an additional 4 fatigue per post it is active.) Class: Supplementary Range: Self
Description: Arikiko realised quite early on that his body can only take so much force before it starts to backfire on him, dealing heavy damage when he tried to push himself past a certain limit. So he decided to find a way around it and by utilising his kinjutsu he found a way to modify his muscles ever so slightly on a case by case basic to be more suited towards one specific kind of usage at the expense of others. For example he could focus his muscles for strength but his capacity for speed would be reduced. This takes a B-Rank of blood for each tier change and pushes the recoil limit up by one rank for the tier being focused by reduces its opposite's threshold by one. (So at B-Rank, he could upgrade strength to have no recoil at SS but speed would have recoil at S instead rather than SS. This also works the same as opposites for Endurance and Defense).
- Hatter's Dance:
Name: Hatter's Dance: Join the Party Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Short
Description: The opening strike to most of the Hatter's Dance combinations, this techique involves a symbol dashing jab with Arikiko's left hand. He does this with a surprising speed and aims for particularly sensitive areas to deal maximum damage with both the impact and the cutting edge of Chromia's wires. This strike deals damage one rank below his strength but if it strikes a joint it disables the limb for two posts and if it strikes the solar plexus it causes forced exhalation of air requiring the next post by the person struck to be spent breathing in, unless they don't need to breathe or have endurance tiers equal to Arikiko's strength.
Combinations -
Change Places! - This strike has an additional effect when used after Change Places! If the opponent is off balance due to the first attack, this strike targets their center of balance rather than anywhere else and proceeds to slam the opponent straight into the ground, causing then to take another count of damage equal to Arikiko's strength and spend the next post getting up.
Quiet Please! - Due to the nature of quiet please, this technique has a special effect when used after a successful strike. If Arikiko manages to strike the opponent in the solar plexus they still exhale as normal but they are unable to inhale causing them to immediately fall unconscious unless they possess endurance tiers equal to Arikiko's strength.
Name: Hatter's Dance: Table Breaker Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: Usually another opening strike or a finisher to a combination. This involves Arikiko bouncing off of the tips of his toes flying into a rotating spin and using the momentum to slam Morghul down in a vicious downwards slam. Due to the sudden movement this is usually a rather slow strike, moving at a speed one below Arikiko's strength however due to the sudden downwards momentum the damage of the strike is one above his strength.
Combinations -
Join the Party - If this is used before Table Breaker and is successful in striking the joints, then this requires speed equal to his strength rather than one below due to the pain. However if it is a successful solar plexus strike then the opponent needs reaction tiers equal to Arikiko's strength to actually dodge the blow.
Whirlyblade - Due to the momentum of Whirlyblade, Arikiko can chain this into a ludicrously dangerous downwards slam with the use of Table Breaker. This momentum thus causes Table Breaker to move at speeds one above Arikiko's strength rather than one below.
Name: Hatter's Dance: Tea Splitter Classification: Kenjutsu Rank: D-Rank Class: Offensive/Defensive Range: Short
Description: A very simple strike that involves a simple throw of Arikiko's shoulder to bring Morghul down at a frightening pace to slam the weapon down into the ground. There are two uses to this, this is either an opening strike whereupon it moves at and deals damage equal to Arikiko's strength, actually cracking the ground with the blade of Morghul due to the force applied behind it. Or it can be used to block another weapon, slamming it into the ground as long as its speed is equal to Arikiko's or below. This also breaks non-ability weapons of Arikiko's strength and below, ability/element weapons of one rank below and lower and living weapons two ranks below and lower.
Combinations -
Flip the Celebrations - Through the control over momentum that Arikiko possesses, after swinging his blade upwards through Flip the Celebrations, whether it hits or not, he can then change the momentum to slam Morghul straight back down, not increasing the speed or power but the weapon breaking force through applying much more force to one area causing the ranks of weapon able to be broken to go up by one rank.
Change Places! - After the use of Change Places, if the opponent has been placed off balance Arikiko can slam down Morghul onto his opponent, using their off balance nature and the momentum of the first movement to increase the damage of this strike by one rank however if it strikes a limb, it will separate that limb from the body (equal rank defense to damage to stop).
Name: Hatter's Dance: Sucker slap Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Short
Description: A very simple technique involving Arikiko's left hand, he simply lashes out with it at a ludicrous speed to slap an opponent in the middle of one of their techniques causing them surprise and their techique to fail unless they either have endurance tiers equal to Arikiko's strength or barrier tiers one below. The actual strike of this technique moves at speeds one above Arikiko's strength but deals damage two ranks below. The effect of this is of course that it stops the techniques the victim was trying to perform if it actually hits.
Name: Hatter's Dance: Flip the Celebrations Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short
Description: One of the more unexpected strokes of the Hatter's Dance, Arikiko brings Morghul down and swings it upwards in a nasty uppercut towards the opponent's jaw either resulting in a horrific skull split or, if the opponent has the right defense tiers, a powerful knock up. This technique moves and deals damage equal to Arikiko's strength and if the opponent does not possess defense tiers one below Arikiko's strength they will have their jaw broken causing them to be unable to talk or make noises with experiencing extreme pain. Whether or not they do take the damage if they don't have strength tiers equal to his strength then they are knocked into the air for one post (Total) per strength tier starting at D.
Combinations -
Table Breaker - After knocking an opponent into the air with this technique, Arikiko can use the nature of Table Breaker to slam his axe back down, crushing the opponent into the floor. In addition to the damage dealt by both Flip the Celebrations and Table Breaker, the opponent takes an addition count of damage equal to Arikiko's strength from hitting the ground.
Join the Party - With the slightly stunning nature of Join the Party, it makes it even easier to land Flip the Celebrations. If a successful JtP is landed, Flip the Celebrations requires speed one above Arikiko's strength to actually dodge due to the slight stun.
Name: Hatter's Dance: Quiet please! Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Short
Description: Arikiko usually finds it annoying when people talk and has actually dedicated a strike to making them shut up. With this he flicks his hand out at a high speed and out of nowhere requiring reaction tiers equal to the speed to dodge, straight at the opponent's throat. If this strikes it deals damage two ranks below his strength however it causes the opponent to choke unable to breathe for a small period of time and unable to make noises. This lasts for two posts (total) for every rank of strength, starting at D. If this lasts for more than eight posts (medical technique one below strength will prevent it) then the opponent will fall unconscious.
Combinations -
Sucker Slap - Through the distraction of Sucker Slap, it makes it even easier to land Quiet Please, distracting the opponent so that they don't realise the strike suddenly coming towards their throat. This makes Quiet Please require an extra rank of reaction tiers in order to dodge the blow.
Name: Hatter's Dance: Change Places! Classification: Kenjutsu Rank: C-Rank Class: Defensive/Offensive Range: Short
Description: A rather odd technique that doesn't actually use Morghul's blade but the curve at of the axe head itself. Flicking out Morghul Arikiko hooks the opponent around the waist or neck before pulling them towards him and stepping around the opponent to swap their places and put the foe off balance. Unless the opponent has a balancing technique or strength tiers equal to Arikiko's own the next strike will require reaction tiers two above the speed of the technique to dodge. To dodge this strike itself actually requires reaction tiers one above Arikiko's strength to avoid but it deals no damage.
Combinations -
Quiet Please! - Due to the sudden pulling force of Change Places so soon after the throat strike, if the opponent doesn't have endurance tiers one above Arikiko's strength or defense equal to it it crushes the cartilage and bursts blood vessels causing the opponent to bleed into their own throat, choking to death in posts equal to one per tier of endurance. (Starting at D).
Name: Hatter's Dance: Whirlyblade Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short-Mid
Description: Tipping onto his toes, Arikiko focuses his momentum into the very tip of Morghul and proceeds to rotate at a furious pace in a circle, dealing upwards of three strikes if the opponent can't manage to dodge any of them or block the first or second strike. The first strike is the quickest and it deals the least amount of damage (speed one above his strength, damage one below) while the second strike is equal rank strength speed and damage. The third strike however is at a speed one below his strength but deals damage one above. This is special however in that it becomes easier to block the slower it is. If one has strength or a defensive technique one above Arikiko's strength they aren't stunned by the first strike, if they have equal they aren't stunned by the second strike and if they have one below they are stunned by the third strike. However if one is stunned by any of the strikes, they take the one immediately afterwards with no chance of dodging.
Change Places! - A dangerous combination is when Arikiko uses Change Places first as he doesn't actually release them first. Thus Whirlyblade rotates around and rather than actually cutting the opponent unless they possess the necessary defense tiers (equal to strength) they have their neck broken brutally. If they do possess the tier necessary they are instead launched several feet depending on his strength (Ten with an additional five for every tier of strength, starting at D).
- Step of the March Hare:
Name: March Hare: Invitation Classification: Energy Tech/Kenjutsu Rank: C-Rank (C-rank chakra each post) Class: Supplementary Range: Self
Description: By forming a slight aura of flaming energy around Morghul's buka form the weapon suddenly appears to erupt into flame all along the length. This flame however spreads around the weapon making it difficult to notice the blade and allowing it to deal fire release physical damage on strike. The main purpose of this however is to distract during the other strikes of the March Hare line due to the fact that as long as the weapon passes within a foot of the foe it deals the burning damage but not the physical.
Name: March Hare: Dinner Dress Classification: Energy Tech/Kinjutsu Rank: C-Rank (D-Rank blood each post) Class: Offensive/Supplementary Range: Self
Description: With a flourish and a grin, Arikiko creates a shell around his body of fire release, fueling it with his life force so that it doesn't scorch his skin or his clothing. Now this has a few special effects. The first is the most obvious and it's that anyone that comes within three feet of Arikiko is dealt a D-Rank of burning physical damage each post as the flames lick at their body. The true power of this technique however is that the flames mask his movements causing reaction tiers to go up by one rank in requirements to dodge his attacks. (The flames almost look like a long coat with flared tails). If this is used in conjunction with March Hare: Invitation any attacks with the weapon are even harder to notice, requiring an additional rank of reaction, or a movement slowing dojutsu, in addition to the base bonus.
Name: March Hare: Bunny Hop Classification: Taijutsu Rank: D-Rank Class: Offensive/Supplementary Range: Short
Description: A basic technique that Arikiko uses to disengage from opponents or knock them back. He simply jumps into the air, plants his feet on their shoulders or chest and immediately pushes off, throwing himself backwards and pushing his opponent away and knocking them off balance. This doesn't deal any damage however if the opponent doesn't have a balancing technique or strength equal to Arikiko's own they are slammed into the ground taking damage equal to Arikiko's strength while he flies backwards a number of feet equal to five for each tier. (Starting at D, max of 35 at SSS strength)
Name: March Hare: Under the Tablecloth Classification: Kenjutsu/Taijutsu Rank: D-Rank Class: Offensive/Supplementary Range: Short
Description: With a quick feint on the opponent, requiring reactions tiers equal to Arikiko's speed, muscle tension or a movement slowing dojutsu, Arikiko suddenly leaps forwards and rolls between his opponents legs. If they are feinted then they require speed one above Arikiko's own to dodge the rapid strikes that come afterwards, slicing the hamstrings of the opponent. If this happens, blocked by defense equal to strength, the opponent's legs become useless and they tumble to the ground. (Can only be used on opponents Medium(S) and larger. Minimum is at least one foot taller than Arikiko himself.)
Name: March Hare: Sliced Cake Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short
Description: Arikiko's take on the Strike of Disgrace does not in fact target the opponent's main mass. No rather this attack strikes straight at the eyes of the opponent, feinting with a long upwards speed (Reaction equal to Arikiko's speed to notice) and ending with a sudden horizontal flick causing the tip of his sword to slice the opponent's eyes rendering them useless. Due to how weak the eyes are it requires defense one above Arikiko's strength to resist the damage.
Name: March Hare: Collecting Eggs Classification: Kenjutsu Rank: B-Rank Class: Offensive Range: Short
Description: Occasionally Arikiko needs some breathing space or to stick it to one of his opponents in a particularly grim way. On that note with this technique he delivers a sudden high speed slash, dropping one rank of damage for one rank of speed and requiring reaction tiers equal to one below his speed to dodge, straight to the opponent's crotch. This is targeted specifically, at males at least, to the testicles and unless they have defense tiers one above the damage they lose that part of their body, being wracked with horrendous pain. This will cause them to collapse unless they possess endurance or barrier tiers of two ranks above the damage taken and prevents males from having children.
Against females this just deals damage and causes them extreme pain if they try to perform sexual intercourse with any partner without having their crotch healed by a medical jutsu specifically dealing with genitals of a rank equal to the damage taken or higher.
- Cheshire's Claw:
Name: Cheshire's Claw: Cat's Paw Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short-Mid
Description: The most basic technique of the Cheshire line, Arikiko flicks his left hand out in a fashion similar to a slap although a series of wires slid out of his hand and slash across the area in front of him. This doesn't deal much damage, two ranks below Arikiko's strength but it moves at speed one above his strength and every time the opponent gets hit they start losing a D-Rank of blood each post (Total) from the cuts, that is cumulative with additional hits.
Cross Reference: Sucker Slap - When a successful Sucker Slap is used before Cat's Paw, the stunning effect of the sudden slap causes the person struck to be unable to dodge Cat's Paw when it tears into them.
Name: Cheshire's Claw: Feline's Trap Classification: Kenjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Ten foot radius AoE
Description: This technique starts with Arikiko crouching down onto the ground with his left hand planted flat on it. Wires extend from his palm through the ground around him unnoticeable unless one possesses chakra sight that can pierce surfaces, X-Ray vision or vibration sensory of B-Rank or hiher. When anyone steps into the radius, Arikiko pushes his palm into the ground violently, causing the earth to surge up around him, the wires slicing and binding people's ankles. They move at speeds one below his strength but require reaction tiers one rank above Arikiko's strength to dodge and equal rank if they have been noticed due to not knowing when they will leap up. If the opponent does not possess defense tiers equal to Arikiko's strength then the wires slice into the ankles and Achilles tendon causing the feet to become useless and the opponent to fall down.
Name: Cheshire's Claw: Grin Big Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Short-mid
Description: People just don't seem to smile enough, Arikiko aims to end this problem by swinging his left hand, flicking his wrist to send one of the wires of Chromia straight through the opponent's cheeks. Due to the stealthed nature of the wires this requires reaction tiers two ranks above Arikiko's strength to see (it moves at speeds equal to his strength) however it deals only C-Rank damage if not blocked with defense equal to his strength. If it isn't blocked then it slices through both cheeks creating a large gory grin and causing the opponent to lose a C-Rank of blood each post (total).
Name: Cheshire's Claw: Wicked Barbs Classification: Kenjutsu Rank: D-Rank Class: Offensive Range: Short-Mid
Description: The usual opener to a lot of Arikiko's chains, he extends Chromia's wires from his hand, letting them trail on the ground before leaping into multiple aerial rotations the wires flying out to carve up opponents. There are three swings to this, each faster than the last but dealing less damage. (One rank below, equal, one rank above (strength or speed)) and require equal rank reaction tiers to dodge, to strength or speed. However the first one deals equal rank damage, the second one deals one rank below but slices the clothing of the opponent forcing them to spend a post ditching it and the last causes the opponent to lose a C-Rank of blood each post (total).
Cross Reference: Bunny Hop - When Bunny Hop is used before Wicked Barbs one of two additional effects can occur. If the opponent managed to tense themselves and not be knocked prone then the wires count as moving one rank faster due to the boost in momentum from the hop. If the opponent was slammed into the ground however then they are unable to dodge Wicked Barbs unless they possess an underground movement technique or a technique which allows them to move whilst in a prone position.
Cross Reference: Whirlyblade - Upon an opponent dodging whirlyblade by moving upwards or with an air movement technique, Arikiko can jump straight into Wicked Barbs at a frightening pace. This forces the opponent to use an air movement technique and have a speed one above what they used to dodge Whirlyblade to avoid the wiry follow up.
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| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Dead Rage (Jutsu Thread) 5th December 2014, 6:32 pm | |
| Approved *********************** - Indra T. Erlang:
- Roark Hokkai:
- Amara Jiko:
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 15th December 2014, 2:33 pm | |
| - Manxome Fist:
Name: Manxome Fist - Claws that Catch Classification: Kintaijutsu Rank: C-Rank (D-Rank blood per strike) Class: Offensive Range: Close
Description: The most basic technique of this line, Arikiko activates it simply by pouring his life force into his hands when he swings them. Rather than swinging them as fists however he lashes out as though he had claws. The life force then manifests around his hand as a series of dark purple claws laced through with streaks of red. This increases the range of his Taijutsu by two ranks when he uses it and also causes any of his strikes to deal an additional damage count of C-Rank spiritual. In addition rather than dealing blunt force, if this technique is used his Taijutsu cuts instead.
Name: Manxome Fist - The Beast that Poisons Classification: Kintaijutsu Rank: C-Rank (C-Rank blood price) Class: Offensive Range: N/A
Description: This technique is actually an add-on to any of the close combat techniques of the Manxome Fist line. By pumping additional life force into his strikes, he doesn't increase the damage but instead causes his own life force to become highly toxic to anyone else that he strikes. Whenever he hits an opponent with one of his Manxome Fist strikes, they are injected with his life force that deals a C-Rank of spiritual damage each post (Total) until it can be removed with a Medical Kinjutsu equal to the rank of the technique used alongside this one.
Name: Manxome Fist - Jaws of the Creature Cold Classification: Kintaijutsu Rank: B-Rank (C-Rank blood) Class: Offensive Range: Short
Description: A more powerful close combat strike, Arikiko feeds his life force into his hands causing it to become so dense that it appears as a long serpentine neck of purple energy with a set of vicious jaws at the end where his hand is. He then swings his hand out causing the large purple 'creature' to launch forwards and clamp down onto the opponent. This deals B-Rank spiritual damage and if it manages to hit it stays for a post, allowing Arikiko to utilise his strength to pull with the creature. (Moves at speeds equal to Arikiko's own or his strength. Can be destroyed with B-Rank natural or spiritual techniques or A-Rank physical or chakra. Has strength equal to Arikiko's own).
Name: Manxome Fist - Vorpal Sword Classification: Kintaijutsu Rank: S-Rank (S-Rank blood price) Class: Offensive Range: Short
Description:By channeling a large amount of his life force into his arm or his leg, Arikiko causes the life force to manifest into a large purple 'blade' over the limb. This blade actually hums with energy and latent power. When swung it amplifies one of Arikiko's strikes causing it to cut rather than deal blunt force and deal an additional SS-Rank of spiritual damage when it cuts through an opponent. There is a secondary effect however as if someone doesn't have A-Rank or higher endurance or chakra tiers they start to be bled and torn apart from the inside out by the life force taking an additional C-Rank of spiritual cutting damage every post to their insides.
Name: Manxome Fist - Eye of the Bandersnatch Classification: Kinjutsu/Fuinjutsu Rank: B-Rank (C-Rank blood price per activation) Class: Supplementary Range: Self
Description: This technique when first placed takes three days (OOC) to actually set, during that time appearing like a large ragged wound around the eye that is vaguely translucent allowing one to see the actual unharmed skin underneath. Once this is set it can then be activated by spending a C-Rank of blood to bring it to life, causing Arikiko's eye to turn solid black surrounded by what appears to be a large dark red heart. With this activated (It lasts for 4 of Arikiko's posts) he is given a Life Force sensory of B-Rank level allowing him to see through concealment techniques if they do not suppress or hide the user's life force and those of B-Rank and lower if they do.
Name: Manxome Fist - Fear of the Unknown Classification: Kinjutsu Rank: B-Rank (C-Rank blood) Class: Supplementary Range: 120 foot radius
Description: Exuding his life force into the air around him, Arikiko covers his surroundings with an odd purple fog that is translucent, silhouettes able to be seen through it but no actual detail. This being made of his life force means that it blocks that sight entirely due to the fact that Arikiko's life force is the exact same as that of the fog. The true effect of this however is that anyone not truly introduced to Arikiko's blood either through a transfusion or ingestion will experience pain and a fair amount of damage as the fog eats away at their skin. The pain is equal to an A-Rank however the damage is only a C-Rank per post in the fog(Total) and it only stops after the mist is dispersed with an A-Rank chakra or physical based dispersal technique or a B-Rank spiritual or natural based dispersal technique.
Name: Manxome Fist - Fearsome Foe Classification: Kintaijutsu Rank: SS-Rank (SS-Rank blood) Class: Supplementary/Offensive Range: Self
Description: Upon activation of this technique, the user is coated for a moment in a horrific reddish black energy before it fades away, leaving the user surrounded with something almost resembling the skeleton of a beast. Claws of the energy cover the fingers and arms, spikes sticking out along the forearms. A terrifying, skeletal visage covers the user's head, his teeth sharpening and his eyes glowing bright silver under the skull. A pair of tattered wings spread from the user's back and scales coat the chest, stomach and neck. What this does first of all is enhance the user causing their tiers to go up to Samurai level and their Taijutsu to deal hybrid Physical+Spiritual damage. Secondly any bite of the user deals pure spiritual damage one rank below their strength. The last thing it does is inspire fear, driving this fear into the soul itself, creating the emotion within the target. If a victim possesses any fear of the user already it is massively enhanced causing their fear limit to drop by 6, if it is fully depleted or depleted by this technique they suffer a 1 rank drop to their techniques.. This technique is enhanced however if the user has taken at least an S-Rank of damage over the course of the topic before activation. The energy turns purely black, the eyes golden and the user's tiers go up to past Samurai levels, if SS damage has been taken then all opponent's fear limits are reduced by 12 rather than 6 and if their fear limit is depleted their jutsu are dropped by two ranks rather than just one.
Name: Manxome Fist - Lair of the Nightmare Classification: Kinjutsu Rank: S-Rank (S-Rank blood) Class: Offensive/Supplementary Range: AoE
Description: Focusing the user's inner bloodlust and their wish to kill and then expanding on it with their life force, they can force out this horrific aura to surround their body. This aura appears like a brackish, deep grey smoke that rolls along the ground before rising slowly, not obscuring sight but it does obscure the user's spiritual signature as the aura is made of their very life force. When this is active however, it exerts the user's rage upon the opponent, if they do not have courage and blood lust equivalent to the users or SS-Rank barrier tiers then they will find themselves trying to escape the mist as quickly as possible, running in terror to get out. Even during this or if they do stay within the mist, murmurs and rage will gnaw at their sanity, reducing their sanity limit by 5 every post, not total, they remain within the mist. This doubles if the victim becomes scared of the user. When the victim's sanity limit is fully reduced, if they are not scared of the user and retain blood thirst equivalent to his own then they suffer an uncontrollable berserker rage effect, targeting the user of this technique, otherwise they will attempt to flee the mist, all of their jutsu dropping by two ranks as they do so. If this is used alongside Fearsome Foe then the user will deal an extra A-Rank of mental damage each strike, the fear and pain eating away at the opponent's mental fortitude.
- Summoning:
Name: Through the Looking Glass (Signature) Classification: Fuinjutsu/Kinjutsu Rank: S-Rank (A-Rank blood price) Class: Supplementary/Defensive Range: Close
Description: An odd technique made through a modified use of the Vanir Reverse Summoning Technique that allows the user to actually travel between two different realms. First the user cuts their palm and places it on the ground causing a large circle to appear around them. The edge of this circle glows gold and just inside four symbols appear, a heart, a spade, a diamond and a club, glowing red, black, white and blue respectively. The entire circle and all standing on it, depending on the user's rank, then flips over at Blinding Light speeds, the section of ground actually reversing itself. What this does however is transport the user and company to the Summoning Realm, depositing them off perfectly safe although in an entirely random part of the realm. This can also be used to transport people from the Summoning Realm to the Mortal Realm, although once more in a random location.
Rank of User - No. Able to transport safely D - 1 C - 2 B - 3 A - 4 S - 5
- Chess:
Name: Reveal the Board (Signature) Classification: Barrier Kinjutsu Rank: A-Rank Class: Supplementary Range: 200 feet squared
Description: This technique is activated with Arikiko crouching down on the ground and placing his hand on it. Coursing his chakra into the ground it spreads out through the earth and forms into a series of squares under the surface. After rising to his feet and either making a dramatic gesture or a few words the board rises up appearing through the ground as a series of black and white squares. These squares are twenty feet by twenty feet but when touched by a normal person are entirely tangible but do absolutely nothing when touched. Once activated however this requires an A-Rank unsealing technique specifically designed to deal with area of effect fuinjutsu to dispel and once activated allows the usage of the Chess Pieces. With the Chess Pieces summoned the user is only able to move so many each post depending on their rank. Multiple movements are not allowed to be used on the same piece.
Rank of User - No of Chess Pieces Able to be Moved Per Post D - 1 C - 3 B - 5 A - 7 S - 10
Name: Chess Piece Summoning - Pawn Classification: Barrier Kinjutsu/Energy Tech Rank: C-Rank (D-Rank blood, D-Rank chakra) Class: Offensive/Defensive/Supplementary Range: N/A
Description: Spilling a small amount of blood and chakra onto the chessboard the user creates the most basic of the Chess Pieces; the Pawn. The pawn has very limited movement, the first movement it has after it is summoned it can move two square forwards only. After that it is only able to move one square each post. Due to its restricted movements however it has managed to retain a large amount of power having B-Rank tiers (Speed, strength, endurance, defense). However this pawn is only able to attack opponents in the three squares in front of them, to the forward left and to the forward right. The pawn itself is twelve foot tall and wields a large spear. To destroy this piece it requires an accumulated A-Rank of chakra or physical damage or B-Rank spiritual or natural. (Only 10 pawns can be summoned) - 1 Enhancement Slot
Name: Chess Piece Summoning - Bishop Classification: Barrier Kinjutsu/Energy Tech Rank: B-Rank (C-Rank blood, C-Rank chakra) Class: Offensive/Defensive/Supplementary Range: N/A
Description: Spilling a large portion of their blood and chakra onto the board, the user summons the next type of Chess Piece, that being the bishop. The Bishop is twelve foot tall and wields a large bo-staff of either marble or onyx depending on the side it is played on. The Bishop is only able to move in diagonal squares and as many as it pleases of course only in one direction each post. The bishop is a powerful defensive and harassment fighter wielding A-Rank speed with S-Rank Endurance and Defense but it only has C-Rank strength. This of course can only attack opponents within diagonals of it and is destroyed by an accumulated S-Rank of chakra or physical damage or A-Rank of spiritual or natural. (Only 2 can be summoned) - 3 Enhancement Slots
Name: Chess Piece Summoning - Knight Classification: Barrier Kinjutsu/Energy Tech Rank: B-Rank (C-Rank blood, C-Rank chakra) Class: Offensive/Defensive/Supplementary Range: N/A
Description: Once more the user soaks their life force and their chakra into the chessboard causing it to activate and summon forth another of the warriors. This one stands at fifteen feet tall and rather than being mounted on a horse as is usual it looks like a heavily plated warrior armed with a longsword and tower shield. When forced to move it actually jumps to its location. The Knight can move 3 squares total in an L shape only. The Knight is very quick but not very tough, having S-Rank strength and speed but only C-Rank endurance and defense. It dies after taking A-Rank physical or chakra damage or B-Rank spiritual or natural damage. (Can only summon 2) - 3 Enhancement Slots.
Name: Chess Piece Summoning - Rook Classification: Barrier Kinjutsu/Energy Tech Rank: A-Rank (B-Rank blood, B-Rank chakra) Class: Offensive/Defensive/Supplementary Range: N/A
Description: By adding more life force and chakra to the board the user summons the next most powerful unit to the chessboard; the Rook. The rook is a twenty foot tall tower shaped warrior that appears to be made entirely of either marble or onyx. It attacks through a gargantuan hammer that it wields on a hinge on its side and can swing with ludicrous power. The Rook has S-Rank strength tiers, B-Rank speed, S-Rank endurance and SS-Rank defense and is able to move as many squares as it wants either straight ahead or straight to the side. This unit requires accumulated damage equal to S-Rank chakra or physical or A-Rank spiritual or mental in order to destroy. (Only 2 can be summoned) - 5 Enhancement Slots
Name: Chess Piece Summoning - Queen Classification: Barrier Kinjutsu/Energy Tech Rank: S-Rank (S-Rank blood, S-Rank chakra) Class: Offensive/Defensive/Supplementary Range: N/A
Description: Due to the power of the Queen this requires more blood and chakra than normally would be taken from the user in order to activate. Once it is however the most powerful combat unit is activated. This appears like a ten foot tall armoured female wielding a pair of large curved swords. The Queen is incredibly powerful with SS-Rank speed and strength tiers and S-Rank defense and endurance and can move as many squares as it wishes in any direction. In order to destroy this unit it requires SS-Rank physical or chakra damage or S-Rank spiritual or natural damage. (Only 1 can be summoned) - 9 Enhancement Slots.
- Miscellaneous Techniques:
Name: Desecration Drive - Hide the Blood Classification: Kinjutsu Rank: B-Rank (Blood Price Varies) Class: Supplementary Range: N/A
Description: Dead Mode is an odd thing, able to be sensed by both mental and chakra based sensories, Desecration Drive changed that to chakra and spiritual. However Arikiko realised that everyone has chakra sight in some manner of speaking! Thus he had to find a way to get around that and he worked it out that if he forces more of his life force into the Desecration Drive he can shift the focus of the attacks to make them even more difficult to notice. With this and by spending more blood with each Desecration Drive technique he uses he can change the sensory needed to only Life Force or Spiritual sensory of a B-Rank level or higher being utterly invisible otherwise. The blood price needed for the technique is increased by another rank (So A-Rank blood price would become S-Rank) and if it doesn't have a blood price it will gain a blood price equal to one below the rank of the technique in question.
- Manifestation:
Name: Vanir Summoning Arts - Manifestation Classification: Fighting Style (Only usable by Vanir) Rank: A-Rank Class: N/A Range: N/A
Description: Vanir are odd in that they are able to summon non-sapient objects and creations to do their bidding. These creations are of course nowhere nearly as powerful as a true summon as they lack their own will or the ability to use techniques, most of the time. These constructs have a set purpose and effect and that is that. However a Vanir skilled in the arts of their summoning can learn to greater focus their skill into giving physical, non-sapient but not non-sentient life to aspects of themselves. This could be anything from their emotions to even parts of their personality or fears, bringing it into the world with a physical form. These ones are generally more powerful however due to the personal link to the Vanir but the destruction of these constructs can be dangerous.
Name: Manifestation Art - Sliver of the Soul Classification: Energy Tech/Fuinjutsu Rank: S-Rank (S-Rank chakra, fatigue, blood upon training) Class: Passive Range: Long/AoE
Description: Requires Manifestation. This technique is odd in that once trained it becomes passive but not always present. When trained the user chooses first of all; Physical or Mental. This has no change on the Sliver's appearance however it does choose as to what kind of peril the user has to be in to activate their Sliver. If Physical is chosen, extreme damage to the body, blood loss or extreme fatigue/chakra drain will trigger the Sliver arriving. Mental shows up at the advent of high levels of mental damage, extreme emotional turmoil or phobia levels of fear. The Sliver of the soul is entirely dependent on the wielder however Physical Slivers are generally more outwards emotions; joy, grief, honour or terror and the Sliver generally fits the theme of the emotion it is manifesting. Mental Slivers are less noticeable emotions; depression, content, dislike or emptiness and once again the appearance matches the emotion that is being manifested. All Slivers have a few things in common. They have 3 tiers, user's choice, one at S-Rank, one at A-Rank and one at B-Rank. Physical Slivers can be detected only by normal sight, spiritual sensory and chakra sensory. Mental Slivers can only be detected by mental sensory, spiritual sensory and chakra sensory, although a Vanir can always see their own Slivers. Finally each Sliver has one Skill. This skill is much like the ability of a Living Weapon however it must match the type of Sliver and the theme of the emotion manifesting. After this technique is trained it can be trained again after one week OOC to gain the other type of Sliver however only one Sliver can be active at a time. Slivers are almost incomplete however, appearing very small, perhaps a foot tall at max and generally float around the user. They can appear as small humanoid entities or a variety of other things, generally lacking many humanoid traits.
Sliver Emotion - Sliver Tiers - [Name]'s Sliver Appearance - Sliver's Skill -
Name: Manifestation Art - Shard of the Soul Classification: Energy Tech/Fuinjutsu Rank: SS-Rank (SS-Rank chakra, fatigue and blood upon training) Class: Passive Range: Long/AoE
Description: Requires Manifestation. This technique is odd in that once trained it becomes passive but not always present. When trained the user chooses first of all; Physical or Mental. This has no change on the Shard's appearance however it does choose as to what kind of peril the user has to be in to activate their Shard. If Physical is chosen, extreme damage to the body, blood loss or extreme fatigue/chakra drain will trigger the Shard arriving. Mental shows up at the advent of high levels of mental damage, extreme emotional turmoil or phobia levels of fear. The Shard of the soul is entirely dependent on the wielder however Physical Shards are generally more outwards emotions; joy, grief, honour or terror and the Shard generally fits the theme of the emotion it is manifesting. Mental Shards are less noticeable emotions; depression, content, dislike or emptiness and once again the appearance matches the emotion that is being manifested. All Shards have a few things in common. They have 3 tiers, user's choice, one at SS-Rank, one at S-Rank and one at A-Rank. Physical Shards can be detected only by normal sight, spiritual sensory and chakra sensory. Mental Shards can only be detected by mental sensory, spiritual sensory and chakra sensory, although a Vanir can always see their own Shards. Finally each Shard has two Skills. These skills are much like the abilities of a Living Weapon however they must match the type of Shard and the theme of the emotion manifesting. After this technique is trained it can be trained again after one week OOC to gain the other type of Shard however only one Shard can be active at a time. Shards are much more complete than Slivers, they are generally around the height of a child and may have a variety of supernatural features, such as wings, horns, they may even not look like a human, instead being covered in chains or armour or have animalistic traits.
Shard Emotion - Shard Tiers - [Name]'s Shard Appearance - Shard Skill - Shard Skill -
Name: Manifestation Art - Aspect of the Soul Classification: Energy Tech/Fuinjutsu Rank: SSS-Rank (SSS-Rank chakra, fatigue and blood upon training) Class: Passive Range: Long/AoE
Description: Requires Manifestation. This technique is odd in that once trained it becomes passive but not always present. When trained the user chooses first of all; Physical or Mental. This has no change on the Aspect's appearance however it does choose as to what kind of peril the user has to be in to activate their Aspect. If Physical is chosen, extreme damage to the body, blood loss or extreme fatigue/chakra drain will trigger the Aspect arriving. Mental shows up at the advent of high levels of mental damage, extreme emotional turmoil or phobia levels of fear. The Aspect of the soul is entirely dependent on the wielder however Physical Aspects are generally more outwards emotions; joy, grief, honour or terror and the Aspect generally fits the theme of the emotion it is manifesting. Mental Aspects are less noticeable emotions; depression, content, dislike or emptiness and once again the appearance matches the emotion that is being manifested. All Aspects have a few things in common. They have 3 tiers, user's choice, one at SSS-Rank, one at SS-Rank and one at S-Rank. Physical Aspects can be detected only by normal sight, spiritual sensory and chakra sensory. Mental Aspects can only be detected by mental sensory, spiritual sensory and chakra sensory, although a Vanir can always see their own Aspects. Finally each Aspect has three Skills. These skills are much like the abilities of a Living Weapon however they must match the type of Aspect and the theme of the emotion manifesting. After this technique is trained it can be trained again after one week OOC to gain the other type of Aspect however only one Aspect can be active at a time. Aspects are almost fully complete, they are adult humanoid in size, although some are a bit taller or shorter depending on the user and they are intricately detailed, some wearing heavy armour or wielding wings made out of light or something equivalent to that.
Aspect Emotion - Aspect Tiers - [Name]'s Aspect Appearance - Aspect Skill - Aspect Skill - Aspect Skill -
Name: Manifestation Art - Truth of the Soul Classification: Energy Tech/Fuinjutsu Rank: Z-Rank (One week OOC coma, 2 week IC coma upon earning) Class: Passive Range: Long/AoE
Description: The ultimate expression of summoning the emotion that sits closest to the soul. The user draws deep within themself, summoning not just a piece of an emotion, a piece of who they truly are but summoning what their soul truly is, what it undeniably has always been, that which cannot be changed... Summoning the Truth. Upon earning this technique, the user's innermost personality trait is summoned and they must choose what type of power this emotion takes; Light, Dark or Hidden. Any emotion can be any one of these depending on how it is portrayed however what this changes is the powers of the Truth. Light Truths are heavily focused on defending the physical realm, they pulse with an ethereal flame or an inner light that shines out of them in soft waves like that of a heartbeat. A Light Truth wields three tiers of the user's choice at SSS-Rank however they only possess three skills that only follow the theme of the emotion now, widening the opportunities. Dark Truths focus heavily on the destruction of the mind and corruption of the body, destroying slowly, crushing hope. Dark Truths have three tiers as normal, one at SSS, one at SS, one at S however it has four skills, two of them focusing on the physical, two of them focusing on the mental or spiritual level and also following the theme of the emotion that it is linked to. A Dark Truth's appearance is changed ever so slightly as it leaks black smoke or is shrouded in a thin layer of darkness, filming around it, lashing at the air. Lastly are Hidden Truths. Hidden Truths seem to have no odd change to their appearance however when they are in combat, they unleash an eerie howl that echoes across the battlefield, affecting even those that are deaf, either that or their eyes glow brightly, shining like torches. Hidden Truths have two tiers, both at SS rank however it has five skills. Three must be either physical, spiritual or mental, the other two can be either of the two that weren't chosen. The activation sequence of a Truth is simply entering battle against an opponent of a rank one below the user and higher, the Truth appearing at the Vanir's side to aid them in combat. This is the other thing about Truths, unless they have a Skill focusing around it, they cannot hide. Every type of sensory can pick up the Truth, appearing as a glaring beacon to all of them. A Truth is complete, they can appear as absolutely anything as long as their appearance follows the emotion they are manifesting from.
Truth Emotion - Truth Tiers - [Name]'s Truth Appearance - Truth Skill - Truth Skill - Truth Skill - Truth Skill (Dark/Hidden) - Truth Skill (Hidden) -
Last edited by Blade on 2nd May 2016, 5:37 pm; edited 4 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 14th December 2015, 11:40 am | |
| Fuck it, bump for approval. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| Subject: Re: Dead Rage (Jutsu Thread) 2nd May 2016, 4:34 pm | |
| - Manxome Line:
Claws That Catch: Approved
Beast that Poisons: Approved, Just keep in mind that it's only spiritual damage, and not any other effects
Jaws Of Creature Cold: Approved, just keep in mind that the creature can only travel about 15 feet from you before it you know, stops
Vorpal Sword: Consulted Vix on this one, Change the additional damage(internal) to C rank since your inital strike causes SS rank damage in comparison of your technique. Also since the internal Damage is cutting, please replace the eating the insides part with bleed out since it causes bleeding and not spiritual damage.
Bandersnatch: Approved
Fear of the Unknown: A rank pain, but C rank damage? Approved
Fearsome Foe: So the more damage you take before activating, the less damage the opponent does when it's activated? along with gaining higher tiers the more damage you take before hand? Remove the tier buffs, Also if you do want the damage reduction, please make it specific to the damage type done to you before activating if you want this technique approved. So say you get beat by a S rank Physical technique before activating, then only physical damage would be reduced by 1 rank, SS= 2 rank, etc.
Lair of the Nightmare: Brackish, deep grey smoke? lol Approved
Through the Looking Glass: Approved - Chess:
Reveal the board: Placing seals around the area instead of just coursing you chakra through the ground, that's how fuin work.
Chess Pieces: Again you would have to physically place these seals in the area for them to be functional at all.
If you however made these into Barrier Kinjutsu i would be fine with it.
- Misc.:
Hide the Blood: Approved
- Manifestation:
First of all, all these need a range on them, I would honestly just put Varies. Other then that I approve this line
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Dead Rage (Jutsu Thread) 2nd May 2016, 5:37 pm | |
| Edited. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| Subject: Re: Dead Rage (Jutsu Thread) 2nd May 2016, 5:45 pm | |
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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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