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| Hokkai Clan Jutsu | |
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| Subject: Hokkai Clan Jutsu 26th October 2013, 3:16 pm | |
| New Starter Passives - Spoiler:
Name: Enhanced Speed Classification: Taijutsu Rank: D-S Class: Passive Range: N/A Description: All Hokkai members have the ability when they are born to have improved speed. A special trait that can only be achieved through the Hokkai clans special training that cannot be reproduced or copied from anyone outside Hokkai clan. This requires a 1000 word training, starting from D to C rank speed and so on. This passive puts the emphasis of hard work, having the Hokkai member fully devote themselves.
Name: Instinct Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Hokkai have seen some who try and harness their inner beasts and those two steal the power from the beasts of the world, but unlike those two try and emulate a beasts power an Hokkai is an actual Beast. All Beasts possess instinct and one's instinct is intertwined with their mental state, members of the Hokkai Clan are unable to be affected by genjutsu add on's likewise they their genjutsu negate the genjutsu add on's of other opponents. Their genjutsu is pure and untainted as it should be and thus they are likewise unable to learn or use genjutsu add on's.
Name: Pack Mentality Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self & Varies
Description: A Hokkai is not part of a family, they are part of a Pack and can add members to that pack as they go through life, likewise they can remove members from their pack with death or by leaving the pack to become an Omega (Missing Nin) or an Alpha (when an Adult/having found a Mate). In order to mark someone as a pack member the Hokkai Member must bite them to transmit their mark. Once Marked however all of the members of the pack are able to sense each other and communicate with one another on a purely instinctual level, likewise emotions can be transmitted through the channel to allow the Pack Members to know the mental state of their pack to promote harmony. Members of a Hokkai Pack require half the post limit to train Combination Jutsu.
Name: Animal Translation Classification: Kinjutsu Rank: D Class: Passive Range: Varies Description: All Hokkai members have the ability to talk and translate animal language. This means that the Hokkai are able to speak and listen to animals talk. No matter what animal, they can talk and understand them.
Pet Starter Passives - Spoiler:
Name: Pecking Order Classification: Kinjutsu Rank: D Class: Passive Range: Self
Description: A Hokkai Clan members initial pet is linked to them very deeply and they are the Alpha among their pets, the following pet is the Beta after that comes the Gamma(s) which are the next 3 Pets and finally the Delta(s) which are the last 5 Pets. A Hokkai Clan member is able to communicate with their pet on a purely instinctual level even deeper than the Pack Bond allowing their pets to sense and feel emotions off of their owner even if they are miles apart. D-C Rank Pets can sense their owners as long as they are in the same Location either within the same topic or in another topic. B-A Pets can sense their owners as long as they are in the same Land either within the same topic, different topics or different locations. S-rank Pets can sense their owners as long as they are on the same continent either within the same topic, different topics, different locations & even different lands.
Name: Pet Ranking System Classification: Kinjutsu Rank: D-S Class: Passive Range: Self
Description: Hokkai Pets are the only beasts that are recognized by the shinobi system as part of an agreement between the Tetakage and the Clan 200 years ago. Because of this a Hokkai clan member's pet possesses their own forehead protector and go through their own examinations along with their owner completion of which grants them their own rank along with increases to their natural chakra pool. Likewise if their owner goes missing the pet has the option to stay in the village or likewise go missing nin with it's owner. Ranks D-Rank (Academy Student & Missing Nin) * Base Pet Chakra Pool According to Size. * Able to train 20 D-rank, 5 C-rank & 3 B-rank Jutsu Total * Primary Element Available
C-Rank (Genin, Missing Nin, Elite Genin) * +1 to Base Pet Chakra Pool * Able to train 30 D-rank, 20 C-rank, 5 B-rank, 3 A-rank Jutsu Total * Primary Element Available * Elite Genin have their Jutsu Limit Doubled
B-rank (Chunin, T. Jonin, Missing Nin, Chunin Instructor, Elite T. Jonin) * +2 to Base Pet Chakra Pool * Able to train 40 D-rank, 30 C-rank, 20 B-rank, 5 A-rank & 3 S-rank Jutsu Total * Secondary Element Available upon training 1000 Words * Chunin Instructors & Elite T. Jonin have their Jutsu Limit Doubled * Custom Sized Flak Jacket Given * Chunin Instructors are able to lead squads of A. S. pets (3 total)
A-rank (Jonin, Medical Nin, Hunter Nin, Elite Jonin, Missing Nin, S-Class H.) * +3 to Base Pet Chakra Pool * Able to train Unlimited D-ranks * Able to Train 40 C-rank, 30 B-rank, 20 A-rank, 5 S-rank & 3 SS-rank Jutsu Total * Tertiary Element Available upon training 2000 Words * Medical Nin are able to learn Medical Ninjutsu & Make Poisons * Hunter Nin are able to take Bounties * Jonin can take on squads of Genin rank pets (3 total) * Elite Jonin can take on squads of Chunin rank pets (3 total) * Elite Jonin & S-Class Hunter Jutsu Limit are doubled
S-rank (Combat Medical Nin, Sannin, Missing, Beta & Alpha) * +4 to Base Pet Chakra Pool * Able to train Unlimited D-C rank Jutsu * Able to Train 40 B-rank, 30 A-rank, 20 S-rank, 5 SS-rank Jutsu Total * Combat Medical Nin & Sannin can Train 1 SSS-rank Jutsu * Missing & Beta can Train 2 SSS-rank Jutsu * Alpha can Train 3 SSS-rank Jutsu * Sannin can take on squads of Jonin rank pets (3 total) * Combat M. Nin can take on squads of Medical Nin rank pets (3 total) * Beta can take on squads of Hunter Nin rank pets (3 total) * Alpha can take on squads of Elite Jonin, Combat Medical Nin, Sannin, S-Class Hunter Nin & 1 Beta rank pet.
Note: There can only be a certain amount of ranked pets in the Hokkai Clan as they have a complex pack structure with one another similar to a Shinobi Village within the Hokkai Clan, likewise due to a deal with a Tetakage the Hokkai Clan is in charge of governing Ibaragakure Shinobi Pets. 1 Alpha & Beta 2 Combat Medical Nin 3 Sannin & S-Class Hunter Nin 4 Elite Jonin, Medical Nin & Hunter Nin 5 Jonin, Elite T. Jonin, Chunin Instructors 6 T. Jonin 7 Chunin 8 Elite Genin 9 Genin Unlimited Academy Students.
Clan Jutsu Hokkai Shinobi - Spoiler:
Name: Tsuga Classification: Taijutsu Rank: C-S rank Class: Supplementary Range: Self
Description: The user spins at a ferocious speed and delivers many powerful beast-like attacks when contact is made with the target drilling through them with intense force. The damage it can inflict on a human target can be extremely damaging, as it can readily tear through thick tree branches and chakra reinforced earth wall; all of which with a radius thicker than the user itself. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers.
Name: Tenga Classification: Taijutsu Rank: B-S rank Class: Offensive Range: Short-Mid
Description: The user is surrounded in a chakra shroud of their pets form and then begin to roll at a ferocious speed in a buzz-saw like shape, to deliver many powerful beast-like attacks when contact is made with the target. This technique can double as a shield as while rolling physical and chakra techniques bounce off of the buzz-saw if they are B-rank and below. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers.
Name: Roga Classification: Ninjutsu Rank: A-S Rank Class: Supplementary Range: Short-Long
Description: The advanced version of Tsuga in which the user outstretches their hands and feet while undergoing the rotation resulting an ultra-violent style vortex which shreds things even if they don't come in contact with it as long as they are within 5 feet of the vortex and leaves a trail after the user which stretches for 10 feet. This technique revolves around the user's tiers deals the users strength in damage as well as can pierce through defenses equal to the users strength. This techniques speed however is greatly enhanced allowing the user to move +2 to their speed tier but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking.
Name: Taiaga Classification: Kinjutsu Rank: A-S Rank (B-rank Blood Price) Class: Offensive Range: Short-Long
Description: The user's skin darkens in pigment before they spin rapidly in a deadly vortex which shreds apart defenses with ease and being very difficult to defend against while leaving a trail after the user which stretches for 20 feet. The Power of this technique revolves around the user's tiers drilling through objects +2 to the user's strength tiers while dealing damage equal to the user's strength tiers while moving and revolving at equal to the user's speed tiers. While revolving if met by A-rank and below techniques this technique drills through them without ceasing or slowing down
Name: Toga Classification: Kinjutsu Rank: S-SS Rank (A-rank Blood Price) Class: Offensive Range: Short-Long
Description: The combination version of Taiaga & Roga the vortex's trail which is usually the same size as the actual vortex instead enlarging like a tornado shredding apart anything that comes in contact with or is within 10 feet of the vortex's expanding trail (30 feet). This technique revolves around the user's tiers drilling through objects at +2 to the users strength, dealing damage equal to the users strength while moving at speeds equal to +2 to the user's speed.
Name: Kaiga Classification: Kinjutsu Rank: SS-SSS Rank (S-rank Blood Price) Class: Offensive Range: Short-Long
Description: The combination version of Taiaga, Tenga & Roga, the user's skin darkens as they begin to roll before spinning while rolling creating an X-patterned vortex which expands while moving through the air leaving a 40 foot long trail behind it. This technique revolves around the user's tiers drilling through objects at +2 to the users strength, dealing damage +1 to users strength while moving at speeds at +2 user's speed. While spinning this technique diverts techniques S-rank and below sending them flying at Blinding Light speeds in a direction parallel to the vortex's rotation as long as they don't hit it dead center. While revolving if met by S-rank and below techniques this technique drills through them without ceasing or slowing down.
Clan Jutsu Hokkai Pet - Spoiler:
Name: Dynamic Marking Classification: Taijutsu Rank: D Rank Class: Supplementary Range: Mid - Long
Description: This technique involves the pet urinating on a target, marking it with a strong odor that allows both it and its owner to easily track it by scent. Hokkai Pets are very skilled in this, being able to hit targets very accurately, and even multiple targets at once. If urine is not available other fluids with odors can be used such as sweat, perfume etc. This is a prerequisite for using Roga,Toga, Kaiga & their variations as the speed of the technique makes it impossible for the user to track targets by sight while using it. The urine can also be useful for temporarily blinding the target if it hits their eyes. This technique can also be performed while the pet and owner have transformed using Evolution Hybrid Transformation.
Name: Beast Human Clone Classification: Ninjutsu Rank: C-rank Class: Supplementary Range: Self
Description: A modification of the Transformation & Clone Technique which is unique to the Hokkai Clan. Once preformed the user looks like a human version of themselves, in most cases if they are the same gender as their owner they transform into a perfect copy of them otherwise they will look like a female or male version of the user unless they prefer to have a different appearance unique to them. This clone technique reverts the pet back to normal if they are knocked unconscious and while in this form the Pet is able to make hand seals and use the Hokkai Jutsu that they know.
Name: Primal Effect Classification: Ninjutsu Rank: B-rank (Banishing Strength Varies) Class: Supplementary Range: AOE
Description: The Pet releases a wave of chakra which spreads along the area moving at crashing ground speeds which forces Summons below the Pet's rank back into the summoning realm requiring the summoner to re-summon them back into the battle for an additional chakra price. Because of it's simplicity it can simply be reused as required making the utilization of summons on a Hokkai Member utter stupidity. D-rank Banish Small sized Summons C-rank Banish Humanoid sized Summons B-rank Banish Medium sized Summons A-rank Banish Large sized Summons S-rank Banish Colossus sized Summons Boss & Elder Summons can't be banished by this technique.
Name: Multiple Beast Human Clone Classification: Ninjutsu Rank: A-rank Class: Supplementary Range: Varies
Description: This technique produces multiple tangible clones of the user while they are using Beast Human Clone the number going by the Clone Limit. Each Clone shares the tiers of the original and is able to use the techniques of the original as they all share one chakra pool. However they are unable to sustain damage depending on the user's Defense/Endurance/Barrier as depending on that they can weather out more attacks however they are destroyed by an A-rank Hybrid & Spiritual technique each.
Name: Beast Running Classification: Ninjutsu Rank: A-rank Class: Supplementary Range: Varies
Description: The Pet rushes forward boosting their speeds to A-rank as they are coated in a shroud of their own chakra before smashing into an opponent consuming the victim in an explosion of elemental fury dealing A-rank damage.
Additional Beast Combinations - Spoiler:
Name: Evolved Beast Combination: Double Headed (Insert Animal) Classification: Combination Technique Rank: A-rank Class: Supplementary Range: Self
Description: A Combination Transformation where man and beast become a single entity, yet while the Evolution Hybrid Transformation embraced the human aspect of the merge this embraces the primal aspect of the merge. While in this form the user gains the tiers of their creature pet for the duration of the combination. Likewise each head thinks on its own and can act independently however both share the consciousness of both owner and pet allowing them to utilize techniques without the need for hand signs utilizing body movement and roaring making for powerful techniques while retaining the ability they obtain from Evolution Hybrid Transformation. The Fusion Beast is the size of a Medium(S) Creature
Name: Evolved Beast Combination: Triple Headed (Insert Animal) Classification: Combination Technique Rank: S-rank Class: Supplementary Range: Self
Description: A Combination Transformation where man and two beasts become a single entity, yet while the Evolution Hybrid Transformation embraced the human aspect of the merge this embraces the primal aspect of the merge. While in this form the user gains the tiers of both of their pets for the duration of the combination. Likewise each head thinks on its own and can act independently however all three share the consciousness of the trio of owner and pets allowing them to utilize techniques without the need for hand signs utilizing body movement and roaring making for powerful techniques while retaining the ability they obtain from the respective pets Evolution Hybrid Transformation. The Fusion Beast is the size of a Large(S) creature.
Name: Evolved Beast Combination: Hydra-Headed (Insert Animal) Classification: Combination Technique Rank: SSS-rank Class: Supplementary Range: Self
Description: A Combination Transformation where man and four beasts become a single entity, yet while the Evolution Hybrid Transformation embraced the human aspect of the merge this embraces the primal aspect of the merge to its highest point possible without sacrificing sentience. While in this form the user gains the tiers of all four of their pets for the duration of the combination. Likewise each head thinks on its own and can act independently however all five share the consciousness of the group of owner and pets allowing them to utilize techniques without the need for hand signs utilizing body movement and roaring making for powerful techniques while retaining the ability they obtain from the respective pets Evolution Hybrid Transformation making for a powerful monstrosity of bestial might. The Fusion Beast is the size of a Large (XL) creature.
Clan Combination Jutsu (Double Headed Beasts) - Spoiler:
Name: Gatsuga Classification: Combination Technique Rank: B-rank Class: Offensive Range: Short-Mid
Description: The user and their animal partner while in Beast Human Clone, spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Because there are two of them if an opponent is caught in between the two they are dealt double damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Gatenga Classification: Combination Technique Rank: A-rank Class: Offensive Range: Short-Mid
Description: The user and their animal partner roll at a ferocious speed in a buzz-saw like shape side by side, and deliver many powerful beast-like attacks when contact is made with the target. This technique can double as a shield as while rolling physical and chakra techniques bounce off of the buzz-saw if they are A-rank and below. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Since there are two of them if an opponent is hit by the two they are dealt double damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Garoga Classification: Combination Technique Rank: S-rank Class: Supplementary Range: Self
Description: The Hokkai Member and their pet transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Beast technique, and have their body spin in a violent assault against the enemy. The ultra-violent rotation creates a vacuum vortex in its surroundings, that tears the enemy apart even without touching them directly as long as they are within 10 feet of the rotation. The excessively high speed of the rotation strips the user of their field of vision, but marking the enemy beforehand makes it possible to tail them with the sense of smell. This technique revolves around the user's tiers and deals damage equal to +1 to the users strength as well as can pierce through defenses equal to +1 to the users strength. This techniques speed however is greatly enhanced allowing the user to move at speeds equal to +2 speed tier but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Gataiaga Classification: Combination Technique Rank: SS-Rank (B-rank Blood Price) Class: Offensive Range: Self
Description: The Hokkai Member and their pet transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Beast technique, and the user's skin/fur darkens in pigment before they spin rapidly in a deadly vortex which shreds apart defenses with ease and incredibly difficult to defend against. The Power of this technique revolves around the user's tiers drilling through objects equal to +2 to user's strength tiers while dealing damage equal to +1 to the user's strength tiers while moving and revolving at +1 to the user's speed tiers but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Gatoga Classification: Combination Technique Rank: SSS-Rank (A-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pet transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Beast technique, and spin rapidly the vortex's trail which is usually the same size as the actual vortex instead enlarging like a tornado shredding apart anything S-rank and below that comes in contact with or is within 20 feet of the vortex's expanding trail (30 feet). This technique revolves around the user's tiers drilling through objects equal to +2 to the users strength, dealing damage equal to +1 to the users strength while moving at speeds equal to +2 to the user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Gakaiga Classification: Kinjutsu Rank: SSS-Rank (S-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pet transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Double-Headed Beast technique, the user's skin darkens as they begin to roll before spinning while rolling creating an X-patterned vortex which expands while moving through the air leaving a 40 foot long trail behind it. This technique revolves around the user's tiers drilling through objects at +2 to the users strength, dealing damage +2 to users strength while moving at speeds at +2 user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking.. While spinning this technique diverts techniques SS-rank and below sending them flying at Blinding Light speeds in a direction parallel to the vortex's rotation as long as they don't hit it dead center. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Clan Combination Techniques (Triple Headed Beasts) - Spoiler:
Name: Tsutsuga Classification: Combination Technique Rank: A-rank Class: Offensive Range: Short-Mid
Description: The user and two animal partners while in Beast Human Clone, spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Because there are two of them if an opponent is caught in between the two they are dealt double damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Tsutenga Classification: Combination Technique Rank: S-rank Class: Offensive Range: Short-Mid
Description: The user and two animal partners roll at a ferocious speed in a buzz-saw like shape side by side, and deliver many powerful beast-like attacks when contact is made with the target. This technique can double as a shield as while rolling physical and chakra techniques bounce off of the buzz-saw if they are S-rank and below. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Since there are three of them if an opponent is hit by the three they are dealt triple damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Tsuroga Classification: Combination Technique Rank: SS-rank Class: Supplementary Range: Self
Description: The Hokkai Member and their pets transform into a single three-headed, gigantic animal thanks to the Human Beast Combination Transformation: Triple-Headed Beast technique, and have their body spin in a violent assault against the enemy. The ultra-violent rotation creates a vacuum vortex in its surroundings, that tears the enemy apart even without touching them directly as long as they are within 15 feet of the rotation. The excessively high speed of the rotation strips the user of their field of vision, but marking the enemy beforehand makes it possible to tail them with the sense of smell. This technique revolves around the user's tiers and deals damage equal to +2 to the users strength as well as can pierce through defenses equal to +1 to the users strength. This techniques speed however is greatly enhanced allowing the user to move at speeds equal to +2 speed tier but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Tsutaiaga Classification: Combination Technique Rank: SSS-Rank (B-rank Blood Price) Class: Offensive Range: Self
Description: The Hokkai Member and their pets transform into a single three-headed, gigantic animal thanks to the Human Beast Combination Transformation: Triple-Headed Beast technique, and the user's skin/fur darkens in pigment before they spin rapidly in a deadly vortex which shreds apart defenses with ease and incredibly difficult to defend against. The Power of this technique revolves around the user's tiers drilling through objects equal to +2 to user's strength tiers while dealing damage equal to +2 to the user's strength tiers while moving and revolving at +1 to the user's speed tiers. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Tsutoga Classification: Combination Technique Rank: SSS-Rank (A-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pets transform into a single three-headed, gigantic animal thanks to the Human Beast Combination Transformation: Triple-Headed Beast technique, and spin rapidly the vortex's trail which is usually the same size as the actual vortex instead enlarging like a tornado shredding apart anything SS-rank & below that comes in contact with or is within 30 feet of the vortex's expanding trail (30 feet). This technique revolves around the user's tiers drilling through objects equal to +2 to the users strength, dealing damage equal to +2 to the users strength while moving at speeds equal to +2 to the user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Tsukaiga Classification: Kinjutsu Rank: SSS-Rank (S-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pet transform into a single two-headed, gigantic animal thanks to the Human Beast Combination Transformation: Triple-Headed Beast technique, the user's skin darkens as they begin to roll before spinning while rolling creating an X-patterned vortex which expands while moving through the air leaving a 40 foot long trail behind it. This technique revolves around the user's tiers drilling through objects at +2 to the users strength, dealing damage +3 to users strength while moving at speeds at +2 user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. While spinning this technique diverts techniques SS-rank and below sending them flying at Blinding Light speeds in a direction parallel to the vortex's rotation as long as they don't hit it dead center. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Clan Combination Techniques (Hydra Headed Beasts) - Spoiler:
Name: Hotsuga Classification: Combination Technique Rank: A-rank Class: Offensive Range: Short-Mid
Description: The user and four animal partners while in Beast Human Clone, spin at a ferocious speed and deliver many powerful beast-like attacks when contact is made with the target. The force of this attack is strong enough to drill through stone. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Because there are five of them if an opponent is caught in between all five they are dealt quintuple damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Hotenga Classification: Combination Technique Rank: S-rank Class: Offensive Range: Short-Mid
Description: The user and four animal partners roll at a ferocious speed in a buzz-saw like shape side by side, and deliver many powerful beast-like attacks when contact is made with the target. This technique can double as a shield as while rolling physical and chakra techniques bounce off of the buzz-saw if they are S-rank and below. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers. Since there are five of them if an opponent is hit by all five they are dealt quintuple damage (equal to strength tier) as their body is shred apart by the twisting vortexes.
Name: Horoga Classification: Combination Technique Rank: SS-rank Class: Supplementary Range: Self
Description: The Hokkai Member and their pets transform into a single five-headed, gigantic animal thanks to the Human Beast Combination Transformation: Hydra-Headed Beast technique, and have their body spin in a violent assault against the enemy. The ultra-violent rotation creates a vacuum vortex in its surroundings, that tears the enemy apart even without touching them directly as long as they are within 25 feet of the rotation. The excessively high speed of the rotation strips the user of their field of vision, but marking the enemy beforehand makes it possible to tail them with the sense of smell. This technique revolves around the user's tiers and deals damage equal to +4 to the users strength as well as can pierce through defenses equal to +1 to the users strength. This techniques speed however is greatly enhanced allowing the user to move at speeds equal to +2 speed tier but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Hotaiaga Classification: Combination Technique Rank: SSS-Rank (B-rank Blood Price) Class: Offensive Range: Self
Description: The Hokkai Member and their pets transform into a single five-headed, gigantic animal thanks to the Human Beast Combination Transformation: Hydra-Headed Beast technique, and the user's skin/fur darkens in pigment before they spin rapidly in a deadly vortex which shreds apart defenses with ease and incredibly difficult to defend against. The Power of this technique revolves around the user's tiers drilling through objects equal to +2 to user's strength tiers while dealing damage equal to +4 to the user's strength tiers while moving and revolving at +1 to the user's speed tiers. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down while drilling through SSS-rank techniques while slowing down by 2-ranks. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Hotoga Classification: Combination Technique Rank: SSS-Rank (A-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pets transform into a single five-headed, gigantic animal thanks to the Human Beast Combination Transformation: Hydra-Headed Beast technique, and spin rapidly the vortex's trail which is usually the same size as the actual vortex instead enlarging like a tornado shredding apart anything SS-rank & below that comes in contact with or is within 30 feet of the vortex's expanding trail (50 feet). This technique revolves around the user's tiers drilling through objects equal to +2 to the users strength, dealing damage equal to +4 to the users strength while moving at speeds equal to +2 to the user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up.
Name: Hokaiga Classification: Kinjutsu Rank: SSS-Rank (S-rank Blood Price) Class: Offensive Range: Short-Long
Description: The Hokkai Member and their pet transform into a single five-headed, gigantic animal thanks to the Human Beast Combination Transformation: Hydra-Headed Beast technique, the user's skin darkens as they begin to roll before spinning while rolling creating an X-patterned vortex which expands while moving through the air leaving a 40 foot long trail behind it. This technique revolves around the user's tiers drilling through objects at +2 to the users strength, dealing damage +5 to users strength while moving at speeds at +2 user's speed but because of that this technique is hard to hit unless the enemy is already marked with Dynamic Marking. While spinning this technique diverts techniques SSS-rank and below sending them flying at Ripping Discord speeds in a direction parallel to the vortex's rotation as long as they don't hit it dead center. While revolving if met by SS-rank and below techniques this technique drills through them without ceasing or slowing down while drilling through SSS-rank and below techniques slowing down by 1-rank. Recoil Damage sustained is split evenly between members of the combination and is dealt to them upon splitting up. It is said that this technique can drill through even a Quintuple Rashomon Gate.
Last edited by Xander on 29th October 2013, 1:42 am; edited 2 times in total (Reason for editing : Corrections) |
| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Hokkai Clan Jutsu 26th October 2013, 4:22 pm | |
| New starter passives and pwt starter passives approved. Will proceed to look over the rest | |
| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Hokkai Clan Jutsu 26th October 2013, 5:42 pm | |
| I'm working on these by spoilers. Do the clan jutsu hokkai shinobi speed and strength have any caps to them? | |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 26th October 2013, 6:05 pm | |
| King & Wolf's Personal Techniques Hokkai Techniques - Spoiler:
Name: Pack Evolution Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: A Hokkai clan members pack are linked to them very deeply, the link varying upon the pets place in the pecking order. This link is so strong that as the Hokkai grow stronger, ranks up, the pet will also grow stronger, in the way of evolving. For every 1 rank up the Hokkai achieves, they receive two evolution tokens which can be spent on any of the Evolution Variations, to evolve any pet in their pack, these tokens can be saved. For every 1 rank up the pet achieves, they receive 1 evolution token. Evolution Variations: Size: Pet's can grow up to 2 Sizes above their species max if they are not Giant
Requiring 1 token, the pet can grow to the next size up. If growing from Small to Medium, it requires 1 token, and when doing so the pet will start at Medium(S). If growing from Medium to Large, it requires 2 tokens, and when doing so the pet will start at Large (S). If growing from Large to Colossus, it requires 4 tokens, and when doing so the pet must already be Large(XL) If growing from Colossus to Titanic, it requires 8 tokens, and when doing so the pet must be a Giant variant if the original species is below Colossus in size while if normally colossus it can just be grown.
Elemental: Pets can have 3 Primary Elements, 2 Specialized Primary Elements or 1 Dual Combination Element in addition to their starter element if Enlightened. If not enlightened they can have 2 Primary Elements or 1 Specialized Primary Element.
For 1 token, a pet can gain one chakra nature of the 6 primary chakra natures. For 2 tokens a pet can gain one chakra nature of the 6 specialized chakra natures. For 3 tokens, a pet can gain one chakra nature of dual combination chakra natures.
Unique: A Pet can either be an Enlightened or a Giant however the Hokkai Clan Head's Alpha Pet is allowed to be both. For 5 tokens, a pet can evolve into an enlightened pet. For 5 tokens, a pet can evolve into a giant variant if small then it grows to Medium (S), if medium it grows to its respective Large size (S, M, L & XL). if Large it grows to Colossus.
[/spoiler] Eight Gates of the King - Spoiler:
Name: Eight Gates of the King - Gate of Healing Classification: Kinjutsu Rank: C-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the second of the Eight Gates receiving a boost in strength to C-rank while boosting the duration of his gate techniques by +4. In addition unique to this gate his body feels temporarily re-energized ignoring any potential damage for 2 posts before his body regains its senses causing him to feel the pain if he was attacked in that time frame.
Name: Eight Gates of the King - Gate of Life Classification: Kinjutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the Third of the Eight Gates which causes increased blood flow in their body turning their skin red and boosting their speed up to B-rank. An additional effect however is that once the time limits ends the user is extremely weakened causing their endurance and strength to become half as much as usual.
Name: Eight Gates of the King - Gate of Pain Classification: Kinjutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the Fourth of the Eight Gates which causes increased blood flow in their body boosting their reaction speed as well as causing them to feel intense pain in their body as long as the technique is in effect. An additional effect however is that it lowers the post duration that the Gate techniques possess by -2 upon activation.
Name: Eight Gates of the King - Gate of Limit Classification: Kinjutsu Rank: A-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the Fifth of the Eight Gates which causes them to receive A-rank speed as well as cause their pupils to disappear completely their eyes turning pure white. An additional effect of this gate is that after it is used the user is extremely fatigued causing their speed to become half as much as usual once the technique ends.
Name: Eight Gates of the King - Gate of View Classification: Kinjutsu Rank: A-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the Sixth of the Eight Gates which causes them to receive S-rank speed. It is common for vortexes of moisture to form around the user after this gate is opened simply to attest the amount of chakra released from the user's body.
Name: Eight Gates of the King - Gate of View Classification: Kinjutsu Rank: S-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the Seventh of the Eight Gates which causes them to receive S-rank strength. Those who open this gate will pour glowing green sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a green chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibers are ripped to shreds, causing intense pain if anything or anyone touches them.
Name: Eight Gates of the King - Gate of Death Classification: Kinjutsu Rank: S-rank Class: Offensive/Supplementary Range: Self
Description: This is King's unique spin on the common technique and he has refined his usage of the Eight Gates to increase the duration at the sacrifice of the raw power the gates bring, mainly because of how he uses them. The user opens the last of the Eight Gates which causes them to receive SS-rank strength, speed and Defense. It makes the heart pump at maximum power and exceeds the power of every other gate, the green aura that surrounded their body in the Seventh Gate turns a blood red as the user's body is torn up by the technique mixing their pain with power as their blood mingles fully with their chakra. Opening this gate assures the user's death shortly after which occurs after the gate time limit runs out however one can cling to life for the duration of the topic as long as they don't run out of fatigue. Exiting the topic, and running out of fatigue results in death that extra time mainly used to say some cool death quote and reminisce about life & being with Wolf before King dies. However due to the benefits this gate offers it makes the user into an unstoppable killing machine thus outweighing the eventual death of the user.
Eight Gates of the Wolf - Spoiler:
Name: Eight Gates of the Wolf - Gate of View Classification: Kinjutsu Rank: A Class: Supplementary Range: Self
Description: When used she gains the ability to utilize Psionic Release chakra. However she lacks the usual transformations power and can only remain in this state for a short period of time before sustaining intense strain from releasing her usually kept back power. While in this gate she obtains S-rank Speed & Barrier Tiers, A-rank Reaction & Strength Tiers and A-rank Defense & Endurance Tiers in addition vortexes comprised of her black aura reminiscent of Stygian Mode swirl around her body.
Name: Eight Gates of the Wolf - Gate of Wonder Classification: Kinjutsu Rank: A Class: Supplementary Range: Self
Description: When used she gains the ability to utilize Psionic Release chakra. However she lacks the usual transformations power and can only remain in this state for a short period of time before sustaining intense strain from releasing her usually kept back power. While in this gate she obtains S-rank Speed & Barrier Tiers, S-rank Reaction & Strength Tiers and A-rank Defense & Endurance Tiers in addition she is coated in a crimson aura which emanates from her body.
Name: Eight Gates of the Wolf - Gate of Death Classification: Kinjutsu Rank: SS Class: Supplementary Range: Self
Description: When used she gains the ability to utilize Psionic Release chakra & due to this being the Final Gate the ending of this triggers her Stygian Mode a burst of power erupting from her body with the transformation her muscle mass and size once again increasing this time to Medium (L). During this transformation her Nen Limit becomes available being completely filled to the max. While in this gate she obtains SS-rank Speed & Barrier Tiers, S-rank Reaction & Strength Tiers and A-rank Defense & Endurance Tiers in addition she is coated in a pulsating reddish-black aura which emanates from her body causing her to look like she is in Stygian Mode. Upon the conclusion of this technique she immediately enters Stygian Mode.
Eight Gates of the Wolf King - Spoiler:
Name: Eight Gates of the Wolf King - Gate of Healing Classification: Kinjutsu/Nen Tech Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains B-rank Speed & Barrier Tiers, B-rank Reaction & Strength Tiers and D-rank Defense & Endurance Tiers in addition his body becomes revitalized ignoring any potential damage for 2 posts before his body regains his senses causing him to feel the pain if he was attacked in that time frame.
Name: Eight Gates of the Wolf King - Gate of Life Classification: Kinjutsu/Nen Tech Rank: A-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains B-rank Speed & Barrier Tiers, B-rank Reaction & Strength Tiers and B-rank Defense & Endurance Tiers in addition his body becomes severely weakened when it ends Wolf King's natural tiers are quartered until he is able to be healed from the strain placed on his body.
Name: Eight Gates of the Wolf King - Gate of Pain Classification: Kinjutsu/Nen Tech Rank: A-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains A-rank Speed & Barrier Tiers, B-rank Reaction & Strength Tiers and B-rank Defense & Endurance Tiers in addition his body feels intense pain while this gate is activated and it lowers the gate activation time by -2.
Name: Eight Gates of the Wolf King - Gate of Limit Classification: Kinjutsu/Nen Tech Rank: S-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains A-rank Speed & Barrier Tiers, A-rank Reaction & Strength Tiers and B-rank Defense & Endurance Tiers in addition his body feels intensely strained upon the gate time limit running out causing her natural tiers to be reduced by -4 until she is healed from the strain her body was put through.
Name: Eight Gates of the Wolf King - Gate of View Classification: Kinjutsu/Nen Tech Rank: S-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains A-rank Speed & Barrier Tiers, A-rank Reaction & Strength Tiers and A-rank Defense & Endurance Tiers in addition vortexes of moisture and black aura swirl around the user's body due to the amount of chakra radiating out from their body.
Name: Eight Gates of the Wolf King - Gate of Wonder Classification: Kinjutsu/Nen Tech Rank: SS-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains S-rank Speed & Barrier Tiers, S-rank Reaction & Strength Tiers and S-rank Defense & Endurance Tiers in addition when he utilizes this gate a mixture of glowing green sweat with specks of red aura intermingled with it pours out of every inch of his body before being evaporated by his heat energy. This creates an aura that most would mistake for a green chakra coating and the amount of heat and chakra the user releases is enough to blind someone with heat &/or chakra vision for the whole topic in the case of only one of them however permanently if they have both active at the same time, those with normal vision are unaffected. Unfortunately, the side effects for opening this gate is that the Wolf King's muscle fibers are ripped to shreds causing excruciating pain if anything or anyone touches them with such pain being so intense that the user can easily fall into a coma upon sustaining any damage above a D-rank.
Name: Eight Gates of the Wolf King - Gate of Death Classification: Kinjutsu/Nen Tech Rank: SSS-rank Class: Offensive/Supplementary Range: Self
Description: This is King's signature technique due to it incorporating the core of his fighting style it takes aspects from Eight Gates of the Wolf in terms of the boosts granted while unlocking Gates while taking aspects from Eight Gates of the King in terms of the gate duration mixing them together while granting the fused version of Wolf & King the ability to use Nen along with the benefits of both Gate techniques. However the drawbacks are much more severe than the normal use and affects them most severely when they are joined together however if they split up than both of them sustain halve the drawbacks as if they used their Eight Gates variants. While in this gate Wolf King obtains SS-rank Speed & Barrier Tiers, SS-rank Reaction & Strength Tiers and SS-rank Defense & Endurance Tiers in addition the aura which surrounded his body turns to a mixture of green and red with specks of black aura intermingled with it as his blood & nen mingles fully with his chakra. Opening this gate is the only way to use Stygian Wolf King however regardless it will ensure the death of the user once Stygian Wolf King is over.
Stygian Wolf King - Spoiler:
Name: Stygian Wolf King Classification: Kinjutsu/Nen Tech Rank: SSS-rank Class: Offensive/Supplementary Range: Self (Burst-Long)
Description: Requires Eight Gates of the Wolf King - Gate of Death to be used at least once in the user's lifetime. This causes Wolf King's body to actually transform while releasing a burst of psycho-spiritual energy which deals SS-rank damage to anything within a 50 foot radius before all that energy is sucked back in resulting in a black aura completely covering the user. The Aura will then fade revealing Wolf King's new appearance which is a powerfully built anthropomorphic version of a Zinogre similar to the appearance of a werewolf complete with a snout and tail. He now has black fur, with silver white bone spikes trailing his back and tail while possessing blood red bone ridges on his shoulders and waist. He also has three red bone spikes jutting out of his wrists and ankles while his forearms and shins are coated in silver scales. While in this mode Wolf King possesses SS-rank Speed & Barrier Tiers, SS-rank Reaction & Strength Tiers and SS-rank Defense & Endurance Tiers however upon howling his body surges with energy causing him to be clad in a reddish-black aura comprised of Nen, Chakra & Blood completely mixed into something unique and imbuing all his Taijutsu with Mental, Chakra & Spiritual Damage while his tiers jump to SSS-rank. The Aura which envelops Wolf King's body feeds off of both of his & her souls and unlike the Gate of Death this technique doesn't result in his death, no it results in his Soul being used up and written out of existence preventing any reincarnation his body becoming ethereal when he dies before splitting into King and Wolf in her Beast Human Clone Form with them sharing a final kiss before vanishing. While in this form Wolf King is an unstoppable Fighting Machine and he feels no pain, nor fear as he is fighting knowing fully well that he is going to not only die but cease to even exist, because of this it is only an option when their is no other option..and woe be to the opponent he has to use this against.
Taijutsu - Spoiler:
Name: Rōgafūfūken (Signature) Classification: Kinjutsu Rank: S-rank (A-rank Blood Price) Class: Offensive/Supplementary Range: Self (Burst-Long)
Description: Wolf King moves into position moving his hands in two small circles before closing the distance between him and his target and lashing out with his fist and smashing into the opponents body as a howl sounds through the air reminiscent of a wolf due to the speed of his strike. This technique leaves an impression of jaws having torn a chunk out of the opponents body hence why it is named such dealing SS-rank Spiritual Damage upon impact. This technique can likewise be used to counter chakra techniques impacting the opposing technique as long as it is S-rank and below and causing it to fizzle out due to strength of the Rōgafūfūken.
Name: Shin Rōgafūfūken (Signature) Classification: Kinjutsu/Nen Tech/Nintaijutsu Rank: SS-SSS rank (A-rank Blood Price, S-rank chakra & S-rank Nen,) Class: Offensive/Supplementary Range: Self (Burst-Long)
Description: Requires Eight Gates of the Wolf King or Stygian Wolf King to be active to utilize. King's ultimate technique as he moves both of his hands in two small circular patterns a Zinogre mirage appearing behind him as he closes the distance between himself and his opponent before lashing out and striking them with his fists turned in like biting fangs as the wolf slams into the target a loud howl being heard throughout the area due to the speed of the attack. This technique leaves an impression of jaws having bitten off a large chunk out of the opponents body hence why it is named such dealing SSS-rank Spiritual Damage along with S-rank Physical, S-rank Chakra & S-rank Mental Damage upon impact. This technique can likewise be used to counter chakra,mental & physical techniques impacting the opposing technique as long as it is SS-rank and below (Mental being Emotion Tech & Nen not Genjutsu & Fabrication unless they are mental constructs) and causing it to fizzle out due to strength of the Shin Rōgafūfūken. This technique causing additional strain on the user's body while using the Eight Gates of the Wolf King lowering the total gate limit by -5 each time it is used.
@ Roxas No they don't have caps other than piercing capping at SSS and speed capping at Echoing Flash but the damage scales like a combination jutsu so it can be massive. The recoil obviously is heavy so they might be able to deal out heavy damage but they suffer heavily for it if they aren't smart with it, of course this is offset using the combinations but its only because it's multiple people in one body who then split up and all share the damage.
Last edited by Xander on 29th October 2013, 1:43 am; edited 2 times in total (Reason for editing : Added the drawback.) |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 26th October 2013, 6:31 pm | |
| Correction. The Normal Clan Jutsu caps at S, SS and SSS-rank according to the ranks listed in the Jutsu, it's the combination jutsu that don't have caps. |
| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Hokkai Clan Jutsu 27th October 2013, 2:28 pm | |
| Sigh. Ima say approved but seeing as the rogafufuken seem like ultimate techs similar to rasengan raijin afterstrike and chidori id like to see some downside to one of the versions. But this is completely optional as it just seems like a natural thing. Lol.
@King and Wolf's personal techniques. Still going over hokkai techs. | |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 27th October 2013, 2:46 pm | |
| I'll add a downside to Shin Rōgafūfūken I thought the gate requirement would be enough however I can have it forcibly decrease the gate time limit by 5 every time is used would that be okay? |
| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Hokkai Clan Jutsu 27th October 2013, 3:36 pm | |
| That'd be fine. Like I said its optional. Id just like it there since we have a theme of our epic attacks that evolve usually having a downside in one of the versions. Like how mine damages my own body with each use. Lol. | |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 29th October 2013, 12:36 am | |
| Make note I approved as they are done in sets under the spoilers. It says the spoilers name then approved so everything within the spoiler is approved.
New Starter passives – approved
Pet Starter passives – approved
Clan Jutsu Hokkai Shinobi – approved
Clan Jutsu Hokkai Pet – Approved
Additional Beast Combinations – Through combining does adding tiers of pet to user, can it break S-rank? <--this question goes for all the techs under this category. They are all fine though, just need clarification
Clan Combination Jutsus (Double Headed) – Approved
Clan Combination Jutsus (Triple Headed) – Approved
Clan Combination Jutsus (Hydra Headed) – Approved, side note I can see you copied the jutsus from Triple Headed, I only bring it up because Triple Headed is still in their descriptions instead of Hydra technique.
Hokkai Techniques – Pack Evolution – no classification listed
Eight Gates of the King – So basically just increasing time for decreasing tiers, I'm good with it Approved
Eight Gates of the Wolf – Approved
Eight Gates of the Wolf King – Approved
Stygian Wolf King – I personally like this, only cuz of the soul withering away, Approved
Taijutsu – getting a real Zatch Bell feel especially from these, anyway Shin, how does it deal Emotion for mental damage. I understand how it does Nen. *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
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| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 29th October 2013, 1:46 am | |
| Additional Beast Combos well it doesn't stockpile the tiers together it just takes the tiers of the beast, if you have a beast which has high tiers which most until the really strong ones and God Beasts don't have then it won't break tiers, But if it does then the user will get them only during the combination. Likewise when combining multiple it wouldn't get them added on and added on it would just pick the highest ones from each of the beasts.
But I don't think the really strong beasts would be easy to tame just like that so I guess that's sort of a drawback. Not to mention not all Hokkai Pet's can lead their own pet packs so that's another thing that goes along with it, if say someone had a Jonin Level Pet with 3 Genin Squad Pets then they could use the Hydra Headed Combination but not everyone would have that since other than the pet leading their own squad the Hokkai can only take 1 with them at one time with the others being switch ins which join and leave the topic.
Corrected the stuff and Shin doesn't deal it I was saying it can be used to counter it Nen and Emotion because they are actually things you can punch while genjutsu and fabrication aren't really. |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 29th October 2013, 1:55 am | |
| All good then, just needed the clarification. All Approved *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
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| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 31st October 2013, 8:58 am | |
| Boxing Style - Spoiler:
Name: Titanic Fist Classification: Fighting Style Rank: D-rank Class: Offensive Range: Short
Description: A rather simple style consisting of major usage of the fists with minor usage of the legs, similar to modern day Boxing in almost every sense. Following his own personal beliefs, King's mentor Kyoujin shows a boxing style similar to a Boxer-puncher and a Brawler, making him capable of enough movement to dodge and release enough force behind his punches that he can knock-out other people. King has refined this style to be more accurate so that he could blend it with his Lupine Fist and as such blows to the head will knock out someone with defense 1-rank lower than his strength tier, blows to the stomach will knock out opponents with defense 2-ranks lower than his strength tier and blows to the other parts of the body will induce a pain numbing effect to the body part hit softening them up for additional blows by the Titanic, Lupine or Howling Fist style. This style can likewise be used to kill opponents similar to his mentor's fighting style with 2-ranks lower of defense to the body part hit being enough to kill the victim hit by one of his punches. His stance in this Style is Orthodox.
Name: Lupine Fist Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Short
Description: If the Titanic Fist is similar to the modern boxer, Lupine Fist is similar to the classic boxer being more free flowing and a lot more brutal with King's hands rather than being held in fists are held loosely curved but held as if he was to slap someones face. His muscles are less tense and freer in this form which is less focused on overwhelming power like Titanic Fist and rather unpredictable strikes which catch an opponent off guard and batter their defenses with repeated barrages. Lupine Fist is unable to be predicted by anything short of Muscle Tension as only All Taijutsu users are able to see the skill behind this versatile fighting style. When opponents are hit by Lupine Fist if it is met by a defense it becomes propelled backward while cracking slightly from the force of the strike. This all depends on his strength tiers with him repeatedly punching structures multiple times to crack and eventually shatter them, it takes the number of strikes within a combination jutsu to bring down a defense when using lower strength tiers than the defensive structures rank. For Example 6 D-rank strength punches of the Lupine Fist will shatter a C-rank defensive structure. His stance in this Style is South-Paw. The Knock back increases with his rank starting at 5 feet and increasing by 5 with each rank up starting at genin. Current Knock Back = 15 feet.
Name: Howling Fist Classification: Fighting Style Rank: C-rank (Chakra Cost & Nen Cost varies with amount put into the strike) Class: Defensive Range: Short-Mid
Description: This is the result of blending two boxing based fighting styles namely Titanic and Lupine Fist and adding in Chakra & Nen which makes it extremely powerful when used in sync with the Eight Gates of the King and Eight Gates of the Wolf King respectively. These strikes have the unpredictability of Lupine Fist mixed with the power of Titanic Fist and empowered by chakra to create a fully defensive style which revolves around the concept that overwhelming offense, is the best defense. This technique preys on defense tier using opponents as by blocking with it they succumb to the damage from the chakra released from a strike and get knocked flying. This expulsion is comprised of raw chakra in non gate form, psionic release while in Eight Gates of the King and Nen while in Eight Gates of the Wolf King. Likewise the physical aspect preys on those who possess Endurance Tiers the expulsion of chakra providing the opponent with additional chakra at the cost of permanently damaging their chakra coils. The opponent gains chakra equal to the amount expelled by King however once it is used up the victim will not be able to regain that same amount with subsequent topics unless they are healed specifically by an A-rank medical technique which deals with chakra system damage. This technique has no visible defects in the user's chakra system as the chakra is technically "there" they are just unable to access it as the coils are too weakened to channel it properly, repeated damage from this technique cripples a chakra user's system reverting them to something similar to a all taijutsu user as they are unable to manipulate the chakra present in their body. His stance in this Style can switch from Orthodox to South paw at a moments notice.
Name: Bob Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: King bobs under a physical strike moving at Bullet Release speeds while moving forward or back to create the opportunity for a counter strike or to put some distance in between himself and an opponent. The result of this is a follow up punch which is strengthened by the forward motion or sped up by the backward motion increasing the power or speed by 1-rank respectively. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Weave Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: King weaves around a physical strike moving at bullet release speeds either to the right or left using the opponents movement as a basis to deliver a strike, if they turn towards him the blow's power is increased by 1-rank while if they turn away from him the blows speed is increased by 1-rank either one is dependent on the opponents reaction and if they simply stand still and take it no modifier is added. That being said it is up to the opponent, will they take his punch head on or will they attempt to flee from his high speed strike. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Leap Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: King jumps either forward or back to put additional force onto a strike or to put distance between him and an opponent to likewise deliver additional force to opponents moving towards him. This all relies on distance with the damage multiplier for his strike increasing relative to the distance between him and his opponent. When he leaps forward if the opponent is within 3 feet of him as he throws the punch they sustain normal damage, if they are in between 1-2 feet they sustain double the damage while if they are in within a foot they sustain triple damage from the strike. Likewise when he jumps back opponents moving towards him to bridge that gap likewise suffer the same predicament with the follow up strike. Leap's distance and speed increases with the user's tiers, each speed tier allows him to dodge strikes with a leap back equal to the speed he is moving while each strength tier increases the distance of the leap by five feet starting at 5 at D-rank strength.
Name: Lean Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: King leans back to dodge a strike aimed at his head or mid section with the former causing him to move back a step as the follow up while the latter causing him to move forward a step as the follow up. Depending on that footwork the follow up strike is empowered either by a boost in power with a step forward or a boost in speed with a step back, Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user.
Name: Straight Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: King throws his fist forward closing the distance between him and the opponent with it to deliver a jarring blow usually aimed at the face to knock the opponent out of sync and throw off their rhythm once it connects. It is specifically used to disrupt an opponent using taijutsu before it connects so long as the opponent is within 5 feet of King and are moving at or below the speed of the straight when it is thrown.
Name: Cross Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: King uses a turning motion in sync with a curving punch to deliver a powerful blow which when impacting an opponent can be enough to knock them off their feet. However a dual use of this technique can be used to stop attacks as they come by diverting them off to the side at speeds equal to the strength used to deliver the cross. Depending on the style used with it it can deflect not only physical attacks but chakra or even mental based techniques making it highly versatile.
Name: Uppercut Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: A powerful strike usually used as a finisher and aimed at the chin or stomach and upon connecting is powerful enough to launch the opponent in the air with the blow, however if they root themselves in place with strength tiers equal to the strength of this attack they stay in the same place albeit taking double the damage they would of normally took if they went with the flow of the strike. This technique likewise can be used to launch attacks into the air away from King through the use of styles with King being able to launch things equal and below the strength he throws the uppercut equal to the strength he throws the strike. Similar to cross this can extend past physical to chakra or mental depending on the style used in sync with it.
Name: Jab Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: King throws his fist forward without warning before pulling it back when the attack connects or misses each having its own effect due to his flow of fighting, if it connects the follow up strike as long as it isn't another jab will be thrown at 1-rank higher to the strength of the strike, while if it misses it'll be thrown at 1-rank higher to the speed of the strike. In the case of jabs all Jabs require Reaction Tiers equal to the speed of the Jab to be able to see it while possessing speed equal to the speed of the strike to be able to react to it. Those with speed slowing dojutsu need 1-rank lower than the speed of the jab to react to what they see coming. Those with Muscle Tension are able to see this strike as clear as day.
Name: Feint Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: This technique is used to confuse opponents and make them react before punishing them for their false reaction. Feints resemble any of King's punches hence why they are so dangerous however instead of completing the punch he changes it suddenly and delivers a different or even the same strike with his current or other arm. Due to the sudden change opponents with reaction tiers now need two-ranks higher speed than the speed of his strike to react to this change of tactics. Those with reaction tiers need equal rank reaction with 1-rank higher speed while those with speed slowing dojutsu need equal rank speed in order to react to this change of tactics. Multiple Feints can be used in quick succession to further confuse the opponent and when combined with Bob, Weave, or Leap it acts in the place of delivering a strike speeding up or seemingly increasing in power while merely being a false strike to increase the probability that the opponent will fall for it.
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| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 2nd November 2013, 12:09 am | |
| all approved *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
| |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 11th December 2013, 12:36 pm | |
| Boxing Style - Spoiler:
Name: Ring (Signature) Classification: Taijutsu Rank: D-S rank Class: Passive Range: Short-Mid
Description: Ring is the physical manifestation of King's senses working in conjunction to create an arena of sorts in which they can showcase their sensory medium. Ring is only accessible when they are Wolf King and it creates a field radius which utilizes their hearing, smell, eye sight, touch and taste all at once in sync with their Reaction Tier to grant them sensory techniques based on a "weight" system. There are Heavy-weight, Cruiser-weight, Middle-weight, Welter-weight, Light-weight, Feather-weight, Bantam-Weight & Fly-Weight. Each with their own combinations of sensory. Regardless they all have a radius of 5 feet without any reaction tiers while adding 5 feet each tier of reaction tiers capping out at S-rank with a ring having a 30 foot radius. "Weights" can not be active at the same time rather they go one at a time being able to be interchanged one specifically selected this allows Wolf King to switch through weight classes at will just at different speeds according to the rank of the Weight.
Name: Fly-Weight Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short-Mid
Description: Fly-Weight is the most basic Ring type and focuses on sight Wolf King focuses on utilizing the enhanced attributes obtained with the combination, one of the big disadvantages of the human eye is it's telescope vision and such the peripheral suffers, the reasoning is evolution of course. Human's were originally predators and such they only needed to see in front of them at distances to chase prey, while in Fly-Weight however while falling within the radius of Wolf King's field of view he is able to see just as easily when looking forward having learned how to utilize a different part of his eyes to see. Due to the limitations of the human eye and the fact that Wolf King doesn't have a dojutsu he still suffers the basic limits of the human eye when distinguishing color and shapes however it is this increased ability to rely on it which allows him to excel in night-time combat (low but not absence of light). Excluding head rotation in night-time conditions King's eyes can read movement is 95° away from the nose, 75° downward, 60° toward the nose, and 60° upward, allowing him to have an almost 180-degree forward-facing horizontal field of view and when including eyeball rotation of about 90° (head rotation excluded, peripheral vision included), horizontal field of view is as high as 270°. Meaning when facing forward in night-time conditions King is able to see movement clearly in a 270 radius around his body having a 90 degree blind spot, when head rotation is included this blind spot shrinks to a 15 degree radius from directly behind his head.
Name: Bantam-Weight Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Bantam-Weight is the second most basic Weight type and governs hearing or rather the synchronization of Wolf King's reaction tiers with his hearing allowing him to go through his full natural range of hearing and detect sound muffling or concealing techniques equal to the rank of his reaction tiers. His ears are capable of tilting similar to Wolf's in order to give him a better sound reception and his hearing range due to being a mixture of Kings and Wolfs ranges from 40 hz to 60 hz and in this Ring his hearing is the most sensitive. It is due to this sensitive hearing that he is able to pick up on those who attempt to conceal their sound emission through concealing techniques as long as they are within the range of his Ring.
Name: Roll Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Roll is a quick move a tilt of his upper body at high speeds to brush a strike coming forward or backward around his body creating a subtle deflection effect which diverts the power of the strike while simultaneously forcing the victim to continue to move with it. It is used to divert a strike coming at C-rank speeds with at most C-rank strength to the left or right side of his body depending on how he tilted while sustaining half the damage while the opponent has no loss in momentum from the brushing impact. When used in combination with Peek-a-boo he sustains no damage. Roll depends on his reaction and defense tiers with his reaction determining the speed at which a strike can be deflected while his defense determining the strength of the strike which can brushed past.
Name: Strafe Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: King strafes either to the left or the right to put additional force into a strike or to put distance between him and an incoming attack for a better positioning for the follow up. This all relies on the distance with the damage multiplier for his strike increasing relative to the distance between him and his opponent. When he strafes to the left if he is using Titanic Fist or Orthodox Howling Fist his Jab and Cross are boosted in speed by 1 while his Straight and Uppercut are boosted in strength by 1. When he strafes to the right if he is using Lupine Fist or South-Paw Howling Fist his Jab and Cross are boosted in speed by 1 while his Straight and Uppercut are boosted in strength by 1. However if he is in the flipped stance of Orthodox/South-Paw then instead of being increase with the strafe it is decreased becoming either weaker or slower. Strafe's distance and speed increases with the user's tiers, each speed tier allows him to dodge strikes with a strafe to the side equal to the speed he is moving while each strength tier increases the distance of the strafe by five feet starting at 5 at D-rank strength.
Name: Pulling Punches Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: King pulls his arms back upon direct impact with an opponent in order to reduce the speed or strength of the strike to minimize the damage dealt to an opponent by 1-rank. Likewise it depends on his stance when throwing the strike, when in Orthodox his Jabs and Crosses suffer a speed penalty while his Straights and Uppercuts suffer a strength penalty, when in South-Paw his Jabs and Crosses suffer a speed penalty while his Straights and Uppercuts suffer a strength penalty. However when the reverse is done (Orthodox or South-Paw) it is flipped with Jabs and Crosses getting a Strength penalty while Straights and Uppercuts get a speed penalty. The speed at which he can pull a punch is based firmly on his Reaction tier with higher reaction being equal to the speed and strength of a certain strike that he is able to "pull back".
Name: Slip Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: King rotates his body so that an incoming strike to his head sails harmlessly past it. As the opponent's strike arrives, King sharply rotates the hips and shoulders. This turns the chin sideways and allows the upward strike to "slip" past and release heavily on his reaction and speed. His reaction allows him to anticipate a strike as it comes to initiate the slip while his speed determines how fast he can move to utilize the maneuver effectively without being hit. In essence this technique causes the strike to miss by mere inches giving King the opportunity to deliver a counter strike in the short interval that the victim is trying to withdraw back from the missed strike. Depending on King's follow up victims that have a reaction tier equal to King's rank as well as speed equal to the follow up strike are able to dodge it, those who only have the speed and not the reaction can dodge partially receiving half the intended damage while those who possess neither are completely unable to dodge the follow up strike.
Name: Peek-a-boo Classification: Taijutsu Rank: B-rank Class: Defensive Range: Short
Description: King switches his stance resulting in his hands being held high to protect his head and chin while his forearms are tucked against his torso to impede body shots. This stance is done primarily to reduce the damage he sustains from physical strikes by halving the damage done by physical techniques B-rank and below while this stance is being used. However it's true power is utilized in conjunction with Defense Tiers as it is applied to 1-rank above the defense tier for reducing physical damage, when used with Endurance or Barrier tiers the reduction follows the same format just with Chakra and Mental damaging techniques (excluding Fabrication and Genjutsu in the case of Mental). Peek-a-boo is able to be used in conjunction with defensive or supplementary techniques of boxing style in the place of a punch with it's defensive ability being substituted for an increase in strength while the speed modifier being used to determine exactly how fast King can switch into it.
Name: Sway Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: In comparison to the lean which is primarily utilized in an offensive format the Sway is utilized as a reply to a strike anticipating the distance and speed of the incoming strike and moving the body back so that said strike misses or has it's force considerably lessened. Likewise forward motion using the same principle to interrupt a strike before enough momentum can be built is useful for taking hits and reducing the power of the impact with an aggressive defensive strike. The backward Sway relies on one's speed and reaction to gauge the incoming strikes and avoid them or reduce incoming damage by half while the forward Sway relies on one's strength and reaction to gauge the incoming strike and power into it to reduce the damage sustained by half and deal that reduced damage to the source of the strike. When utilized with in the Peek-a-boo stance backward sways can reduce incoming damage to a quarter of the original damage while forward sways still reduce it by half but deal the original damage dealt right back to the strike source upon impact.
Name: Cuff Classification: Taijutsu Rank: B-rank Class: Defensive Range: Short
Description: King intentionally receives a strike on his palms in order negate the incoming damage via equivalent force. This is heavily reliant on his strength tiers as he uses them to equate the force delivered by the incoming strike exactly so that no damage is felt, too little and he is forced back too much and he receives the damage while dealing some of his own hence the balance. While reliant on his strength tiers to match the rank of the physical technique incoming when utilizing Howling Fist it can be used to match the Chakra or Nen output of a technique to cause it to fizzle out the reasoning being Psionic release being neutral to most nature transformations while Nen is an effective mental damage source. Of course this does not work on things that are good against Psionic Release (Void Release, Anti-Matter Release, Null Release, Matter Release etc) or things which prey upon Nen (Anti-Nen, Void Nen etc).
Name: Shuffle Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: King has learned that while boxing primarily engages the upper body the lower body is extremely important when it comes to positioning and distancing one's self from the opponent. Shuffle is his supplementary stance in which he shifts his fists so that their is no lead or rear which results in a lowering of his punching ability by -2 to strength and -2 to speed as long as he is in this stance. However it increase his supplementary maneuver increases by 1 resulting in an accelerated damage multiplier when utilizing them in sync with this stance. Because of this it is highly effective as a transitional phase when King switches Boxing Fighting Styles.
Name: Flicker Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: Building upon the Lupine Fist's unpredictability has resulting in King's creation of the Flicker Stance his fingers being closed inward but not enough to make a true fist in order to elongate the range of his punches while inducing a streamline effect. When using this style his Punches all get the name "Flicker" in front of them the result is a trade off of strength for speed lowering the strength of his punches by -2 while increasing the speed by +2. Note this is completely separate from the damage modifiers by his other techniques and is a stance which can be applied to any of the stances which make up King's arsenal. It has three different results based on the Fighting Style used in conjunction with it. Titanic Flicker Fist now requires reaction tiers to see punch strikes. Lupine Flicker Fist now requires muscle tension & "time slowing" dojutsu to see punch strikes. Howling Flicker Fist now requires muscle tension to see punch strikes. * "Time Slowing" refers to Kyougan and things like it which are able to "slow down" movement as it is processed.
Name: Pivot Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: Building upon the Titanic Fist's lethality has resulting in King's creation of the Pivot Stance which uses a pivoting movement building up momentum while discharging a punch to deal tremendous force to an opponent. When using this style his Punches all get the name "Pivot" in front of them the result is a trade off of speed for strength lowering the speed of his punches by -2 while increasing the strength by +2. Note this is completely separate from the damage modifiers by his other techniques and is a stance which can be applied to any of the stances which make up King's arsenal. It has three different results based on the Fighting Style used in conjunction with it. Titanic Pivot Fist - Can induce death when hitting head with 1-rank lower defense than the strength of the punch. Lupine Pivot Fist - Can induce knockouts when hitting head with 2-ranks lower defense than the strength of the punch. Howling Pivot Fist - Can induce knockouts when hitting heat with 1-rank lower defense/endurance/barrier than the strength of the punch depending on the damage dealt to determine the defensive tier needed.
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| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 13th December 2013, 1:09 pm | |
| Ring – No D-S, make it C-rank
All other jutsus are approved *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
| |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 26th March 2014, 9:56 am | |
| Boxing Style - Spoiler:
Name: Ring (Signature) Classification: Taijutsu Rank: D-S rank Class: Passive Range: Short-Mid
Description: Ring is the physical manifestation of King's senses working in conjunction to create an arena of sorts in which they can showcase their sensory medium. Ring is only accessible when they are Wolf King and it creates a field radius which utilizes their hearing, smell, eye sight, touch and taste all at once in sync with their Reaction Tier to grant them sensory techniques based on a "weight" system. There are Heavy-weight, Cruiser-weight, Middle-weight, Welter-weight, Light-weight, Feather-weight, Bantam-Weight & Fly-Weight. Each with their own combinations of sensory. Regardless they all have a radius of 5 feet without any reaction tiers while adding 5 feet each tier of reaction tiers capping out at S-rank with a ring having a 30 foot radius. "Weights" can not be active at the same time rather they go one at a time being able to be interchanged one specifically selected this allows Wolf King to switch through weight classes at will just at different speeds according to the rank of the Weight.
Name: Fly-Weight Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short-Mid
Description: Fly-Weight is the most basic Ring type and focuses on sight Wolf King focuses on utilizing the enhanced attributes obtained with the combination, one of the big disadvantages of the human eye is it's telescope vision and such the peripheral suffers, the reasoning is evolution of course. Human's were originally predators and such they only needed to see in front of them at distances to chase prey, while in Fly-Weight however while falling within the radius of Wolf King's field of view he is able to see just as easily when looking forward having learned how to utilize a different part of his eyes to see. Due to the limitations of the human eye and the fact that Wolf King doesn't have a dojutsu he still suffers the basic limits of the human eye when distinguishing color and shapes however it is this increased ability to rely on it which allows him to excel in night-time combat (low but not absence of light). Excluding head rotation in night-time conditions King's eyes can read movement is 95° away from the nose, 75° downward, 60° toward the nose, and 60° upward, allowing him to have an almost 180-degree forward-facing horizontal field of view and when including eyeball rotation of about 90° (head rotation excluded, peripheral vision included), horizontal field of view is as high as 270°. Meaning when facing forward in night-time conditions King is able to see movement clearly in a 270 radius around his body having a 90 degree blind spot, when head rotation is included this blind spot shrinks to a 15 degree radius from directly behind his head.
Name: Bantam-Weight Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Bantam-Weight is the second most basic Weight type and governs hearing or rather the synchronization of Wolf King's reaction tiers with his hearing allowing him to go through his full natural range of hearing and detect sound muffling or concealing techniques equal to the rank of his reaction tiers. His ears are capable of tilting similar to Wolf's in order to give him a better sound reception and his hearing range due to being a mixture of Kings and Wolfs ranges from 40 hz to 60 hz and in this Ring his hearing is the most sensitive. It is due to this sensitive hearing that he is able to pick up on those who attempt to conceal their sound emission through concealing techniques as long as they are within the range of his Ring.
Name: Feather-Weight Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short-Mid
Description: Feather-Weight is the third most basic Weight type and governs smell or rather the synchronization of Wolf King's reaction tiers with his sense of smell allowing him to detect scents over vast distances homing in and locking onto specific scents and detect scent muffling or concealing techniques equal to the rank of his reaction tiers. It is due to the mixture of his and Wolf's nose which resulted in the increase in his scent tracking ability allowing him to track a scent through topics Wolf guiding that aspect while isolating specific scents to aide in the tracking with King guiding that specific aspect. Within his Ring this is broken down to the point of being able to isolate scents even when obscured with perfumes, foul scents and noxious fumes, outside of it however results in a distance tracking dependent on how long a target was in a topic before exiting. Natural Conditions such as Snow and Rain increase the number of posts required by double the initial number if the quota is not reached Wolf King will be unable to follow the target's scent trail.
Tracking - Topic Length Same Location Same Topic - Min 1 post Same Location Different Topic - Min 5 posts Same Land Different Location - Min 10 posts Same Land Different Area - Min 15 posts Neighboring Land - Min 30 posts Across Water - Min 60 Posts
Name: Light-Weight Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Short-Mid
Description: Light-Weight is the balanced Weight type and governs taste or rather the synchronization of Wolf King's reaction tiers with his sense of taste allowing him to detect harmful substances and detect taste muffling or concealing techniques equal to the rank of his reaction tiers. Every substance has a specific taste and it is through the heightening of Wolf King's taste buds that he is able to determine which are harmful and which aren't assuming he has encountered it before the effectiveness of this Ring is based on Wolf King's own initiative as it requires a varying selection of consumed substances to base a newly tasted substance on.
Name: Rope-a-dope Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: King has taken a defensive technique and refined it for use outside of a Ring resulting in this evasive stance. King leans backward a bit while retaining perfect balance and focusing his body resulting in an increased ability to dodge physical attacks coming towards him as long as they are within his Ring, and he has the physical capabilities necessary to facilitate the dodge, he becomes able to effortlessly dodge incoming physical attacks upon detecting them.
Name: 1-Inch Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Short
Description: Building upon the Howling Fist's versatility has resulted in King's creation of the 1-Inch Stance his hands remaining completely lose with shifting from Orthodox to South Paw allowing him to reduce the loss in momentum gained by clenching one's muscles into a fist. When using this style his Punches all get the name "1-Inch" in front of them the result is a balanced increase of both speed and strength boosting them both by +1. Note this is completely separate from the damage modifiers by his other techniques and is a stance which can be applied to any of the stances which make up King's arsenal. It has three different results based on the Fighting Style used in conjunction with it. Titanic Space Fist now requires 1-rank less in defense tiers to K.O an opponent. Lupine 1-Inch Fist now deals double the knock-back to an opponent upon impact. Howling 1-Inch Fist now can shift between expulsion types while in Eight Gates of the Wolf King.
Last edited by Xander on 21st April 2014, 6:04 pm; edited 1 time in total |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 21st April 2014, 5:39 pm | |
| In order to concur with the new jutsu limits which do not allow the unlimited learning of techniques outside of specializations I wish to alter the Pet Ranking System technique so that I can restrict the number of techniques a Hokkai Pet can learn. I do not however wish for them to have Specializations as I understand it should be a shinobi thing and seeing as the Dobutsu don't seem to have access to that I'm thinking it is something exclusive to them. This is my updated version of the technique. - Spoiler:
Name: Pet Ranking System Classification: Kinjutsu Rank: D-S Class: Passive Range: Self
Description: Hokkai Pets are the only beasts that are recognized by the shinobi system as part of an agreement between the Tetakage and the Clan 200 years ago. Because of this a Hokkai clan member's pet possesses their own forehead protector and go through their own examinations along with their owner completion of which grants them their own rank along with increases to their natural chakra pool. Likewise if their owner goes missing the pet has the option to stay in the village or likewise go missing nin with it's owner. Ranks D-Rank (Academy Student & Missing Nin) * Base Pet Chakra Pool According to Size. * Able to train 20 D-rank, 5 C-rank & 3 B-rank Jutsu Total * Primary Element Available
C-Rank (Genin, Missing Nin, Elite Genin) * +1 to Base Pet Chakra Pool * Able to train 30 D-rank, 20 C-rank, 5 B-rank, 3 A-rank Jutsu Total * Primary Element Available * Elite Genin have their Jutsu Limit Doubled
B-rank (Chunin, T. Jonin, Missing Nin, Chunin Instructor, Elite T. Jonin) * +2 to Base Pet Chakra Pool * Able to train 40 D-rank, 30 C-rank, 20 B-rank, 5 A-rank & 3 S-rank Jutsu Total * Secondary Element Available upon training 1000 Words * Chunin Instructors & Elite T. Jonin have their Jutsu Limit Doubled * Custom Sized Flak Jacket Given * Chunin Instructors are able to lead squads of A. S. pets (3 total)
A-rank (Jonin, Medical Nin, Hunter Nin, Elite Jonin, Missing Nin, S-Class H.) * +3 to Base Pet Chakra Pool * Able to Train 50 D-rank, 40 C-rank, 30 B-rank, 20 A-rank, 5 S-rank & 3 SS-rank Jutsu Total * Tertiary Element Available upon training 2000 Words * Medical Nin are able to learn Medical Ninjutsu & Make Poisons * Hunter Nin are able to take Bounties * Jonin can take on squads of Genin rank pets (3 total) * Elite Jonin can take on squads of Chunin rank pets (3 total) * Elite Jonin & S-Class Hunter Jutsu Limit are doubled
S-rank (Combat Medical Nin, Sannin, Missing, Beta & Alpha) * +4 to Base Pet Chakra Pool * Able to Train 60 D-rank, 50 C-rank, 40 B-rank, 30 A-rank, 20 S-rank, 5 SS-rank Jutsu Total * Combat Medical Nin & Sannin can Train 1 SSS-rank Jutsu * Missing & Beta can Train 2 SSS-rank Jutsu * Alpha can Train 3 SSS-rank Jutsu * Sannin can take on squads of Jonin rank pets (3 total) * Combat M. Nin can take on squads of Medical Nin rank pets (3 total) * Beta can take on squads of Hunter Nin rank pets (3 total) * Alpha can take on squads of Elite Jonin, Combat Medical Nin, Sannin, S-Class Hunter Nin & 1 Beta rank pet.
In addition I have finally gotten around to completing my further revamp of the clan, once these are approved the old Hokkai and Shinu techniques which are currently listed should be removed from the clan as they are outdated and do not fit the mold of the clan as a whole. While before the above were meant to be trained by both pets and shinobi these are more restricted. I will complete Primal Call and Forsaken Rites at a later date however Instinct Drive is ready to be checked. Instinct Drive (New Added by me building off the new premise of the clan) [Pseudo & True All Taijutsu Only] - Spoiler:
Name: Instinct Drive Classification: Fighting Style Rank: B Class: Supplementary Range: Self
Description: Instinct is not gained, it is something that all beasts are born with, over time most beasts have blended their natural instinct with intelligence in order to survive more easily in the wild. Humans however are the only ones who seemed to have lost their natural instinct replacing it completely with intelligence ever since they became the dominant sentient race on the planet. The Hokkai clan are the few who have retained their natural instinct rather than draw it out through other states. This is because the mind of a Hokkai is likewise the mind of a beast however they are capable of entering a more primal state of mind in which they are governed exclusively by instinct losing the ability to utilize techniques which are not instinctually physical based (Taijutsu, Ronin Tech, Pet's natural abilities such as flight with wings or camouflage as a chameleon Only), Hokkai Style techniques or derivatives of those techniques. When driven by instinct the Hokkai's mind reverts closer to a primal state and similar to the base instinct which acts to filter out things which affect the Hokkai's mental state, Instinct Drive is meant to combat such things simplifying them do a base level. The amount of time a Hokkai can spend in their Instinct Drive depends first and foremost on their rank which is then followed by a 1000 Word Weekly training to increase that time period by +5 each time it is done capping at 50 posts (Total). Rank - Time Length (Total) D - 5 Posts C - 10 Posts B - 15 Posts A - 20 Posts S - 25 Posts
Name: Instinct Drive: Base Mind Classification: Taijutsu Rank: A Class: Defensive Range: Self
Description: Requires Instinct Drive. Stemming on the brain reverting to a lower level the Hokkai member is unable to be affected by the intricate effects of genjutsu this does not mean they are immune to genjutsu no it merely means that instead of falling prey to the sensory distortion and reality warping that the illusionary arts can utilize they instead take the equivalent damage to the genjutsu techniques rank if they fall prey to it. It means in essence if a technique is a D-rank but causes one's muscles to lock up the Hokkai member who is affected by it will instantly take D-rank mental damage however will fall under no other effect. It is a dangerous gamble as the trade off means that regardless of the genjutsu technique used a Hokkai Clan member utilizing this Drive will sustain damage from it however it is still a worthwhile trade off. The rank of genjutsu that can fall under Base Mind is equivalent to the Hokkai Clan members rank to that extent it caps at S-rank upon reaching said rank.
Name: Instinct Drive: Primal Conviction Classification: Taijutsu Rank: S Class: Defensive/Supplementary Range: Self
Description:Requires Instinct Drive: Base Mind. A beast is not motivated by anything other than survival and it is a common thought that the drive to survive is the most powerful motivator in life. One who is driven to survive is pushed only as far as it would ensure their survival however faced by forces which test their fortitude they are driven to survive by any means necessary. The degree to which a Hokkai is driven to survive is their reason for combat and while they are in their Instinct Drive the moment combat threatens their life they are able to break out of the effect of techniques which punish them based on willpower. Otherwise they are affected normally, while it seems like a useless technique it is nonetheless powerful as the fight or flight response is wired into the body and often the mind only comprehends danger moments after the danger has already occurred. It is based on that principle that those who are controlled exclusively by instinct are unable to be affected by killing intent, fighting spirit and other willpower based things when their lives are at stake due to the drive to survive overpowering the drive to kill or fight. However there are rare occasions where the will to survive can still be beat out this is due to an individual Hokkai's own will to survive being equal to their skill level however it can be magnified by the number of members in their immediate pack. This is due to the pack sharing instinct and as such no Hokkai within a pack is truly alone and their will to survive now becomes the some of their parts adding together like a combination technique. This however requires the pack members to likewise learn the Instinct Drive Line and qualify for it as well. Rank - Strength of Will to Survive. D - D C - C B - B A - A S - S
Name: Instinct Drive: Base Instinct Classification: Taijutsu Rank: SS Class: Defensive/Offensive Range: Self
Description: Requires Instinct Drive: Primal Conviction Similar to Instinct Drive: Base Mind, the driving force of a creature ruled by instinct comes down to Fight or Flight emotions have nothing to do with it. To that extent Hokkai have evolved to combat things which rely on an emotional response to derive effects the most prominent being of course, Killing Intent. Rather than being affected by the added effects of killing intent the hokkai member has two options both being reactionary: Flight - Often considered the cowardly means of dealing with it which results in the Hokkai bowing to the effects of the Killing Intent in order to free themselves from the effect, it results in the Hokkai taking physical damage when Killing Intent techniques affect them rather than suffer from added effects. Fight - To challenge killing intention is similar to looking death in the face and challenging it in a winner takes all situation where if the Hokkai Clan members will to survive is greater than their opponents killing intention they are capable of rebounding the effect back onto their opponent. However if they fail to do so not only are they affected by the added effects of the opponents killing intent they likewise take physical damage for daring to challenge the means at which they will be killed. The fight response uses the Hokkai Clan members will to survive from Instinct Drive: Primal Conviction to challenge Killing Intent based techniques and likewise the pack can contribute to the challenge as once again no Hokkai in a pack is truly alone.
Name: Instinct Drive: Bestial Mind Classification: Taijutsu Rank: SS Class: Defensive Range: Self
Description: Requires Instinct Drive: Base Mind. Building on the brain reverting to a lower level the Hokkai member is unable to be affected by the intricate effects of genjutsu this does not mean they are immune to genjutsu no it merely means that instead of falling prey to the sensory distortion and reality warping that the illusionary arts can utilize they instead take the equivalent damage to the genjutsu techniques rank if they fall prey to it. It means in essence if a technique is a SS-rank but causes one's muscles to lock up the Hokkai member who is affected by it will instantly take SS-rank mental damage however will fall under no other effect. It is a dangerous gamble as the trade off means that regardless of the genjutsu technique used a Hokkai Clan member utilizing this Drive will sustain damage from it however it is still a worthwhile trade off. This technique is a improved version of Base Mind increasing their ability to divert the added effects of genjutsu at the cost of mental damage.
Name: Instinct Drive: Pack Bond Classification: Taijutsu Rank: SSS Class: Supplementary Range: Self
Description: The Hokkai pack is intertwined on an instinctual level, this technique further deepens that bond so that a Hokkai is no longer a separate entity from their pack while in Instinct Drive mode. This melding of minds ensures that a Hokkai is now truly one with the pack, likewise the pack is truly one with them. What this technique creates is the ability of a Hokkai clan member to swap bodies with the members of their pack however it must be a mutually agreed swap, the higher the hierarchy the more they can swap with however the lowers are only able to swap to higher if they have proven themselves of being more capable than their designation. The Body swap is not in the true sense rather it essentially means that they are capable to supplanting the member of their packs consciousness while they (receivers) supplant the users own. While initially this doesn't seem like much Hokkai techniques and their derivatives are now capable of being preformed in the bodies of those who have been supplanted as long as the new host body is capable of learning it (meaning if they are unable to learn it naturally they are unable to preform it). In addition this does allow a Hokkai Clan member to transcend their bodies natural limits however if it occurs then their body will succumb to the recoil associated with boosting.
Name: Instinct Drive: Primal Mind Classification: Taijutsu Rank: SSS Class: Defensive Range: Self
Description: Requires Instinct Drive: Base Mind. Building on the brain reverting to a lower level the Hokkai member is unable to be affected by the intricate effects of genjutsu this does not mean they are immune to genjutsu no it merely means that instead of falling prey to the sensory distortion and reality warping that the illusionary arts can utilize they instead take the equivalent damage to the genjutsu techniques rank if they fall prey to it. It means in essence if a technique is a SSS-rank but causes one's muscles to lock up the Hokkai member who is affected by it will instantly take SSS-rank mental damage however will fall under no other effect. It is a dangerous gamble as the trade off means that regardless of the genjutsu technique used a Hokkai Clan member utilizing this Drive will sustain damage from it however it is still a worthwhile trade off. The is the perfected version of Base Mind which affects All Genjutsu SSS-rank and below.
Primal Call (Stemming from the Animal Caller & Animal Communication) [Hokkai Pets Only] - Spoiler:
Name: Primal Call Classification: Fighting Style Rank: B Class: Supplementary Range: Varies
Description: In order to fully become one with the beasts one must speak the language of the beast that they wish to become one with. While the Hokkai Clan member is capable of communicating with animals it is their pets who are actually the multi-linguists as hokkai clan member though skilled tend to have an "accent'. On the other hand their pets now having gained access to the Shinu clan scrolls in order to mix in their roars with the taming abilities of the Hokkai are now capable of utilizing this unique fighting style. Using the abilities of Primal Call the user roars infusing their voices with chakra in order to call forth other beasts. Dependent on the skill level of the Hokkai clan members pet can call forth a set number of animals/creatures onto the field of battle, likewise it can be used to also call forth the other pets of the user who haven't been brought to the battlefield. The animals/creatures which are called into battle all function as mounts having only the natural tiers of the animal and utilize that along with the natural special abilities granted by said animal, in addition they do not stay for long and will eventually leave the battlefield. Animals/Creatures called in are however capable of being tamed by a Hokkai Clan member when summoned outside of a battlefield. Rank of Hokkai Pet - Number of Animals Called - Time till they leave D - 1 - 5 Posts (Total) C - 2 - 10 Posts (Total) B - 3 - 15 Posts (Total) A - 4 - 20 Posts (Total) S - 5 - 25 Posts (Total) Beta - 6 - 30 Posts (Total) Alpha - 7 - 35 Posts (Total)
Name: Primal Call - Animal Caller Classification: Ninjutsu Rank: D (Each Animal Called has it's own price) Class: Supplementary Range: Varies
Description: This is the first Primal Call in which the Hokkai Pet roars into the air resulting in an animal which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Animals called into the field of battle are normal animals without any elements, (lions, tigers, bears etc) and possess up to C-rank tiers in any three tiers available to animals (pets/creatures). While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land animals can't be called in the middle of the ocean, similarly an animal not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Lion 2. Tiger 3. Bear 4. Shark 5. Whale 6. Dolphin 7. Snake 8. Crocodile 9. Eagle 10. Hawk
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 8 C - 7 B - 6 A - 5 S - 4 Beta - 3 Alpha - 2
Name: Primal Call - Small Creature Caller Classification: Ninjutsu Rank: C Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in an small sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land creatures can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Kelbi 2. Sukuagiru 3. Giggi 4. Aneka 5. Ioprey 6. Velociprey 7. Giaprey 8. Genprey 9. Bullfango 10. Mosswine
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 9 C - 8 B - 7 A - 6 S - 5 Beta - 4 Alpha - 3
Name: Primal Call - Medium (S) Creature Caller Classification: Ninjutsu Rank: B Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in a medium (S) sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea creatures can't be called into a land, while land creatures can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Delex 2. Lagombi 3. Gargwa 4. Conga 5. Blango 6. Hermitaur 7. Ceanataur 8. Velocidrome 9. Gendrome 10. Iodrome
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 9 C - 8 B - 7 A - 6 S - 5 Beta - 4 Alpha - 3
Name: Primal Call - Medium (M) Creature Caller Classification: Ninjutsu Rank: B Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in an medium (M) sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land animals can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Cephalos 2. Remobra 3. Aruserutasu 4. Epioth 5. Uroktor 6. Kechawacha 7. Great Jaggi 8. Great Baggi 9. Great Wroggi 10. Midogaron
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 10 C - 9 B - 8 A - 7 S - 6 Beta - 5 Alpha - 4
Name: Primal Call - Medium (L) Creature Caller Classification: Ninjutsu Rank: A Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in an medium (L) sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land animals can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Rhenoplos 2. Abiorugu 3. Giaorugu 4. Popo 5. Slagtoth 6. Arzuros 7. Akura Vashimu 8. Congalala 9. Blangonga 10. Bulldrome
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 11 C - 10 B - 9 A - 8 S - 7 Beta - 6 Alpha - 5
Name: Primal Call - Medium (L) Creature Caller Classification: Ninjutsu Rank: A Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in an medium (L) sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land animals can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Rhenoplos 2. Pokaradon 3. Royal Ludroth 4. Garara Ajara 5. Lucent Nargacuga 6. Barioth 7. Qurupeco 8. Hypnocatrice 9. Crimson Qurupeco 10. Tetsukabura
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 12 C - 11 B - 10 A - 9 S - 8 Beta - 7 Alpha - 6
Name: Primal Call - Large (S) Creature Caller Classification: Ninjutsu Rank: S Class: Supplementary Range: Varies
Description: This is the second Primal Call in which the Hokkai Pet roars into the air resulting in an Medium (XL) or Large (S) sized creature which is randomized via dice roll to arrive in the topic after a period of time. Dependent on the Hokkai Pet's rank the time period for said animal to arrive differs, all Creatures called into the field of battle are small sized creatures only while possessing the tiers that said creature has. While in battle they assist the user for a certain number of posts dependent on Primal Call before they return from where they originally came from. The randomization however is also dependent on the Continent, Land and setting as sea animals can't be called into a land animal while land animals can't be called in the middle of the ocean, similarly an creature not native to a land will not appear while if the creature is native to the continent then it takes double the amount of time to appear. Dice Roll 1. Cephadrome 2. Daimyo Hermitaur 3. Volvidon 4. Gobul 5. Brachydios 6. Zaboazagiru 7. Azure Hypnocatrice 8. Gigginox 9. Baleful Gigginox 10. Purple Ludroth
Hokkai Pet Rank - Time for Animal to Appear in Posts (Total) D - 12 C - 11 B - 10 A - 9 S - 8 Beta - 7 Alpha - 6
Forsaken Rites (Stemming from the Shinu Clan merger) [Alpha, Beta Shinobi & Pet Packs Only.] - Spoiler:
Name: Forsaken Rites Classification: Fighting Style Rank: B Class: Supplementary Range: Self & Pets
Description: The Forsaken Rites encompass the complete assimilation of Shinu Clan techniques into the hokkai clan along with more insidious uses in order to not, co-exist with wildlife but rather enslave, manipulate and alter them to suit the Hokkai Clan's purposes. The techniques in this branch are all forbidden not to be used by any Hokkai Member bar the Alpha and Beta's of both the Human pack, namely the Clan Head and his second in command. This can however extend to those they deem worthy namely the Clan Heir, the Clan Head's mate, and very rarely the second in command's mate. The reasoning for this is that the techniques are dangerous and can upset the balance of power within the back if given to just anyone. When the Alpha is replaced they are allowed to keep knowledge of the techniques but are forbidden from teaching it and must take the secrets to their grave lest they are torn apart by the very pack they originated from.
Name: Forsaken Rite: Feeding Frenzy Classification: Kinjutsu Rank: A (B-rank Blood Price) Class: Supplementary Range: Self (Pets)
Description: The Hokkai Clan member makes hand seals before cutting their palm and placing that blood on a mark. Upon doing such they finish the hand seals causing their pets to immediately be surrounded by an ominous aura similar to killing intent as their eyes become bloodshot and they enter an all consuming rage. Upon Feeding Frenzy becoming active the pets attack, kill and if edible consume that which was marked feeling no pain, unceasing and unyielding unless they are violently put down. Even if their limbs are broken they will crawl and attempt to viciously bite, tear and kill their mark and until it occurs they are unable to be stopped or calmed down. This was created in order to punish Omega's who dared to leave the Pack, turning their loyal companions against them ignoring emotions, feelings and regret until they are dealt with.
Name: Forsaken Rite: Dominance Mark Classification: Juinjutsu Rank: A (B-rank Blood Price) Class: Supplementary Range: Short
Description: The Dominance marking is a branding of an Alpha which runs deeper than the usual pack bond, ensuring that those who were already within the pack are unable to disobey their Alpha. To do so has a punishment varying from physical pain to outright shutting down of their mental facilities and causing them to be forced to obey whether or not they wish to. Due to tying into the Pack Bond which all Hokkai possess the mark was created to ensure that those with flight risks are unable to left the pack and become Omega's whether they wish to or not. This mark however only extends to orders and the one marked, their children, mates are not affected by it unless they are marked as well.
Name: Forsaken Rite: Perma-Fusion Classification: Kinjutsu Rank: S (S-Rank Blood Price from all members of the fusion) Class: Supplementary Range: Self & Pets
Description: While temporary fusion techniques exist for the sole purpose of making use of both the Shinobi and Pet's respective abilities, their does exist the permanent fusions which exist in order to meld not only man with beast forever but also beast and beast and the most forbidden of all man and man. The users begin a short dance before connecting the tips of their index fingers together while chanting "Fu-sion-ha!". This fusion was kept secret to avoid the possibility of usurping the leadership of the clan by bonding two non-willing members of the pack together. Upon the fusion in the case of man and beast they assume the appearance of their normal fusion version with the size increase depending on their normal size increase. Their chakra reserves default to reflect the Shinobi while their blood reserves defult to reflect the beast. In the case of beast and beast their size defaults to reflect the larger beast or if they are equal in size they move 1 size up, the same applies to both chakra and blood limits. In the case of man and man they resemble a fusion of those involved are no longer able to awaken and default to the larger chakra and blood limits. Their abilities likewise merge together chakra natures, tiers available and likewise however upon preforming a merge the new being is unable to learn any additional Tiers or Chakra Natures. In the first case they are no longer considered Shinobi or Pet but rather a mixture of both which in most cases isn't a good thing. This fusion can only be done once but it does not necessarily need two people but rather dependent on the skill levels of the respective individuals involved more pack members can be involved in addition this is only able to be used on those within the users immediate pack. All Combination Techniques within those in the fusion are now able to be used by the new fusion individual and take up jutsu slots which default to whomever has more from those which fused. Upon preforming this fusion the new individual is comatose for 1 Week IRL while being comatose for a 1 Month ICly. D-rank = Unable to preform this technique without casuality C-rank = 2 Only B-rank = 3 Only A-rank = 4 Only S-rank = 5 Only
Name: Forsaken Rite: True Mate Mark Classification: Juinjutsu/Erojutsu Rank: S-rank (A-rank Blood Price) Class: Supplementary Range: Short
Description: The True Mate Mark was created by the females of the Hokkai Clan to ensure that their mate did not stray around and try to rut every viable female within the pack. Not only does it repress the males sexual drive when it comes to other females but likewise renders them impotent upon engaging in intercourse with any other female but themselves. This mark is so potent that even after the death of the female it still remains on the living mate, likewise due to them believing in their own faithfulness they decided to make it both ways. While originally being a genuine requirement upon deciding to become mates with another it was eventually deemed forbidden when pack members would attempt to rape those who were unwilling before marking them with a True Mate Mark in order to permanently bind them to each other. In order to create the mate mark the individuals must have mated and within that same topic the mate mark must be placed in order to make it viable. Once bitten the receiver will be forced to bite back in order to place it on the user of this technique to seal the deal. Once done the mates are permanently bonded on a deeper instinctual level than the pack bond with their obligation to their mate being just below their obligation to their respective Alpha's however when marked by an Alpha it transcends loyalty and while both the Shinobi and Pet Alpha's are considered equal whomever is marked will be loyal to their Alpha before anyone else even the other Alpha.
Name: Forsaken Rite: Pack Healing Classification: Medical Ninjutsu/Kinjutsu Rank: SS (Blood Price Varies with technique being healed) Class: Supplementary Range: Short (Contact)
Description: The Pack bears all suffering together, no one is left out no one is forced to bear their pain alone. As a result this technique was created to help with that, allowing a member of the pack to share the others pain and injuries reducing the suffering and agony of their pack member as long as contact is made. This allows them to evenly split injuries sustained by a victim with the user of this technique. When the Alpha of the Pack uses this technique however uses this technique they are able to not only share injuries with the afflicted but likewise spread it along with the remaining pack members in direct contact with the Alpha or the Victim further splitting it among the members of the pack. This consumes blood only from the initiator of this technique to facilitate it. The main reason why this technique was forbidden is due to sharing injuries has no limit and often a reckless user of this technique will die from assimilating all the pain from an injured pack member. The injuries able to be transferred is across all damage types however when sharing it doesn't reduce the hurt, rather it is shared with the ones who were more injured benefiting by having their injuries healed to match those who weren't injured while those who were healthy sustain some of the injuries their injured pack member has.
Name: Forsaken Rite: Sacrifice Ultimatum Classification: Medical Ninjutsu/Kinjutsu Rank: SSS (SS-rank Blood Price for user of this technique) Class: Supplementary Range: Self (Pets)
Description: The pack will do anything to save their Alpha and the strength of the pack is the strength of their Alpha. However their comes a time where an Alpha must make the sacrifice of killing one of their pack members in order to ensure their survival and thus by extension the pack as a whole. Sacrifice Ultimatum trades life for life, punishment for punishment, pain for pain and can be considered the ultimate form of Pack Healing as not even death is exempt from it. One of the Pack members gives their consent through the pack bond causing them to release a primal roar before whatever is afflicting the Alpha is passed on to them. This trade is equal as they are giving up their well being for their Alpha and thus their sacrifice can result in their death hence why out of all the techniques it is the most forbidden and restricted to only Alphas.
Last edited by Xander on 25th September 2014, 3:53 am; edited 6 times in total |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Hokkai Clan Jutsu 22nd April 2014, 10:37 pm | |
| *scratches head*
I don't see the point of the pet ranking system...like we kinda already have that but don't I guess? I think that's a matter for Vix.
As for your other techniques:
Instinct Drive is approved.
Base Mind: I really like, but I think it should only go up to S-rank genjutsus. If you want to do SS-rank and SSS-rank then make a separate S-rank/SS-rank variant for those two ranks. (I'm just going off of similar things Vix has told me before).
Conviction: Interesting...but certainly approved.
Base Instinct: Approved
Pack Bond: Have a system of consent to some degree. Like equal rank people and above have to give consent for the body take over. Higher ranks can take over lower ranks at will, etc. Something along those lines. Otherwise it's fine.
*********************** - Indra T. Erlang:
- Roark Hokkai:
- Amara Jiko:
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| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 23rd April 2014, 3:50 am | |
| The Pet Ranking System was approved so that Hokkai Pets are stronger than normal pets. I am merely asking to edit it so I can nerf it a bit because of the new jutsu limit rules which restrict the number of techniques shinobi clan learn. Hokkai pets are essentially better than normal pets as they have been trained for combat, have their own ranks and are treated not as a shinobi's pet but as Shinobi in their own rights.
Edited the rest. |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Hokkai Clan Jutsu 23rd April 2014, 10:27 am | |
| Ah i see.
Alright, all approved. *********************** - Indra T. Erlang:
- Roark Hokkai:
- Amara Jiko:
| |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 20th July 2014, 8:24 pm | |
| Added in Forsaken Rites. Please check it as well |
| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 18th September 2014, 7:56 pm | |
| ...Primal Caller is also up. Seriously..someone check this. |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 19th September 2014, 10:01 pm | |
| Primal Conviction – I’m assuming that for the pets, if the pet is S-rank, then combined with the Hokkai’s, it will be a total of SS-rank? If so then that’s okay, it not then give an exact number of how many pets one requires to increase this.
Primal Mind – Is the SSS-rank tech, however you have it as a SS-rank tech, change that. And that D-rank damage needs to be changed to SSS-rank damage, overall I do realize that it is an advanced version of the other techs.
Feeding Frenzy – B-rank blood price
Perma-Fusion – Hell as long as they are willing I’m okay with it
True Mate Mark – This is fucked up, funny, but so wrong. *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
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| | | Guest Guest
| Subject: Re: Hokkai Clan Jutsu 25th September 2014, 3:54 am | |
| Fixed Everything added Erojutsu to True Mate Mark due to dealing with impotence and sex. |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Hokkai Clan Jutsu 25th September 2014, 1:31 pm | |
| If changes were made, approved *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
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