| | R'tari Mikaboshi | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: R'tari Mikaboshi 1st November 2013, 4:05 pm | |
| Personal Info Name: R'tari Mikaboshi (Ar-tareh) Alias: Age: 16 Gender: Male Height: 9-10: 4'6" 11-13: 5'2" 14-15: 5'7" 16-18: 6'2" 19+: 6'8" Weight: 9-14: 32Kg 15-17: 36Kg 18+: 40Kg Zodiac Sign: Scorpio Personality: Now most would think that being different from everyone else around would breed contempt, hate, fear, sadness and that would be the case, most of the time. R'tari was the one that wasn't quite like that. First of all he is always rather happy, if in a slightly more psychotic way with a manic grin always on his face and a strange light burning behind his eyes. Other than this he isn't actually that psychotic, he likes the odd bout and some bloodshed and he enjoys dancing, oddly, which also earned him weird gazes from the Elitist Mikaboshi. Then again, he always got odd glares from people, not that it ever bothered him. His personality has changed from his earlier years with the responsibility and maturity having grown on him since his return to the Land of Shadows and it's subsequent fall to Pandora. Now R'tari is gloomy, pessimistic and though he is somewhat well adjusted and can react to things around him when he is by himself he tends to brood. He is also now less prone to speaking up preferring to watch others before making his own opinions and going with the majority or whomever is the "leader" of the group. His follower mentality has become more ingrained and he has accepted the fact that he'll never be that shinobi who is recorded in the history books. Despite that he is really loyal to those he deems close to him, perhaps none as much as Mimi who over the years grew on him and together they have fostered a strong friendship. Though admittedly he has a crush on her but doesn't want to ruin their friendship and is content with simply being close friends with her for now. Maybe later that might change after all. Appearance: At his younger ages, up to around thirteen years old, R'tari is a rather normal looking child. He has sharp, black coloured eyes that are constantly wide and have a weird, insane light that shine behind them. His hair is down to his chest at this age and is cut into sharp, sloppy spikes at the bottom with his fringe falling in a trio of triangles, one between his eyes and one to the sides of his eyes, framing them. Due to being born in Kaosgakure, he is a rather pale person, never having really seen sunlight and thus having a slight form of photophobia, it doesn't affect him all too much but he doesn't like being out in the sunlight for too long. Once reaching the age of fourteen years old, up until he becomes seventeen, he changes his sense, wearing a deep purple shirt with a pair of tight black shorts and with his headband, if he has one, wrapped around his left arm, his punching arm. His hair is slightly shorter now, only down to his shoulders but his hair has now been allowed to grow over his eyes, hiding them from view until he brushes them away, which is a clear indication that combat is going to happen. Finally at eighteen and upwards, he reaches his final look. His hair grows out once more, snipped back into a pair of triangles that go either side of his eyes and reaches down to his waist. Usually it is tied up into a ponytail, strapped at both top and bottom, and is neatly brushed down. Other than this, he now wears tight black trousers rather than shorts and a pair of fingerless gloves to try and protect his hands a little from the attacks instead of just allowing them to bleed and break with every strike that he gives. History: Oh to be born different in a clan of people that should be perfect, that would bother anyone else apart from R'tari. He was born different, unable to ever use any elemental chakra, making him flawed compared to the 'Perfection' of the normal Mikaboshi. So he was always ostracised and ignored but he was happy with what he was and learned he was able to activate things that no other Mikaboshi could, the Gates, although he hadn't trained them quite properly yet, so he thought himself pretty damn amazing and that would only increase as he got older and stronger. R'tari managed to be promoted to genin rank scrapping by the skin of his teeth actually and eventually was able to become a squad member along with others. For the next year he went on basic missions with the members of his squad until he was entered into the Chunin Examinations where he made it up to the 2nd round before his partner was killed while he himself was immobilized by genjutsu. It was horrible and that even shook his desire to become a powerful shinobi as well as his confidence. It was only shortly after this that the war started and he was rescued by two members of the Bringers of Chaos, Asura Mishura and Tikatchi Mishura both of them earning R'tari's respect. Months passed and R'tari accepted his low ranking focusing on becoming stronger not with the intent to rise above the ranks or lead but a content follower who could be placed on other genin squads to look out for the younger genin. In the 6th month of the war Kaosgakure got reports that Jigokugakure had fallen from an unidentified attack, and R'tari joined the ranks of the Bringers of Chaos in response to this. Though he was a genin he was a powerful fighter who could of become a T. Jonin if he really wanted to but had held back out of fear of being put in the leadership position. It was this fear of leadership that allowed him to thrive when paired with capable leaders who were his counterparts in the organization. It was only two months after the news and his promotion that the Land of Shadows as well as Kaosgakure came under attack by an organization called Pandora and eventually fell to them the majority of their shinobi fleeing to the Land of Madness for safe haven. Even now R'tari doesn't exactly know what the future holds for him and the rest of his clan all he knows that he'll stay and fight with the remaining of the bringers and make sure to protect Mimi whenever he can. Ninja Info Rank: Elite Genin Village: Kaosgakure Clan: Mikaboshi Chakra Nature: N/A Primary Weapon: Weapon Name: Itami Type of Weapon:Amatsu Rank: Equal to R'tari How Many: 1 Appearance: - Spoiler:
Special Ability: An Amatsu is a special weapon in which all Mikaboshi clan members receive the moment they are conceived. It functions as an external chakra storage device which can only be controlled by Mikaboshi clan member and ranks up with them. Their upper limits to storing chakra is equal to the Mikaboshi clan members chakra limit and it can only be destroyed by an equal-rank Physical technique or an above rank and 1-rank above chakra technique however it simply regenerates after the topic is over as the only way it can truly be destroyed is by killing its owner. An Amatsu has the ability to absorb chakra from equal rank and below attacks as well as ambient chakra straight from the body of an opponent upon contact siphoning an equal rank amount. The Bond with an Amatsu and its user is even closer than family as they are inseparable and due to that this unique weapons potential has yet to be fully explored. Specializations:1. Taijutsu Specialist 2. Assault Specialist
Last edited by Vixen on 11th July 2014, 4:17 pm; edited 4 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: R'tari Mikaboshi 1st November 2013, 4:08 pm | |
| - Passives:
Name: First Mark Classification: Kinjutsu Rank: D-Rank Class: Passive Range: Self Description: A Mikaboshi clan member has a unique marking on their palm which faintly glows as it absorbs ambient chakra. This ability allows a Mikaboshi clan members to absorb the ambient chakra from things up to 2 ranks above them capping out at SSS-rank at S-rank. Those who have up to their 3rd Mark can drain chakra even out of Z-rank techniques while those who have their 4th and final Mark can drain chakra out of all techniques comprised purely of chakra X-rank & below. This not only makes them highly threatening but also makes them even more dangerous in close combat situations as they can also directly absorb chakra from an opponents body. When absorbed the chakra is stored in a separate "chakra system" however gained chakra can still be used to fuel techniques. The speed at which they can absorb chakra, outside of techniques making use of their marks, can be refined via Weekly Training topics of 1000 words starting at draining a D-rank of chakra each post (total) per contact. Weekly Training - Word Count - Chakra Draining via contact1 - 1000 - D each Post (Total) 2 - 1000 - 3 D each Post (Total) 3 - 1000 - C each Post (Total) 4 - 1000 - 2 C (B) each Post (Total) 5 - 1000 - 3 C (A) each Post (Total) Name: Perfect DNA Classification: Taijutsu Rank: D-Rank Class: Passive Range: Self Description: This technique is an inborn trait of those of the Mikaboshi clan thanks to the repetitive DNA sampling. Those within the Mikaboshi clan are genetically perfect and more than just "Human" to the point that their DNA overrides whatever species they do mate with in the event that they have children outside of the clan. However due to their genetics being perfect they are unable to awaken. Those within the Mikaboshi Clan learn 3 Tiers naturally these are Speed (Caps at SS), Endurance & Reaction (Both cap at S), the first being universal, the second as a result of genetic modification in order augment their capabilities and the last was an evolutionary response to compete with their rivals the Bishamon. Mikaboshi possess chakra reserves comparable to Ghost while they possess a secondary Chakra Pathway System within their body which develops as they age. Age - Secondary Chakra Pathway System Size in relation to mainBelow 10 - None 11-20 - 1/8 21-30 - 1/4 31-40 - 1/3 41-50 - 1/2 51-60 - 2/3 61-70 - 3/4 71+ - Equal to the size of the Primary Chakra Pathway System. Name: Nightmare Creatures Classification: Taijutsu Rank: D-Rank Class: Passive Range: Self Description: Another adaptive trait by this clan, they are able to increase their combat ability in area's with a low concentration of or absence of light. In such situations depending on their age it can trigger a natural increase to their physical capabilities (tiers). In addition they possess the ability to see chakra sources which they use as their primary vision in the darkness which they boast is their version of night vision. Age - Amount of Light - Tier BoostUnder Prime - Total Darkness - 1 Prime - Night (Excluding New, Gibbous, Mini, Super & Full) - 1 Above Prime - Night (Excluding Mini, Super & Full Moon) - 1 Name: Shadow Lord Classification: Ninjutsu Rank: D-Rank Class: Passive Range: Self Description:This technique allows the Mikaboshi clan member to gather shadows of inanimate objects if they are equal and below the users rank in order to harness Shadow Materia in conjunction with their Shadow & Dark Release techniques. Plants, animals, as well as opponents as long as they are 2-ranks lower than the user while regardless of where the shadows come from it is stored in the Mikaboshi's own shadow often darkening it if it is faint into becoming more defined or even pitch black depending on how much shadows are put into it. In addition they are able to convert these consumed shadows into power which causes the object in question that the shadow was absorbed from to just become shadow less for a set duration dependent on their endurance tiers before they regain their shadow (If living). Once shadows have been gathered they can be used to fuel their Shadow & Dark Release ninjutsu as an alternate price allowing for ratios of 1:1, 2:1 & 1:2 in regards to Shadow Release (i.e a C-rank ninjutsu can cost D-rank chakra & C-rank Shadows) or for ratios of 1:1 in regards to Dark Release ninjutsu except unlike Shadows the Mikaboshi must first master the original Dark Release technique without the aid of Shadow Materia then they can make an advanced version of the technique, often a rank higher if not more, which splits the price between chakra and shadow materia evenly. Every Mikaboshi has a set limit of Shadow's they can possess at once which is determined by age likewise shadows are determined by the size of what originally casted them. Rank - Size of Target - Amount of Shadow Materia Gathered - End Tier (P.T till regaining of ShadowN/A - Tiny - N/A - None (End of Topic) D - Small - D - D (100 C - Humanoid - C - C (80) B - Medium (S-M) - B, 3 C (A) - B (60) A - Medium (L-XL) - A, 3 B (S) - A (40) S - Large (S-M) - S, 3 A (SS) - S (20) Elite D-S - Large (L-XL) - SS, 3 S - SS (10) "Z" - Bijuu-Colossus, SSS, 3 SS (SSS) - SSS (5) "X" - Titanic+, Z, 3 SSS (Z) - Z (1) Age - Max amount of Shadow MateriaUnder Prime - 1 SSS Prime - 2 SSS Above Prime - 3 SSS (Z) Weapon Name: Itami Type of Weapon:Amatsu Rank: N/A (Equal rank with the User) How Many: 1 Appearance: Special Ability: An Amatsu is a special weapon in which all Mikaboshi clan members receive the moment they are conceived. It functions as an external chakra storage device which can only be controlled by Mikaboshi clan member and ranks up with them. Their upper limits to storing chakra is equal to the Mikaboshi clan members chakra limit and it can only be destroyed by an equal-rank Physical technique or an above rank and 1-rank above chakra technique however it simply regenerates some time after the topic is over as the only way it can truly be destroyed is by killing its owner. An Amatsu has the ability to absorb chakra from equal rank and below attacks as well as ambient chakra straight from the body of an opponent upon contact siphoning an equal rank amount. The Bond with an Amatsu and its user is even closer than family as they are inseparable and due to that this unique weapons potential has yet to be fully explored. Amount of Ranks Amatsu has been with Owner - No of IC Topics till Regeneration1 - 10 2 - 8 3 - 6 4 - 4 5 - 3 6 - 2 7 - 1
- Strong Fist:
Name: Leaf Flutter Classification: Taijutsu Rank: D-rank Class: Supplementary/Defensive Range: Self
Description: A technique designed for protection against rapid-fire attacks of various types that they would be otherwise unable to block. The user makes use of abrupt, fluid movements to shift their positioning just enough to avoid an attack, wasting minimal movement and positioning themselves for quick response. The movement resembles a leaf fluttering in the wind difficult to catch while danling itself in plain sight yet effortlessly moving away when need be It is flexible enough to adjust for 'trick' attacks (such as things which manipulate range), but obviously less useful as a defense against area effects. This economy of motion allows them to react to attacks faster than they normally could, assuming they are still capable of perceiving them. This technique is only effective however in reacting to incoming physical techniques using the user's sensory abilities and natural speed to dodge attacks. Meaning in short if they are incapable of tracking movement of a certain speed or having the speed necessary to dodge what they are able to track then this technique is ineffective.
Name: Leaf Flowing Wind Classification: Taijutsu Rank: D-rank Class: Offensive/Defensive Range: Short
Description: Based on the principle of an object in motion staying in motion this technique uses the revolution speed of the user before swpinning into a back fist before impacting a target and stopping suddenly. The target however in addition to sustaining the damage from the attack is knocked a large distance at speeds equal to the combination the users speed and strength tiers. Often at higher tiers the a loud shockwave is released from the point of impact which shows how deadly this simple technique can be with the right amount of force trailing behind it. This technique can be chained with other techniques which utilize revolution and rotation like Leaf Gale in order to knock the victim off balance before sending them flying.
Name: Leaf Coiling Wind Classification: Taijutsu Rank: D-rank Class: Supplmentary Range: Short
Description: The user spins while making a handstand with his legs outstretched. It creates enough wind to clear a small area of thick mist such as within techniques like the Hidden Mist technique. This is based on the user's rotation speed and their strength tiers the speed is to determine the rank of concealment technique they can disperse while the strength determines the radition that they can clear with one use of this technique. This technique however has to be used repeatedly as after 3 posts the mist/smoke/fog etc simply refills the area that was cleared originally. Tier/Rank of Area Concealment Dispersed - Radius D - 5 Feet C - 10 Feet B - 15 Feet A - 20 Feet S - 25 Feet
Name: Shadow of the Dancing Leaf Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Short
Description: A technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow matching their speed perfectly to the targets as long as they have a lower movement speed than them. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position making said victim unable to escape unless they have aerial movement such as flight or levitation. This move by itself is harmless, but it is usable as a stepping stone for a great many powerful techniques like Front Lotus and the Lion Combo. That being said, it also has a rather high degree of difficulty and grants the user D-rank speed.
Name: Leaf Gale Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong enough user can send a large adult flying as if they weighed nothing. The goal is to throw the enemy off balance, and deal damage to the lower half of their body. This technique deals damage utilizing the user's strength tiers the higher the damage the farther the knock back and eventual fall damage. D-rank = 5 feet C-rank = 10 feet B-rank = 20 feet A-rank = 40 feet
Name: Leaf Whirlwind Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint requiring D-rank reaction speed in order to notice it on time not to fall for it. Additional speed increases the reaction needed to detect it with 1-rank reaction below said speed being required when the user's speed extends past normal running speed.
Name: Leaf Rushing Wind Classification: Taijutsu Rank: D-rank Class: Supplmentary Range: Short
Description: A Taijutsu in which the user catches the victim off guard before stepping on their chest and using chakra to stick to them similar to the tree walking excercise. This is then followed up by the user pulling back their leg before luanching a point blank attack at the victims face. Dependent on the user's strength tiers this can deal potentially fatal damage as the victim is unable to escape the hold unless they find a means of disrupting the user's chakra flow. The speed at which this assault is pulled off varies with victims being unable to avoid the follow up attack once contact has been made with their chest unless they possess reaction tiers equal to the users speed.
Name: Leaf Still Breeze Classification: Taijutsu Rank: D-rank Class: Supplmentary Range: Self
Description: A Taijutsu technique breathing excercise practiced by those who utilize strong fist to maximize their lung capacity, the user inhales deeply with their nose before exhaling with their mouth. The true purpose of this technique is to double the amount of time they are capable of holding their breath and works hand in hand with the users endurance tiers. Time - Endurance 5 Posts (Total) - None 10 Posts (Total) - D-rank 20 Posts (Total) - C-rank
Name: Leaf Gust Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Mid
Description: Using simple, yet effective strikes, the user begins to spin rapidly and with a strong rotative high kick hits the opponent this rotation can produce a vortex assuming the user has speed tiers allowing them to use it to deflect incoming projectiles equal to the speed of their rotation. The projectiles are deflected at speeds equal to the user's strength. Size of Vortex - Strength Needed 5 Foot Radius - D-rank 10 Feet Radius - C-rank 15 Feet Radius - B-rank
Name: Leaf Great Whirlwind Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: This technique is a series of kicking attacks, starting from a low kick and linking into a middle kick and high kick then finishing off with a heel drop. As the rotation speed picks up the user gains buoyancy, which they use to shift into gradually higher attacks. Depending on the speed this technique is executed the distance at which one is elevated varies with 1 foot per rotation kick at D-rank speed with an additional foot added each additional tier capping out at 5 feet at S-rank speed.
Name: Leaf Rising Wind Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Short
Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky equal to the user's strength tiers but starting at 5 feet with none. Due to the fact that the user is using their entire body rather than just the strength in their legs opponents which attempt to resist the knockback must tense their entire body via either a technique or in the absense of one will be unable to do anything but tense their body to avoid being launched upward if this technique lands leaving them open to another attack occuring at the same time due to their inability to dodge and tense at the same time. Knockback into the Air - Tiers in Strength 5 Feet - None 10 Feet - D-rank 20 Feet - C-rank 30 Feet - B-rank 40 Feet - A-rank 50 Feet - S-rank
Name: Leaf Great Flash Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: The user unleashes a powerful lateral kick which is aimed at disarming armed opponents knocking the weapon flying out of their reach. The impact is only made worse when the victim attempts to strong arm the attempt at disarming as victims who do not possess defense tiers along with strength tiers equal or above the user's strike will have the body part which is holding the weapon broken. Ranging from a broken wrist, arm, shoulder all depends on exactly what part of their body is struck while trying to hold on to their weapon. Distance Weapon Flies - Strength Tier 5 Feet - None 10 Feet - D 20 Feet - C 30 Feet - B 40 Feet - A 50 Feet - S
Name: Leaf Knocking Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: A counter weapon taijutsu technique which involves the user pulling back their arm or leg before launching a strike forward aimed at an item, weapon or equipment while using their strength tiers to shatter it. This technique is made with the purpose of item damaging and weapons/armor or other items which do not have their durability to sustain damage from multiple attacks or have a lower total damage worth than the user's strength tiers are instantly shattered apart.
Name: Leaf Break Classification: Taijutsu Rank: C-rank Class: Defensive/Offensive Range: Short
Description: A counter grabbing technique in which the user who is grabbed from the front quickly lifts their leg kneeing the opponent in the chest or abdomen with enough force to force them to break the grab. This technique is done with the intention of forcing a victim to release the user via pain however it is more specifically a means to give space between them and the opponent attempting to grab them allowing the user to repeat the technique with their other leg before allowing them to spring board off the opponent to forcibly breakout of a grab as long as they have strength tiers equal to the strength that their opponent is grabbing them or one rank lower if they aren't being grabbed with both arms. This plays on the fact that ones legs are stronger than their arms and due to the fact that they are using both legs to vault off an opponent like a spring board their force would cause the grip of their opponent to slack and ultimately break freeing them from the hold. When vaulting off an opponent if they do not possess strength to lock themselves in the ground they are pressed into the floor however if they lock themselves in place then the user is vaulted into the air at speeds equal to the strength that they kicked off their opponent. Strength Tier - Distance Vaulted D - 5 Feet C - 10 Feet B - 15 Feet A - 20 Feet S - 25 Feet
Name: Leaf Strong Whirlwind Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength. Utilizing a momentum effect it also creates a powerful whirlwind 5 feet around the user which can be used to attack multiple opponents crushing them and sending them flying 5 feet away. This technique requires reaction tiers equal to 1-rank above the speed at which he is moving, however those with Muscle Tension, Kyougan only need reaction tiers equal to his speed to see this technique in combat.
Name: Leaf Cerberus King (Exclusive) Classification: Taijutsu Rank: S-Rank (B-rank Chakra Price to Create Shadow Clones) Class: Offensive Range: Short-Mid Range
Description: This is the ultimate taijutsu technique created by R'tari and involves the use of himself along with 2 Shadow Clones. It appears to be initiated by an upward spin kick at which point it quickly becomes three tornadoes which are initiated at the same time by the shadow clones. Opponents which encounter this generally hallucinate seeing a Cerberus which howls up before swallowing the victims at blinding light speed, at which point they are cut by the razor sharp winds inside the attack dealing physical wind damage equal to the speed of the user. After initiating the attack, the R'tari appears to remain shielded within the base of the tornado as the outward surface of the cerberus seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed. This is due to the intense revolution speed of R'ari and his clones within the air in order the generate enough force while shaping the technique by alternating the speed of their respective rotations. This technique can be used in two ways the first being a sudden attack in which the victim is hit during the falling motion of the attack however the second version involves a victim first either being airborne already or being hit by the initial rising spin kick resulting in them being hit into the air while the vortex forms they are then repeatedly sliced before piledrived into the ground after the howl and the cerberus drops down from the sky. The second version does additional damage depending on exactly how many feet in the air the plummeted. When trapped within the tornadoes victims are unable to escape unless they are capable of matching the rotation speed of R'tari as well as his shadow clones or if they manage to break through the wind coating with a technique with defense piercing which is backed by strength higher than the user's while spinning in the vortex otherwise the attack will just be churned up by the vortex in order to twirl around it. This technique is obviously much more useful when chained with a fire technique as the vortexes become enveloped in flame while R'tari and his shadow clones are unaffected as long as they keep spinning as the flames envelop the outside of the vortex. Upon completion of this technique the shadow clones used in the formation poof into smoke as if they had sustained damage due to over-exerting themselves. Rotation Speed (Strength) – Spd Req to break (Slicing Dmg Each P.T /Wind Barrier Durability) – Fall Height (Impact Dmg Multiplier) D + D + D – D++ (3 D/D) – 25 ft (1x) C + C + C – A (3 C/C) – 50 ft (2x) B + B + B – S (3 B/B) – 75 ft (3x) A + A + A – SS (3 A/A) – 100 ft (4x) S + S + S – SSS (3 S/S) – 125 ft & above (5x) *Note: The Number of P.T this technique lasts is dependent on the user’s Rank starting at 1 P.T at D-rank and capping at 7 P.T when the user is “X”-rank. If an opponent is unable to escape & the participants can optionally “skip-ahead” until the end post with the topic resuming as if said time as passed.
- Arhat Fist:
Name: Arhat Fist (Signature) Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: This style of combat focuses on simple physical attacks such as hip checks, shoulder thrusts, knee strikes, and elbow strikes augmented with sudden stops after rapid acceleration. This allows the user to displace their built up momentum into a localized physical strike to deliver high penetrating damage and shatter objects by striking weak points. Perhaps the more deadly of R'tari's two primary Strong Fist techniques due to it being revolved around brute force and maiming rather than redirection and repeated damage.
Name: Arhat Check Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: A simple counter attack in which an incoming punch or kick is allowed to pass the user before they suddenly rush forward and hit the opponent with their shoulder during the exchange. This prevents the opponent from withdrawing their extended arm while distributing piercing damage based how fast the user was moving to deliver it however during the distribution some force is lost resulting in the damage always being one rank lower than the speed being used. To utilize this technique the user ends up halting directly. Speed Tier - Damage Dealt D - 1 Foot of Knockback C - D & 5 Feet of Knockback B - C & 10 Feet of Knockback A - B & 15 Feet of Knockback S - A & 20 Feet of Knockback
Name: Arhat Elbow Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: The user twists before throwing out their elbow to strike an opponent before using their free hand to brace it during the impact. Upon striking an opponent they then twist their arm so that the damage spreads outward rather than piercing straight through in order to deliver a sort of shockwave of physical force. Rather than piercing it results in a crushing wave of force which often can shatter physical objects it hits. This technique similar to all the other techniques utilizing Arhat fist uses the users speed to calculate damage however the user when twisting their arm can however twist their arm using their strength tiers to likewise deal damage. In this case in addition to the lower speed damage then they also are dealt crushing damage equal to the user's strength. Damage Dealt - Area of Spread from impact. D - 1 Foot D+C - 5 Feet C+B - 10 Feet B+A - 20 Feet A+S - 40 Feet
Name: Arhat Knee Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: A quick counter attack which involves the user springing off their back leg while using their other in a rising knee to hit the opponent in either their throat or their face. The technique is meant to be utilized in reply to an incoming attack and if the opponent attempting to land the strike is slower than the user their attack is interupted. That is of course in case they don't have pain resistance in which rather than the pain being used to interupt them it is merely the damage which does so. This strike deals damage 1-rank below the speed of the user.
Name: Arhat Skull Bash Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Short-Mid
Description: An offensive technique which can likewise double as a quick movement technique. The user crouches before launching themselves forward using a mixture of strength and their natural speed in the launch. This causes them to move through the air like a missle in order to impact a target, upon slamming into an object their movement ceases completely while distributing the force of their movement to the victim. This technique can likewise be used to intercept a physical strike coming from above by having the user launch themselves upward to impact the falling opponent to interupt their strike before they could build up the necessary momentum to deliver their own attack. Tiers used - Damage Dealt D - D + D C - C + C B - B + B A - A + A S - S + S
- Dark Leg:
Name: Dark Leg (Signature) Classification: Fighting Style Rank: D-rank Class: Supplementary/Offensive Range: Short
Description: This technique involves utilizing Itami while it is coating his body having utilized the fact that Itami surrounds his entire body to his advantage. This causes his body in his Amatsu resulting in him being able to utilize it similar to Dark Fist due to Itami being capable of draining ambient chakra out of a victims body directly. Using this he is not only capable of being dangerous in just upper physical contact but now lower physical contact as well.
Name: Dark Leg: Kick Classification: Taijutsu/Kenjutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: Dark Kick utilizes Itami in conjunction with Taijutsu to mirror the effects of the Dark Fist. It inflicts internal damage through attacking the body's Chakra Pathway System, subsequently injuring organs which are closely intertwined with the area of the network which has been struck. To do this, the Itami forcibly drains chakra out of the opponent's chakra pathway system in small "bubbles" which rupture upon exiting the opponents body, causing damage to surrounding organs due to their proximity to the chakra circulatory system. Even the slightest tap can cause severe internal damage and when the chakra is being removed it exits as a purplish black color before being absorbed into the user's body. This is an extremely dangerous style of taijutsu as it bypasses any external skin type defenses including the defense tiers to deal direct damage to the opponents internal organs as well as chakra system as an opponents inner body is extremely vulnerable to damage seeing as it can not be strengthened. It can however be utilized defensively allowing the user to drain the chakra out of chakra based techniques equal to Itami's rank.
Name: Dark Leg: Ghastly Kick Classification: Taijutsu/Kenjutsu Rank: C-rank Class: Offensive Range: Short-Mid
Description: This technique is similar in practice to Dark Fist: Rotation, but has a specific target rather than a general area. To perform it, the user gets into position and releases a high-speed kick which moves at Bullet release speeds. A "ghastly shell" of compressed air, using the Dark Leg, is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force before they even notice they were hit. This technique is generally used as a ranged attack however when used in close range its damage is increased due to the proximity of the blow increasing the damage to B-rank as well as draining a C-rank amount of chakra from the opponent.
Name: Dark Leg: Rotation Classification: Nintaijutsu Rank: C (Chakra Price Varies) Class: Defensive Range: Short
Description: This technique utilizes Itami to mimic the Dark Fist: Rotation Technique in order to release a huge amount of chakra from Itami while it is coating the user's legs. It is also a defensive maneuver to compensate for the Dark Legs's range as it blocks any possible attack on the user. After releasing chakra from Itami, the user then spins rapidly to parry the attack, both creating a rotating shield of chakra around themselves and tossing away any nearby attackers. The user can also actively control the size and power of the sphere to suit the situation and by pouring more chakra out of their body they can increase the power of the technique capping out at S-rank. This technique is only effective when rotating, since the chakra itself is not enough to stop a physical attack thus if they cannot spin, the user becomes vulnerable. However unlike the original due to Itami being separate from the user it is capable of spinning itself in response to an incoming attack however when it does so it only moves at a speed equal to it's rank bar any Amatsu modifications.
Name: Dark Leg: Step Classification: Taijutsu/Kenjutsu Rank: A-rank Class: Supplementary/Offensive Range: Short
Description: Dark Step was created by Lilith Mikaboshi in an attempt to drastically increase her movement speed through use of her chakra rather than relying exclusively on muscle strength to propel herself. R'tari read about the basic part of the technique and decided to utilize it in conjunction with Itami in order to copy it without having to learn the intense chakra control needed for the technique. As a result unlike the original it doesn't require some concentration, it merely allows the user to rapidly move at Vacuum release speeds for a jet of motion. This technique even has a more complex use which R'tari calls "Sky Walk" which allows him to condense the air by means of chakra allowing him to walk on air as if it was the ground just like the water walking technique. However as it requires more concentration than normal he can only go up to Crashing Ground speeds while in the air.
- Dark Fist:
Name: Dark Fist Classification: Fighting Style Rank: C-rank Class: Offensive Range: Short Range
Description: Dark Fist is a form of hand-to-hand combat used by members of the Mikaboshi clan. It inflicts internal damage through attacking the body's Chakra Pathway System, subsequently injuring organs which are closely intertwined with the area of the network which has been struck. To do this, the user forcibly drains chakra out of the opponent's chakra pathway system in small "bubbles" which rupture upon exiting the opponents body, causing damage to surrounding organs due to their proximity to the chakra circulatory system. Even the slightest tap can cause severe internal damage and when the chakra is being removed it exits as a purplish black color before being absorbed into the user's body. This is an extremely dangerous style of taijutsu as it bypasses any external skin type defenses including the defense tiers to deal direct damage to the opponents chakra system as well as internal organs as an opponents inner body is extremely vulnerable to damage seeing as it can not be strengthened, those who possess Defense+Strength Tier chains however can resist the internal organ damage effect completely while those with Defense+Strength+Chakra Tier chains can resist both depending on the strength of the technique used versus their tier chain.
Name: Dark Fist: Eight Trigrams Genjutsu Classification: Genjutsu Rank: D-rank (Variable Chakra Price) Class: Supplementary Range: Short
Description: This technique is required to cast the genjutsu associated with the Palms of Death line of the Dark Fist. It is a proximity trigger genjutsu which upon being cast immobilizes an opponent preventing them from moving and thus escaping before the assault begins. Those of the Mikaboshi clan are well versed in the art of proximity based genjutsu simply due to their own experience with ambient chakra as well as the absorption and emission of said chakra from their palms. As a result this genjutsu is fairly flexible and it's radius depends on the skill of the user however outside of the Palms of Death line it is fairly weak only binding victims with immobility which can be broken if the victim has a D-rank Barrier+Strength Tier chains. Those with Barrier tiers equal to the chakra price can break out of this technique via the usual genjutsu escape methods without a slight delay before they can move their body those without it however suffer a slight delay dependent on their rank hence the trusted effectiveness of this genjutsu when paired with the assault of the Palms of Death line. Rank - Proximity to trigger (radius) - Bar+Str Tier Chain - Barrier Tier (Delay in P.T if without) D - Within 5ft from user - D - D (1) C - Within 10ft from user - C - C (2) B - Within 15ft from user - B - B (3) A - Within 20ft from user - A - A (4) S - Within 25ft from user - S - S (5)
Name: Dark Fist: Four Palms of Death Classification: Taijutsu/Genjutsu Rank: D-rank (Optional D-rank Chakra Price) Class: Offensive Range: Contact (Without Gen), Short (With Gen), Long (Knockback)
Description: The user of this technique first gets within range and then traps the opponent in a powerful genjutsu which causes them to envision an Eight Trigrams circle immobilizing them before the user begins to deliver the attack: * First two consecutive strikes to make two at swift release speeds. * Finally, another two consecutive strikes to make Four palm strikes in total at bullet release speeds. Getting hit by this technique is not fatal however it is still an effective technique as while dealing low amounts of physical damage to a victims internal organs equivalent to an D-rank per palm strike; it drains a decent amount of chakra from the opponent: the first set drains 2 C-ranks worth & the second set drains another 2 C-ranks worth which would drain a good amount of chakra while potentially killing those with very low amounts of chakra or very low ranked shinobi due to chakra loss. This technique unlike the standard more commonly used versions poses no danger to the user as long as their secondary chakra system can hold the drained chakra regardless however the final two blows release the chakra which would overload the user's chakra limits, if any, in the form of a concussive shockwave dealing no damage but knocks the opponent flying at Bullet Release speeds over a distance of roughly 20 feet, if they do not anchor themselves with at least D-rank strength however upon doing so they sustain the full amount of ambient chakra damage which was released in the shockwave. This technique has a special function with Gate users as it actually halves the overall duration of their gates upon completion. Also this technique can be done without the genjutsu for no chakra cost however generally it is preferred to do so in conjunction as it is much more effective that way if done without the genjutsu the target victim must be within a foot (1ft) of the user for this technique to be initiated and during it's activation only opponents with Samurai Level speed, Reaction+Speed tier chains equal to the speed at which a palm strike is launched are able to dodge the attacks as they are incoming. *If the Mikaboshi does not possess the tiers for the proper preformance of this technique they still can preform it, they simply sustain the fatigue loss associated with Max and Above max tier levels upon completing each set. While this technique is under normal circumstances a tiring technique to preform for those individuals it can result in a rapid depletion of stamina which render them intensely fatigued if they are not careful.
Name: Dark Fist: Eight Palms of Death Classification: Taijutsu/Genjutsu Rank: C-rank (Optional C-rank Chakra Price) Class: Offensive Range: Contact (Without Gen), Short (With Gen), Long (Knockback)
Description: The user of this technique first gets within range and then traps the opponent in a powerful genjutsu which causes them to envision an Eight Trigrams circle immobilizing them before the user begins to deliver the attack: * First two consecutive strikes to make two at swift release speeds. * Second, another two consecutive strikes to make four at bullet release speeds. * Finally, four consecutive strikes to make Eight palm strikes in total at crashing ground speeds. Getting hit by this technique is not usually fatal however it is still an effective technique as while dealing low amounts of physical damage to a victims internal organs equivalent to an D-rank per palm strike; it drains a decent amount of chakra from the opponent: the first set drains 2 C-ranks worth, the second set drains 2 C-ranks worth & the third set drains 4 C-ranks worth which would drain a good amount of chakra while potentially killing those with very low amounts of chakra or lower ranked shinobi due to chakra loss. This technique unlike the standard more commonly used versions poses no danger to the user as long as their secondary chakra system can hold the drained chakra regardless however the final two blows release the chakra which would overload the user's chakra limits, if any, in the form of a concussive shockwave which knocks the opponent flying at Crashing Ground speeds over a distance of roughly 40 feet, if they do not anchor themselves with at least C-rank strength however upon doing so they sustain the full amount of ambient chakra damage which was released in the shockwave. This technique has a special function with Gate users as it actually locks one of their gates upon completion preventing them from opening it for a number of topics depending on the gate they were at (1 = 8 topics, 7th = 1, 8th = forced end of Eight Gate Formation). Also this technique can be done without the genjutsu for no chakra cost however generally it is preferred to do so in conjunction as it is much more effective that way if done without the genjutsu the target victim must be within 2ft of the user for this technique to be initiated and during it's activation only opponents with Samurai Level speed, Reaction+Speed tier chains equal to the speed at which a palm strike is launched are able to dodge the attacks as they are incoming. *If the Mikaboshi does not possess the tiers for the proper performance of this technique they still can preform it, they simply sustain the fatigue loss associated with Max and Above max tier levels upon completing each set. While this technique is under normal circumstances a tiring technique to preform for those individuals it can result in a rapid depletion of stamina which render them intensely fatigued if they are not careful.
Name: Dark Fist: Rotation Classification: Nintaijutsu Rank: B-rank (Chakra Price Varies) Class: Defensive Range: Short-Range
Description: This technique utilizes the chakra control gained through Dark Fist training to release a huge amount of chakra from all the chakra points on the user's body. It was created to counter blitzing or rushdowns able to outspeed incoming Sam Lvl Spd within 15ft, 1-rank higher incoming Sam Lvl Spd within 10ft & finally 2-ranks higher incoming Sam Lvl Spd within 15ft. It is also a defensive maneuver to compensate for the Dark Fist's range as it blocks any possible attack on the user. After releasing chakra from every tenketsu in their body, the user then spins rapidly to parry the attack, both creating a rotating shield of chakra around themselves and tossing away any nearby attackers within a 15ft radius of the user as long as they do not anchor themselves with B-rank strength or higher. If they do however they sustain B-rank chakra based damage each post (total) the user spins. The user can also actively control the size and power of the sphere to suit the situation and by pouring more chakra out of their body they can increase the power of the technique capping out at S-rank. This technique is only effective when rotating, since the chakra itself is not enough to stop a physical attack thus if they cannot spin, the user becomes vulnerable. Amount of Chakra/End Tiers - Size of Sphere (Radius in ft) - P. T User can remain spinning with 1 use. D - 5 - 2 C - 10 - 4 B - 15 - 6 A - 20 - 8 S - 25 - 10
- Ghastly Palm:
Name: Dark Fist: Ghastly Palm Classification: Taijutsu Rank: C-rank Class: Offensive Range: Mid or Short
Description: This technique is similar in practice to Dark Fist: Rotation, but has a specific target rather than a general area. To perform it, the user gets into position and releases a high-speed palm thrust which moves at Bullet release speeds over a distance of 20ft before dispersing. A "ghastly shell" of compressed air, using the Dark Fist, is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force, unless they possess C-rank strength tiers to anchor themselves in place the moment it strikes, before they even notice they were hit (D-rank Reaction Tiers to notice). Under normal circumstances this technique deals a D-rank of physical damage to the victims internal organs but if they anchor themselves in place it is increased to a C-rank worth of physical damage which is resisted by D-rank & C-rank Strength+Defense Tier chains respectively. This technique is generally used as a ranged attack however when used in close range (within 10ft of the user) its damage is increased due to the proximity of the blow increasing the physical damage to the victims internal organs to B-rank as well as draining a C-rank amount of chakra from the opponent per blow which is resisted by B-rank Strength+Defense & C-rank Strength+Defense+Chakra Tier Chains respectively.
Name: Dark Fist: Ghastly Palm Detonation Classification: Taijutsu/Fuinjutsu Rank: C-rank Class: Offensive/Supplementary Range: Contact
Description: Req. Ghastly Palm. This involves the user utilizing Ghastly Palm however instead of the immediate effect the user simply drains the victims chakra similar to Dark Fist while leaving a palm print on their body which can only be seen with chakra vision. In order to use this variation the opponent must be at max 2 feet away from the user, however due to how it is preformed it can be masked as a normal Dark Fist technique and is only required to be placed in spoilers after it is triggered unless the victim has a C-rank chakra sensory technique which deals with detecting chakra flow. This palm print continues to siphon chakra from the victim as long as the seal is kept in place and upon the user's will can be remotely detonated dealing the combined damage dependent on how long it was placed on a victims body. Each post (total) it is left on their body it drains the amount of chakra the Mikaboshi user can drain without the use of techniques (includes subsequent Weekly trainings) from their body for storage within the seal. The explosion itself is comprised of their own chakra to deal ambient chakra damage to their body.
Name: Dark Fist: Dual Ghastly Palm Classification: Taijutsu Rank: B-rank Class: Offensive Range: Mid or Short
Description: This technique is the advanced version of the original Dark Fist Gastly palm, but with twice the speed and power. To perform it, the user gets into position and releases two high-speed palm thrusts which move at Crashing Ground speeds over a distance of 30ft before dispersing. Two "ghastly shells" of compressed air, using the Dark Fist, is formed to attack the opponent's vitals from a distance, blowing them off their feet with tremendous force, unless they possess B-rank strength tiers to anchor themselves in place the moment it strikes, before they even notice they were hit (C-rank Reaction Tiers to notice). Under normal circumstances this technique deals a C-rank of physical damage to the victims internal organs but if they anchor themselves in place it is increased to a B-rank worth of physical damage which is resisted by C-rank & B-rank Strength+Defense Tier chains respectively. This technique is generally used as a ranged attack however when used in close range (within 15ft of the user) its damage is increased due to the proximity of the blow increasing the physical damage to the victims internal organs to A-rank as well as draining a B-rank amount of chakra from the opponent per blow which is resisted by A-rank Strength+Defense & B-rank Strength+Defense+Chakra Tier Chains respectively.
- Needles of Sorrow:
Name: Dark Fist: Ghastly Needle of Sorrow Classification: Nintaijutsu Rank: D-rank (D-rank chakra per needle) Class: Offensive/Supplementary Range: Mid-Range
Description: Req. Dark Fist: Ghastly Palm. By altering the method of shaping chakra and it's emission from the Mikaboshi clan members body based KG, namely their palm marks this technique was born. This technique creates tiny projectiles which are the result of shaping very small amounts of chakra into a thin needle like shape. The needle is then release often masked by a palm thrust so it can be used interchangably with the rest of the Dark Fist line said needle flying at swift release speeds over a distance of 20ft to impact a target. The needles are invisible to normal eyesight only capable of being seen by those with chakra vision & D-rank reaction tiers or detected by a D-rank chakra sensory technique due to their small size as they move through the air. Likewise only those with pain sensory technique can feel the prick as it impacts their body with victims often not noticing that they have been attacked until they attempt to mold chakra. To that extent this technique as well as it's advanced variations only need to be placed in spoiler tags upon the opponent either possessing the ability to detect them via chakra or pain sensory or until they are triggered by the victim attempting to mold chakra with those with pain sensory having the pain they feel amplified to 1-rank higher. If not removed the places targetted will be unable to have chakra moulded into them and it requires chakra vision to detect them while the victim has to use chakra flow to remove each needle at the cost of losing 1 D-rank of chakra per needle removed permanently damaging their chakra coils and thus reducing their overall chakra reserves. If the user possesses a D-rank Medical Ninjutsu technique dealing with repairing damage to the chakra coils, at the cost of activating it each of the needles can be removed without incuring the chakra loss or crippling their chakra reserves.
Name: Dark Fist: Five Ghastly Needles of Sorrow Classification: Nintaijutsu Rank: C-rank Class: Offensive/Supplementary Range: Mid-Range
Description: Req. Dark Fist: Ghastly Palm & Dark Fist: Ghastly Needle of Sorrow. By combining it's composite techniques, the user is able to actually releases chakra which are shaped into numerous needles. To perform it, the user gets into position and releases a high-speed palm thrust of any speed, however unlike the original variant this palm thrust releases five needles each of chakra which can only be detected by those with chakra vision & C-rank reaction tiers/D-rank reaction + Time-Slowing Dojutsu or a C-rank chakra sensory technique as they move through the air at crashing ground speeds over a distance of 20ft before dispersing. The needles are aimed for disabling rather than injury as upon impacting the target they prevent the flow of chakra to the areas targetted and when victims attempt to do so it results intense pain to their chakra coils equal to an C-rank. If not removed the places targeted will be unable to have chakra molded into them and it requires chakra vision to detect them while the victim has to use chakra flow to remove each needle at the cost of losing 1 D-rank of chakra per needle removed permanently damaging their chakra coils and thus reducing their overall chakra reserves. If the user possesses a C-rank Medical Ninjutsu technique dealing with repairing damage to the chakra coils, at the cost of activating it each of the needles can be removed without incurring the chakra loss or crippling their chakra reserves.
Last edited by Yvette on 11th December 2014, 5:17 pm; edited 10 times in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: R'tari Mikaboshi 22nd July 2014, 10:35 pm | |
| - Tiers:
Name: Ninpo Classifaction: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Ninpo is a fighting style developed in response to repeated assaults by a fast moving opponent while the user was unable to move their lower body whether to dodge or to flee in the process unconsciously training the reflexes of their upper body to respond to protect themselves. The end result was honing the speed of their arms and upper body at the cost of neglecting their lower body, this refinement allowing them to keep up with Samurai level speed when moving their arms or just their upper body but actually being outspeed by even normal speed if they attempt to run or use their lower body. This fighting style favors heavy ninjutsu use as well as mid to long range tactics as the users hand seal speed benefits immensely from the user being able to move their arms faster than normal and by keeping a set distance from opponents the weakness of this style isn't able to be exploited. Ninpo Learned - Lower Body Movement Speed if Normal Speed Tiers are Trained Swift Hand Movement - D- (Outsped by D-rank Spd) Bullet Hand Movement - C- Crashing Hand Movement - B- Vacuum Hand Movement - A- Blinding Hand Movement - S-
Name: Ninja Way Classification: Taijutsu Rank: D-rank Class: Supplementary Range: N/A
Description: Every human has a code of ethics which define themselves. It is because of that their natural stamina has been hardened. Because of that D-rank techniques do half as much damage as they would towards the other races as they do towards humans.
Name: Mikaboshi Coordination Exercise Lvl 1 Classification: Taijutsu Rank: D-rank Class: Supplementary/Defensive Range: Self
Description: The Mikaboshi Clan like their Bishamon rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. The Coordination exercises were focused on honing reaction time as well as hand speed. Mikaboshi are more focused on optimizing their hand-eye coordination as it makes a crucial part of their core fighting style the Dark Fist To that extent they have mastered the art of chaining their Speed and Reaction together in order to grant them superior reflexes localized to the upper body & arms yet due to combining the two are capable of outspeed even Samurai in D-rank speed. Their eye-sight is stellar easily able to keep track of high-speed movement without suffering from motion blur however most pronounced is their blinking speed which occurs at such high-speed that often a Time-slowing dojutsu is needed tell exactly when the Mikaboshi blinks giving them an advantage against encountering eye-irritants things such as flash bombs or dust.
Name: Mikaboshi Flexibility Exercise Lvl 1 Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: The Mikaboshi Clan like their Bishamon rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. Flexibility exercises are the result of the Mikaboshi clan's intense stretching regiments which are started in their youth in order to maintain a flexible and fit body. This flexibility works to prevent undue fatigue or muscle cramps when exerting themselves in combat as long as they as moving at D-rank speed they burn up half as much stamina as a non-Mikaboshi allowing longer feats of physical exertion in comparison to others.
Name: Mikaboshi Sensing Exercise Lvl 1 Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: The Mikaboshi Clan like their Mikaboshi rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. Sensing exercises were aimed at expanding the distance at which a Mikaboshi is capable of utilizing their chakra sensory hence the general Mikaboshi being known as sensors. As a result of chaining their Endurance & Reaction Tiers Mikaboshi who learn this are capable of detecting chakra sources even those concealed by D-rank chakra suppression or concealment techniques up to 10ft away on their own or 20ft away if their Amatsu is not currently destroyed.
Name: Mikaboshi Flexibility Exercise Lvl 1 Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: The Mikaboshi Clan like their Bishamon rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. Flexibility exercises are the result of the Mikaboshi clan's intense stretching regiments which are started in their youth in order to maintain a flexible and fit body. This flexibility works to prevent undue fatigue or muscle cramps when exerting themselves in combat as long as they as moving at D-rank speed they burn up half as much stamina as a non-Mikaboshi allowing longer feats of physical exertion in comparison to others.
Name: Mikaboshi Coordination Exercise Lvl 2 Classification: Taijutsu Rank: C-rank Class: Supplementary/Defensive Range: Self
Description: The Mikaboshi Clan like their Bishamon rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. The Coordination exercises were focused on honing reaction time as well as hand speed. Mikaboshi are more focused on optimizing their hand-eye coordination as it makes a crucial part of their core fighting style the Dark Fist To that extent they have mastered the art of chaining their Speed and Reaction together in order to grant them superior reflexes localized to the upper body & arms yet due to combining the two are capable of outspeed even Samurai in C-rank speed. Their eye-sight is stellar easily able to keep track of high-speed movement without suffering from motion blur however most pronounced is their blinking speed which occurs at such high-speed that often a Time-slowing dojutsu is needed tell exactly when the Mikaboshi blinks giving them an advantage against encountering eye-irritants things such as flash bombs or dust.
Name: Mikaboshi Sensing Exercise Lvl 2 Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: The Mikaboshi Clan like their Mikaboshi rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. Sensing exercises were aimed at expanding the distance at which a Mikaboshi is capable of utilizing their chakra sensory hence the general Mikaboshi being known as sensors. As a result of chaining their Endurance & Reaction Tiers Mikaboshi who learn this are capable of detecting chakra sources even those concealed by C-rank chakra suppression or concealment techniques up to 20ft away on their own or 40ft away if their Amatsu is not currently destroyed.
Name: Mikaboshi Flexibility Exercise Lvl 2 Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: The Mikaboshi Clan like their Bishamon rivals have a special method of conditioning which is learned as soon as they can walk often Mikaboshi infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. Flexibility exercises are the result of the Mikaboshi clan's intense stretching regiments which are started in their youth in order to maintain a flexible and fit body. This flexibility works to prevent undue fatigue or muscle cramps when exerting themselves in combat as long as they as moving at C-rank speed they burn up half as much stamina as a non-Mikaboshi allowing longer feats of physical exertion in comparison to others.
Name: Monk Way Classification: Taijutsu Rank: C-rank Class: Supplementary Range: N/A
Description:An advanced code which grants the user immunity to D-rank chakra-based attacks and C-rank chakra based attacks do half as much damage as they would towards others as they would towards the user.
- Gate Techniques:
Name: Dark Gates (Signature) Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Stemming from the Mikaboshi Clan having two chakra systems it only makes sense that instead of the usual Eight Gates they would have a total of 16. However similar to the auxillary chakra system which is filled by absorbing chakra from opponents this fighting style draws from the R'tari opening one of his gates before placing his palm on the specific point opened. This allows him to absorb the expelled chakra from the forced opening of the gate into his auxillary chakra system thus drastically reducing the strain placed on his body to keep the gates active for longer (2x Gate Activation Time). When this technique is activated it halves the gained tiers through activation his Gated state occurs as his secondary chakra system works to mitigate the effects of his main chakra system. The drawback however is that while in this state R'tari loses chakra from his main chakra system while placing into his auxillary equal to the rank of the specific gate opened each turn.
Name: Kaimon - The Gate of Opening Classification: Kinjutsu Rank: C (D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The First of the Eight Gates, which is located in the brain, removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. This grants the user B-rank Strength, Speed & Endurance while having a base activation duration of 5 Posts (Total). This can be extended however depending on two things, the user's skill level as well as their endurance tiers. While active due to the pain of activation the user is broken out of a D-rank genjutsu, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Base Duration Modifier (Rank/End Tier/Both) D (+1/+1/+2) C (+2/+2/+4) B (+3/+3/+6) A (+4/+4/+8) S (+5/+5/+10)
Name: Kyūmon - The Gate of Healing Classification: Kinjutsu Rank: C (2 D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Second of the Eight Gates, which is located in the brain, forcibly increases the user's physical strength to A-rank and temporarily re-energizes the body causing, them to temporarily ignore pain during it's activation which lasts as long as it is activated or until the user activates another gate. This pain ignoring grants the user something similar to Pain Resistance in which the user registers that they are getting injured however it doesn't affect them physically or mentally. Depending on the user's Age this technique can likewise boost the duration of the user's gates by a set amount. While active due to the pain of activation the user is broken out of up to 2 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 2 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Age of User - Gate Duration Modifier Under Prime - +5 Prime - +10 Over Prime - +0
Name: Seimon - The Gate of Life Classification: Kinjutsu Rank: B (3 D Pain Activation + C-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Third of the Eight Gates, which is located on the spinal cord, which likewise causes the user to possess increased blood flow causing the skin to turn red. This is due to the speed at which oxygen is being coursed through the body via the blood increasing and as a result the user's speed is boosted to A-rank. While active penalties to the user's tiers as a result of Blood Loss is negated to set degrees depending on the user's age which lasts as long as this gate is activated or until the user activates higher gate. While active due to the pain of activation the user is broken out of up to 3 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to C-rank Physical Recoil Damage. Age of User - Blood Loss Penalty Negated Under Prime - Three-Quarters Prime - Near Empty to Empty Over Prime - Half
Name: Shōmon - The Gate of Pain Classification: Kinjutsu Rank: B (4 D-rank Pain Activation + C-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Fourth of the Eight Gates, which is located on the spinal cord, which increases the user's physical capabilities making their tiers on par with Samurai Level which lasts for every subsequent activation of higher gates. The activation of this gate may cause muscle tissue to tear on use and unlike the other gates the user is subjected to intense pain during it's entire activation however due to the adrenaline coursing through their body it does not influence them more than simply causing them to constantly break out of weak genjutsu chains of up to (4 D-ranks) however depending on their age it can shorten the overall duration they can keep their gates active. If they are not put under a genjutsu the pain stacks allowing the user to use the pain they've experienced during the activation towards breaking a higher level genjutsu technique. including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to C-rank Physical Recoil Damage. Age of User - Gate Duration Depletion Under Prime - Minus 5 P.T from activation Duration Prime - 0 (Unaffected) Over Prime - Minus 10 P.T from Activation Duration
Name: Front Lotus Classification: Taijutsu Rank: B (-15 Stamina Price) Class: Offensive Range: Short, Mid (Knockback)
Description: Requires Gate of Opening to be active. The Front Lotus requires the opening of the first of the Eight Chakra Gates, giving the user five times their normal strength. The user kicks their opponent into the air and then uses Shadow of the Dancing Leaf. While in the air the user grabs them from behind before flipping them upside down so that their feet are at the victims head and their head is at the victims feet and the user holds them in place with B-rank Strength before spinning rapidly and drilling them into the ground while falling at Crashing Ground Speeds. A simple yet deadly technique as it requires a movement slowing dojutsu + Vacuum Release speeds, B-rank Reaction Tiers + Crashing Ground speeds or Blinding Light Speeds AND an technique to move while in mid-air for the person to be able to avoid the grab as they are helpless upon being launched high up. The speed of the drilling spin can be accelerated by opening additional Gates with each gate opened increasing the speed of the drop by 1 Level (I.E B+ to B++) and boosting the damage the victim sustains upon impacting the ground. However the user likewise takes damage due to recoil when this technique is used equal to 1-rank below the damage sustained by the victim's base fall damage. Due to the use of one of the Eight Gates, the user is left extremely fatigued, making this technique a "double-edged sword". It may also be used on multiple people (each with it's own price) at once depending on the user's skill level before the recoil is calculated based on the opponent who suffered the most damage, furthermore depending on the height the victim is drilled into the ground their base physical damage (Fall dmg) sustained varies. Rank of User - No. of Targets - Height from Ground - Base Fall Damage (Gate Multiplier) D - 1 - 10ft - 3 D (1st Gate = 1x) C - 2 - 20ft - C (2nd Gate = 2x) B - 3 - 30ft - B (3rd Gate = 3x) A - 4 - 40ft - A (4th Gate = 4x) S - 5 - 50ft - S (5th Gate = 5x)
- Shurikenjutsu:
Name: Shuriken Surprise Technique Classification: Shurikenjutsu Rank: D-Rank Class: Supplementary Range: Short-Long
Description: This technique is used with shurikens alongside something like flash tags, explosive tags or smoke bombs. When the user launches the shurikens they conceal the tags or bomb inside the throwing hole of the weapon they are firing. Upon it reaching the opponent, the user can either use a handseal or wait for the shuriken to strike the ground before the concealed payload detonates and activates the effects of whatever was actually concealed while being impossible to detect due to the rotation and speed of the Shuriken. This can be seen through with reaction tiers equal to or higher than the speed of the shuriken.
Name: Shadow Shuriken Technique Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Mid-range
Description: It's a simple technique where two shuriken, like the Fūma Shuriken, are piled one onto another and thrown simultaneously. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper shuriken. Then, they have to deal with the path of the lower, unnoticed shuriken. However, if the enemy notices both shuriken, the technique ends up losing all of its efficiency.
Name: Manipulated Shuriken Technique Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Mid
Description: With this technique a translucent wire, both elastic and highly durable, is attached to a shuriken, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the shuriken in any direction with just a single movement of their fingertip. The first attack, challenging the enemy, is avoided and after a time-lag of several seconds, it will come from behind. Depending on the performance, the possible tactics can be infinite.
Name: Refraction Shot Classification: Shurikenjutsu Rank: C Class: Offensive. Range: Short to medium.
Description: A simple shurikenjutsu technique utilizing two or more projectiles, where the user deflects one projectile with another in order to change it's course to strike otherwise impossible to reach angles. A skilled practitioner can hit a target from any angle or behind cover with this technique, making it a very well rounded technique.
Name: Manipulating Attack Blades Classifaction: Shurikenjutsu/Ninjutsu Rank: C-rank (Chakra Cost Varies) Class: Offensive Range: Mid-range
Description: A shuriken technique that involves aiming a barrage of kunai at one precise spot. The user releases chakra from his hand over an area within which he can maintain the kunai in suspension. As a result, the enemy may get blindsided and denied any escape route at the same time. With a simple hand movement, the user is able to fire all the kunai at once. This is meant to be used with very low amounts of chakra so low that unless the victim has chakra sensory C-rank or above they can't even detect the use of chakra to move the blades and as such it appears like a magic trick. The number of kunai that can be thrown is equal to the user's clone limit and R'tari's use of this technique is so refined that he along with his clones are able to use it in quick succession. In order to lift the chakra it doesn't require any chakra however launching them with a hand movement consumes chakra equal to the speed that they are being launched capping at S-rank.
- Kenjutsu:
Name: Amatsu Transformation Classification: Fighting Style Rank: B Class: Supplementary Range: Self (Amatsu), Varies
Description: The Mikaboshi clan member has the ability to alter the size and shape of their Amatsu in battle after learning this unique kenjutsu fighting style. The weapons can vary from swords and axes to staffs and scythes however no projectile weapons can be formed. In addition since Amatsu can be controlled mentally the user can use the weapon without physical touching it allowing them to still use jutsu in combat. The weapons are still Amatsu their for they still possess all of the abilities of an Amatsu despite being in a different shape. Multiple shapes can be formed each one having it's own word-count and each taking a D-rank technique slot upon being learned while depending on their size it can be used to extend the scale of attacks involving them. This allows the Mikaboshi to shift their Amatsu into the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Rank - Size of Weapon - Type of Weapon - In-Battle Training Word Count (Solo Training) D - Under 1 ft - Shield - 100 (50) C - Within 5 ft - Blunt Melee - 200 (100) B - Within 10 ft - Bladed Melee - 400 (200) A - Within 15 ft - Piercing Melee - 600 (400) S - Within 20 ft - Whip/Chain - 800 (600) Elite - Same Dimensions as Rank - Other - 1000 (500) Itami's Current Weapon Forms List: Name: Dark Leg Description: Sleek and maneuverable where Itami coats over R'tari's legs in order to not only provide additional defense but likewise give him access to the Dark Leg line of techniques due to Itami's ability to drain chakra like any other Amatsu. - Name: Night Fists Description: Twin Gauntlets typically used to protect the hands or add more omph to his Dark Fist techniques due to Itami & R'tari's chakra draining abilities working in tandem. The Gauntlets cover every inch of his hand except for part of his palms exposing his Mikaboshi Palm Markings. - Name: Bo-Staff Description: A five foot long bo-staff with no other traits besides it's length yet is useful due to the additional reach it provides taking advantage of Itami's chakra draining capabilities with contact while keeping distance when necessary.
- Bringers of Chaos:
Name:Mental Chaos Mode Classification: Fuinjutsu Rank: S-rank Class: Passive Range: Self
Description: As the name says it’s the curse brought upon those who call themselves the Bringers of Kaosgakure. This mode allows them to suppress the combat ability of everyone in the topic for the duration of Chaos mode not allowing any one to use Mental based techniques. During the battle the user gains an endurance tier equal to their rank for the duration of this mode allowing them an even greater advantage over their opponent in battle. Mental Chaos mode has duration first starting with 15 posts (total) at chunin rank. 25 posts total at Jonin rank and finally 35 posts at Sannin rank
- Taijutsu:
Name: Peregrine Falcon Drop Classifaction: Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description: The user grabs a falling opponent by their ankles, wraps his legs around their waist, and drives them head first into the ground, similar to the Front Lotus causing them to sustain C-rank damage directly to their head with the ability to quite possibly break their neck if they bend their neck upon landing. Depending on how high the victim is in the air however they may sustain additional physical damage due to the fall, victims who have been grabbed through this technique are only able to break free if they have strength tiers higher than the user's or a grab escape technique equal rank or higher. Fall Height (ft) - Fall Dmg 5 - D 10 - C 20 - B 40 - A 80 - S
Name: Lions Combo Classification: Taijutsu Rank: C-rank (Each Blow -1 Fatigue) Class: Offensive Range: Short, Mid (Launch)
Description: Req. Front Lotus or Physical Mimic/Anything which allows the user to copy the Front Lotus after seeing it in use. A Taijutsu technique which was originally based off of the Front Lotus. It is an ultra-fast combo attack that requires an advanced physical condition and a certain knack for it as it relies heavily on both strength and speed the former to launch a victim and deal damage while the latter to repeately spin to deliver more hits. The opponent is first kicked into the air a distance of 20 ft and shadowed with the Shadow of the Dancing Leaf with victims without an air movement technique being unable to dodge the follow up. Upon inflicting a blow, one takes advantage of said opponent's counterattack to spin around and rise again for further assaults each one requiring 1-rank higher in reaction to successfully block in time. Since the fall is increased in velocity with each blow, the damage when one is eventually struck to the ground is inconceivable. All variations end with the opponent being thrown to the ground and kicked in the stomach. However, like with the Front Lotus, there is a drawback in which the user gets fatigued right after the technique is performed. Though, this drawback isn't as severe as with the Front Lotus. Speed of User - Number of Aerial Blows - Victim Fall Speed - Victim Fall Dmg Multiplier None - 0 - N/A (Normal Falling speed) - 1x D - 1 - E (Normal Running Speed) - 2x C - 2 - D - 3x B - 3 - C - 4x A - 4 - B - 5x S - 5 - A - 6x
- Clone Fist & Clone Techniques:
Name: Clone Fist Classification: Fighting Style Rank: D (Optional Chakra Price without Clones on Field) Class: Offensive/Supplementary Range: Mid-Long Range
Description: The Clone Fist is a fighting style revolving around the use of the Shadow Clone as well as it's advanced variants the Elemental Shadow Clone and Explosive Shadow Clone in order to formulate a diversionary, unpredictable fighting style using superior numbers and tactics to overwhelm opponents. The fighting style links well with with it's techniques as it is meant to seemlessly move into combinations utilizing unconventional uses of clones in it's assaults. The only limit to this style is the fact that shadow clones are rather fragile, as well as the creativity of the user. The former can be mitigated throught he advanced shadow clone variants while the latter is easily solved when said use is creative in the application of this fighting style. All of the Clone Fist techniques are interchangable with techniques utilizing the shadow clone technique and can be interupted or modified in order to incorporate those techniques into their use on the field.
Name: Clone Fist: Pinball Classification: Taijutsu Rank: D (Min. of 2 Clones Req.) Class: Offensive Range: Mid, Contact (Clones)
Description: This is a simple technique which involves one of the user's Shadow Clones punching or kicking an opponent in order to knock an opponent flying over a set distance dependent on the user's strength tiers if the victim doesn't have strength tiers equal to that in order to root themselves in place. The victim is launched in the direction of the strike where another clone waits in order to hit them again resulting in the victim sustaining damage equal to the user's strength tiers in addition to being sent back in the opposite direction at speeds 1-rank higher than before unless they tense their body right before being hit. If that occurs the victim is launched 1-rank slower than before, this can be repeated at will and during flight a victim can sustain additional damage if they crash into anything during their flight. Strength Tiers/Speed victim is launched - Knockback Dealt (ft) None - 1 D - 5 C - 10 B - 15 A - 20 S - 25
Name: Clone Spinning Heel Drop Classification: Taijutsu Rank: C-rank (B-rank chakra cost to make clones if not available) Class: Offensive Range: Mid-Long
Description: R'tari creates two clones which flank him before one picks up another before flinging them and repeats the process with the second member thanks to the users strength tiers the distance that they can be launched varies. while moving through the air they somersault before dropping downward upon a target both landing heel drops on the victims shoulder or head. This technique can be repeated with more clones for even more damage as the damage scale increases with both the use of the users tiers as well as number of clones involved. Height Launched when Thrown - Strength Tier 5 Feet - None 10 Feet - D-rank 15 Feet - C-rank 20 Feet - B-rank 25 Feet - A-rank 30 Feet - S-rank
Name: Clone Shuriken Classification: Taijutsu/Shuriken Rank: C-rank (B-rank chakra cost to make clones if not available) Class: Offensive Range: Mid-Long
Description: R'tari makes two clones before spinning on his heel and launching one of the R'tari's at the opponent picking them up with the user's strength tiers. The flying R'tari spreads out before colliding with the victim to deal damage equal to the strength that they were thrown at while likewise being able to add on their own attack right before connecting with the victim. Distance Thrown - Strength Tiers 5 Feet - None 10 Feet - D-rank 15 Feet - C-rank 20 Feet - B-rank 25 Feet - A-rank 30 Feet - S-rank
Name: Clone Fist: Clone Sweep Classification: Taijutsu Rank: C (Min. of 3 Clones Req.) Class: Offensive Range: Mid, Contact (Clones)
Description: A technique relying on a loss of balance, this involves one clone first sliding on the ground in order to trip an opponent while another clone follows up with a drop kick coming from another direction preying on a victim dodging the first attack leaving them vulnerable for the follow up. Victims who are struck by the first clone are knocked off their feet if they do not have strength tiers used to root their body in place equal to the user's. If they dodge however they now require 1-rank higher reaction tiers than that they used to dodge the first strike in order to avoid it. This technique ends with the third clone sprinting forward while pulling their leg back in order to soccer kick the falling victim's head with victims who do not possess a C-rank balancing technique & speed tiers equal or above the incoming clone being completely unable to avoid the finisher.
Name: Shadow Clone Technique Classification: Ninjutsu Rank: B-rank Class: Supplementary Range: Varies
Description: Similar to the Clone Technique, this technique creates clones of the user. However, these clones are actual copies, not illusions. The user's chakra is evenly distributed among every clone, giving each clone an equal fraction of the user's overall power. The clones are capable of performing techniques on their own and can even bleed, but will usually disperse after one or two solid blows, though even then it may not be enough as each clone has the tiers of the user and thus things which the original would brush off the clones can do the same. The clones can also disperse on their own. The clones will be created in roughly the same condition as the original including any gear on the originals person, likewise due to ones clones mirroring the original it is very difficult to tell the difference. Even with X-ray Vision, or Chakra Sensory as only X-ray Vision + A-rank or Above Chakra sensory can accurately distinguish a clone from the original due to how closely they are copied. Upon dispersing a set amount of information is given the original, as this techniques real purpose is not combat but rather reconnaissance. Rank - Amount of information imparted upon original (Pain from Multiple Dispersals) D - 1 Turns Worth (If Lacking D-rank End. every 2 Clones Deal B-rank) C - 2 Turns Worth (If Lacking C-rank End. every 3 Clones Deal B-rank) B - 3 Turns Worth (If Lacking B-rank End. every 4 Clones Deal B-rank) A - 4 Turns Worth (If Lacking A-rank End. every 5 Clones Deal B-rank) S - 5 Turns Worth (If Lacking S-rank End. every 6 Clones Deal B-rank)
- Ninjutsu:
Name: Body Replacement Jutsu Classification: Ninjusu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach using the Body Flicker Technique, the moment an attack hits.
Name: Chakra Threads (Mikaboshi Style) Classification: Ninjutsu Rank: C rank Class: Offensive/Supplementary Range: Short-Mid
Description: The Chakra Thread technique is renown for being the basis of every puppetry technique however the Mikaboshi have perfected this technique and can use it offensively by channeling chakra in a back and forth motion in their palms which cause the thread's to hum as they are pulled taut allowing them to slice through C-rank objects as well as justu with ease. While like this they can be switched to the invisible version by refining the chakra and lessening the concentrating retaining is tensile strength but removing the visibility from normal eyes as only dojutsu that can see chakra can view them.
Name: Transformation Classifaction: Ninjutsu Rank: D-rank Class: Supplementary Range: N/A
Description:This jutsu allows the user to transform either themselves or another object into the appearance of another person, animal, or object.
Name: Sexy Technique Classification: Ninjutsu/Erojutsu Rank: C-Rank Class: Offensive/Supplementary Range: Self
Description: A variant of the Transformation Technique, the Sexy Technique transforms the user into a naked woman, or in a bikini, typically with seductive posture. The user uses this technique to distract or win over men, with all successful attempts causing an exaggerated nosebleed by the victim causng them to lose a C-rank amount of blood while looking at this technique as it is active. This technique in ineffective against women however. However when used against perverts (People who have Erojutsu techniques) this technique also deals -10 to their seduction limit or if fully depleted C-rank natural damage in addition to the blood loss.
Last edited by Aurielle on 22nd June 2016, 2:59 am; edited 6 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: R'tari Mikaboshi 12th July 2015, 5:44 am | |
| - Rokushiki:
Name: Rokushiki (Signature) Classification: Fighting Style Rank: D-rank Class: Offensive/Defensive/Supplemtnary Range: Short-Mid
Description: This is a special fighting style developed to allow an Pseudo or True all taijutsu user to have an edge against the competition. This is done by intense training and mastery of the users body in order to preform athletic feats which are seemingly impossible to preform. Rokushiki is heavily invested in the users tiers similar to most Taijutsu techniques with higher tiers in strength, speed, endurance, reaction, defense and barrier resulting in stronger Rokushiki techniques. There are 6 gateway techniques within Rokushiki however depending on the skill level of the user (or retraining in the case of T. A. T.) the user is only able to learn additional techniques in some of them past the initial one. *Gateway Techniques = Tekkai, Kami-e, Soru, Shigan, Geppo & Rankyaku Rank - Gateway Technique - Max Rank of Technique Trainable D - 1st - Any C - 2nd - SSS B - 3rd - SS A - 4th - S S - 5th - A Elite - 6x (Always gives 1 Extra) - B
Name: Rokushiki Ogi: Rokuogan Classification: Kinjutsu Rank: B-rank (C-rank Blood Price + 3 Stamina) Class: Offensive Range: Contact (Dmg), Short (Shockwave)
Description: The Rokuogan is the secret and ultimate attack of the Rokushiki style. In order to learn it only those who have absolute mastery of the other six skills can have access to this seventh skill. The user places both his/her fists right in front of the target before coming in contact with them and using chakra to stick to them to prevent them from escaping. Once contact has been established the user launches a devastating shock wave, which upon colliding with an opponent deals internal damage while bypassing their external defenses. Upon being hit if the victim is hit into the ground or their is a wall behind them the force is enough to leave a large crater behind them with a 15ft radius. This technique deals A-rank spiritual damage upon impact however has the drawback of requiring point blank range to strike a victim.
Name: San Dai Rin: Rokuogan (Exclusive) Classification: Kinkenjutsu/Kintaijutsu Rank: Z-rank (Z-rank Blood Price + 30 Stamina Price if without Itami) Class: Offensive Range: Contact (Dmg), Short (Shockwave)
Description: This is the advanced variant of Rokuogan which is utilized by R'tari while Itami has been transformed via Amatu Transformation into twin gauntlets. The Rokuogan is the secret and ultimate attack of the Rokushiki style. In order to learn it only those who have absolute mastery of the other six skills can have access to this seventh skill. The user places both his fists right in front of the target and comes in contact (or within 8ft if using Itami as the medium) with them using chakra flow to stick to the victim to prevent them from escaping before launching a devastating shock wave, which upon colliding with an opponent deals internal damage while bypassing their external defenses. Upon being hit if the victim is hit into the ground or the is a solid surface behind them the force is enough to leave a large crater behind them with a radius of 40ft. This technique deals Z-rank spiritual damage upon impact however has the drawback of requiring point blank range to strike a victim likewise due to Itami being used as the medium to transfer the shock-wave this drains an SSS-rank worth of chakra from the victim when it is preformed. This technique can be preformed without the use of Itami however it is much more stressful on R'tari fatiguing him immensely to preform.
- Kami-e:
Name: Kami-e Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Kami-e makes the users' body go limp in order to avoid any attacks, and float like a piece of paper. This technique can only protect the user against incoming physical attacks equal to their reaction speed using that to predict where the strike will end up and simply "floating" out of the way of the attack. Kami-e has an activation time during which the user is able to use it to dodge incoming techniques however after being utilized it has a set cooldown which can only be bypassed by paying an additional stamina price. As one becomes more proficient in Kami-e they will have a longer activation time and those who are Elites (Rank) have a shorter cooldown period. Rank - Activation - Cooldown - Stamina Price to bypass Cooldown (If Kami-e is 1st Gateway) D - 1 Turn - 25 P.T - -50 Stamina (-25 Stamina) C - 2 Turns - 20 P.T - -40 Stamina (-20 Stamina) B - 3 Turns - 15 P.T - -30 Stamina (-15 Stamina) A - 4 Turns - 10 P.T - -20 Stamina (-10 Stamina) S - 5 Turns - 5 P.T - -10 Stamina (-5 Stamina) *Note - Non-Elite Ranks will have a -25 P.T Cooldown regardless of rank.
Name: Kami-e: 1st Flutter Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of D-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 1/1 - 0x (E or Below) C - 2/1 - 1x (D-) B - 3/1 - 2x (D) A - 4/1 - 3x (D+) S - 5/1 - 4x (D++)
Name: Kami-e: 2nd Flutter Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self
Description: Kami-e is highly proficient at dodging thrown projectiles and incoming repeated physical strikes so much that it was refined and developed into a means of improving one's reaction speed. This technique works in place of C-rank Reaction Tiers improving the user's dodging ability when utilizing Kami-e, this allows them to dodge a set amount of incoming projectiles, repeated physical strikes (i.e multi-hit techniques like Lion's Combo or Morning Peacock) with a modifier dependent on their speed. Rank of User - No of Projectiles Dodged/Physical Hits - Speed Tier Modifier D - 6/2 - 1x (D or Below) C - 7/2 - 2x (C-) B - 8/2 - 3x (C) A - 9/2 - 4x (C+) S - 10/2 - 5x (C++)
- Soru:
Name: Soru Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Soru allows the users to move at extremely high speeds in order to avoid attacks, as well as to attack at higher speeds and with greater power. It was revealed that the principle of this move was to kick off the ground at least ten times in the blink of an eye. This technique allows the user to move un-tracked by others unless they possess reaction tiers equal to this technique however when used in conjunction with natural speed they can potentially be tracked but the victim might not be fast enough to react to what they see.
Name: Soru: Swift Shave Classification: Taijutsu Rank: D-rank Class: Offensive Range: Self
Description: Req. Soru. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or D-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with D-rank+ Speed however without D-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with D-rank+ Tiers the two stack, allowing the user to move at D-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring D-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Bullet Shave Classification: Taijutsu Rank: C-rank Class: Offensive Range: Self
Description: Req. Soru: Swift Shave. This involves the user kicking the ground ten times with those with Muscle Tension + either a Time-Slowing Dojutsu or C-rank Reaction Tiers able to see the kicks before the user starts actually moving. Thanks to Soru the user moves on par with C-rank+ Speed however without C-rank Endurance Tiers it costs 2x the Stamina Price than normal speed. When used in conjunction with C-rank+ Tiers the two stack, allowing the user to move at C-rank++ Speed being able to out-speed even Samurai of the Tenmetsu Style. While moving the user is unable to be seen with naked eyesight, requiring C-rank Reaction Tiers or a Time-Slowing Dojutsu in order to see the user moving.
Name: Soru: Kamisori Classification: Taijutsu Rank: B-rank Class: Offensive Range: Self
Description: Req. Soru & Geppo. A combination of Geppo and Soru, where the user uses Soru in a zigzag motion in midair, allowing extremely fast movements in to double as an air-movement technique. Due to Geppo entailing the use of strength when this technique is utilized with any of the Shaves depending on the strength used to facilitate the Geppo the speed of the movement (shave) is boosted further to be on par with a Speed+Strength Tier Chain. This makes Kamisori by base utilization faster than Soru (assuming the user does not already possess Samurai Level regular speed tiers in which case they would be on par with one another). Soru Speed - Kamisori Movement Speed (+Samurai Level Strength) Swift Shave - D++ - C- Bullet Shave - C++ - B- Crashing Shave - B++ - A- Vacuum Shave - A++ - S- Blinding Shave - S++ - SS-
- Geppo:
Name: Geppo Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: One of this Six gateway techniques of the Rokushiki fighting style. Geppo allows the users to actually jump off the air itself, allowing them to stay in the air for much longer than usual. One can use this technique to cross great distances without ever touching the ground, or set themselves up for swift, aerial attacks. While the technique itself affords several advantages both in and out of battle for the user, it has but one major weakness: since its usage depends heavily on the user's legs, restraining or pinning down any major parts of their lower body can significantly disrupt Geppo. Hang Time - Strength Tier 1 Post (Total) - D-rank 2 Posts (Total) - C-rank 3 Posts (Total) - B-rank 4 Posts (Total) - A-rank 5 Posts (Total) - S-rank
Name: Geppo: Beast's Moonwalk Classification: Taijutsu Rank: D-Rank (Gated Only) Class: Supplementary Range: Self
Description: The first level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user D-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a D-rank Air-movement technique, and while using it the user is capable of moving at D- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) D- - 3ft (1ft) D - 5ft (2ft) D+ - 7ft (3ft) D++ - 9ft (4ft)
Name: Geppo: Shatter Moonwalk Classification: Taijutsu Rank: C-Rank (Gated Only) Class: Supplementary Range: Self
Description: The second level of the Geppo based movement known as Moonwalk which involves the building of legs through repeated exercise in order to grant the user C-rank strength. This strength is refined for jumping rather than lifting and propelling one's body through the air. Depending on one's level of strength the distance they can cover with this technique varies however the commonality is that if one utilizes only one leg then they will cover half as much distance. This technique can fulfill a check for a C-rank Air-movement technique, and while using it the user is capable of moving at C- Speed in the air on par with Wing Based flight using Speed rather than Strength. Strength Tier - Vertical Distance (One Leg) C- - 15ft (7ft) C - 20ft (10ft) C+ - 23ft (11ft) C++ - 25ft (12ft)
- Tekkai:
Name: Tekkai Classification: Taijutsu Rank: C-rank Class: Defensive Range: Self
Description: One of this Six techniques of the Rokushiki fighting style. Tekkai hardens the users' muscles to the level of iron, in order to nullify damage taken from attacks. When Tekkai is active, the user is unable to move Tekkai can also be used to enhance the users' attacks by the increased density one gets from using Tekkai. The main drawback however is the fact that every incoming strike can only be blocked if it is physical and it consumes fatigue equal to the user's fatigue to block the incoming physical blow allowing the user to simulate defense tiers albeit a more costly version of it. The strength of Tekkai can vary for users with different physical conditions, as a person with a higher level of muscular strength would be able to take stronger forces and enhance attacks with his/her use of Tekkai. Furthermore, despite the increased physical density that one gains when activating this move, one should remember that the user's body is still flesh and blood. Thus, its resistance to other than solid attacks remain pretty much the same, making the user as vulnerable as ever to certain attacks. As a result the higher natural strength one has the higher physical attacks they are able to block.
Name: Tekkai Kenpo Classification: Fighting Style Rank: D-rank Class: Offensive/Supplementary Range: Self
Description: Req. Tekkai to be 1st Gateway Chosen. Unlike Tekkai which involves tensing the muscles within the body in order to block techniques, this fighting style involves a more localized effect only tensing certain muscle groups while leaving others normal thus allowing the user to move while using Tekkai. This is because while the tensed parts are still immobile the rest of the body isn't thus trading off total protection for more limited protection allowing one to use Tekkai offensively. This is made more effective when used with Endurance Tiers, this is because the strengthening aspect allows one to physically strike chakra based techniques 1-rank lower than the Endurance Tiers used based on the principle of Physical = Chakra. This is crucial in combating chakra based techniques without using chakra flow. Endurance - Rank of Chakra Based Technique Capable of Striking D - N/A C - D B - C A - B S - A
Name: Tekkai Kenpo: Fist Classification: Taijutsu Rank: D-rank Class: Offensive/Defensive Range: Self (Fist), Contact
Description: Stemming from the Tekkai Kenpo fighting style this technique involves the user hardening their fist with Tekkai before punching an opponent. While a basic strike this technique is notable due to the Tekkai's protecting ones hand from injury allowing one to use their bare hands to punch weapons without getting harmed. This is one of the most basic techniques of Tekkai Kenpo and can lead to various other techniques revolving around the fists. Stamina Price - Physical Technique/Object Blocked 1 - D 2 - C 3 - B 4 - A 5 - S
Name: Tekkai: Sai Classification: Taijutsu Rank: C-rank Class: Offensive Range: Mid
Description: Req. Tekkai & Geppo. A combination of Tekkai and Geppo, in which the user propels themselves with Geppo using both of their legs before using Tekkai to harden their body. The result often used to smash into an opponent to deal physical damage based on the strength they used to propel themselves while simultaneously deflecting physical projectiles &/or being invulnerable to physical strikes thanks to Tekkai. Upon being hit before the maximum vertical height is reached the victim will be dragged along unless they possess a C-rank air movement technique revolving around strength to cancel out the knock-back equal. This technique is very effective at countering projectiles with multiple capable of being deflected up to half their original travel distance before the stamina price to use Tekkai must be reactivated. Strength Tiers - Number of Projectiles Deflected before additional price is collected D - 3 C - 6 B - 9 A - 12 S - 15
- Shigan:
Name: Shigan Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Shigan is a close-quarter combat technique, in which the user pushes their finger into a certain target at a very high speed, leaving a wound similar to a bullet wound. In which it pierces through defenses equal to the user's strength leaving a small entry wound the size of the finger while the exit wound is twice as large as the entry one. It is a very useful technique that can connect rapidly and accurately, which works well with the Rokushiki users' impressive speed and agile techniques. However it's never been used to counter or deflect another powerful attack in any fights, which is probably because the user could easily break his finger instead of just blocking it with Tekkai. The Shigan's shape is derived from the shape of the finger, hence the hit of Shigan will have more of an impact on physical defenses if it is sharper than the round bullet and resembles more modern bullets which is usually gained by using it in conjunction with nails or gauntlets. Skill - Body Part Shigan is capable of being used with (Exit Hole Multiplier) D - Finger/Toe - 1x C - Clawed/Gauntlet Covered Finger - 2x B - Staff/Spear - 3x A - Multiple Fingers/Toes - 4x S - Fists/Elbow/Knee - 5x
- Rankyaku:
Name: Rankyaku Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short-Mid
Description: One of the Six gateway techniques of the Rokushiki fighting style. The Rankyaku is a powerful projectile technique, in which the users start by kicking at very high speeds and strength, sending out a sharp compressed air blade that can slice objects and greatly damage a human body. However, it has been shown that almost any length of appendage (such as a tail or neck) at high velocities are also capable of this move. This technique utilizes the user's speed tier to calculate the acceleration of the wind blade while using the user's strength tier to determine how many can be released at once. Each wind blade deals C-rank physical slicing damage, however depending on the user's strength they can release instead of just one, multiple. Upon being released they always fly in a curve typically hitting the opponent on the sides rather than the front even if aimed straight if kicking out horizontally while at the top of the head or the bottom of the feet if kicking out vertically travelling to the target similar to a boomerang. The air blades can travel up to 30ft before dissipating each being equivalent to the length of the user's legs (1/2 Height if Male, 2/3rd Height if Female). All Rankyaku have a fixed stamina price regardless of the rank of technique they are used with, the more skilled the user is the more proficient they are in regards to mitigating the stamina price. Strength Tier/Rank - Number of Projectiles/Stamina Price Per Rankyaku None/D - 1/ (-5 Stamina) D/C - 2/ (-4 Stamina) C/B - 3/ (-3 Stamina) B/A - 4/ (-2 Stamina) A/S - 5/ (-1 Stamina) S/Any Elite Rank - 6/ (Elite Ranks only pay the Stamina Price Per Rankyaku Use not Per Individual Rankyaku Released)
Last edited by Aurielle on 22nd May 2016, 5:31 am; edited 2 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: R'tari Mikaboshi 11th January 2016, 7:33 pm | |
| R'tari Technique List
D = 40/40 C = 40/40 B = 10/10 A = 2/2 S = 2/2 Z = 1/1 Total = 95/95
Specialization Technique List D = 3 (2 Remaining) C = 0 B = 0 A = 0 Total = 0
Combination Technique List D = 0 C = 0 B = 0 A = 0 S = 0 Total = 0
Signature Techniques 1. Dark Leg 2. Arhat Fist 3. Rokushiki 4. Dark Gates
Exclusive Techniques 1. Leaf Cerberus King 2. San Dai Rin: Rokugan | |
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| Subject: Re: R'tari Mikaboshi | |
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