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| Aria's Techniques | |
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| Subject: Aria's Techniques 8th April 2014, 12:54 am | |
| Water Convergence Theory - Spoiler:
Name: Water Convergence Theory (Already Approved) Classification: Fighting Style Rank: D-rank (Blood Price Varies) Class: Supplementary/Offensive Range: Mid-Long
Description: While Aria might not be able to harness moisture from the air due to her affinity to Water not being as powerful as her affinity to Nature, she is however capable of draining out moisture from the plant life in the area to produce quantities of water from which she is able to use to fuel her Beast Arts pertaining to Water Release. When doing such the plants become dried out as the moisture contained within them is siphoned, her link with nature is so great that she is capable of draining out the moisture from even plants which were generated from chakra and can take it one step further by being able to actually drain out the chakra from them reverting them back into normal plants at the cost of blood equal to the rank of Nature Release technique. She moves in a flowing motion similar to water to churn it into various Beast Art techniques her fighting style being similar to an exotic dance, both beautiful and difficult to follow unless one can keep up with her rhythm. Every movement she does results in a certain effect allowing her to dance around opponents while dishing out punishment.
Name: Sea Dancing Classification: Beast Art/Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Sea Dance is the derived result of Water Convergence Theory when used in combat, it relies on constant movement to generate water based on the state of the environment while using Aria's natural tiers to determine the speed of invocation, the main drawback being if she is unable to move she is unable to utilize her Sea Dances. When fighting in areas with no concentrations of water at all, it costs triple (three costs of the original price) the price to use any of her Sea Dance techniques, when fighting in areas with low concentrations of water it costs double (two costs of the original price) the price to use any f her Sea Dance techniques. When fighting in areas with Plant life (trees, shrubs, grass etc) she is able to utilize Blood Convergence Theory to trigger the normal price however the immediate area around her the plants dry up due to the moisture being sucked out of them. When fighting in areas with other Nature Release users she is capable of utilizing an equal rank blood price to the rank of the nature release technique to generate water while simultaneously draining the chakra out of the plants to revert them into normal plant life. In this instance the chakra drained out of the techniques are used in place of her Fatigue to utilize her Sea Dance Techniques.
Name: Sea Dance: Droplets Classification: Beast Art Rank: D-rank (1 Fatigue) Class: Supplementary Range: Short-Mid
Description: Aria moves her end feathers in a circular motion generating water droplets which follow her wings movements. Usually this technique is used to parry an offensive strike the water guiding the strike away while dispersing the pressure in the strike as long as it is D-rank and below in the latter instance. This technique gathers water in preparation for more powerful attacks as the constant circular motion can allow her to constantly generate more droplets of water.
Name: Sea Dance: Spray Classification: Beast Art Rank: C-rank (2 Fatigue) Class: Offensive Range: Mid
Description: This requires either six revolutions of Sea Dance: Droplets for no fatigue cost or a re-existing water source for a 2 Fatigue cost. the water droplets swirl around her end feathers before collecting around her wing tips into a dense ball of water similar to a solid the size of a small creature. Once it has been compressed Aria is then able to flick it at opponents with the water ball impacting their body before exploding inflicting blunt force trauma equal to a C-rank's worth of hybrid damage.
Name: Sea Dance: Spray Chain Classification: Beast Art Rank: C-rank (2 Fatigue) Class: Defensive Range: Mid
Description: This is an alternative version of Sea Dance: Spray in which the user flick before spinning their entire hand clockwise causing the ball of water to revolve around Aria's arm. While revolving another Sea Dance can be initiated allowing her to continue to chain more as when additional Sea Dance: Spray's are initiated they for a thin stream of water linking them together. Each one of the Sea Dance Spray can be used to block incoming objects and attacks equal to the amount of Sea Dance: Spray's chained together similar to a combination jutsu however with just one it can block C-rank Hybrid damage.
Name: Sea Dance: Stream Classification: Beast Art Rank: B-rank (3 Fatigue) Class: Offensive Range: Mid
Description: This is the follow up to Sea Dance: Spray Chain in which the user launched the chained water spheres at an opponent which upon impact explodes dealing damage equal to each Sea Dance: Spray + additional damage equal to techniques, or objects they have blocked during the revolution.
Name: Sea Dance: Step Movement Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: Aria's movement flows like a moving current occasionally shifting and twisting while following a rhythm in her head. As a result when opponents attempt to follow her movements by copying it they sync into her rhythm allowing her to predict their movements and counter them. This was her method of disrupting those who try to mimic her attacks. The constant flowing movement keeps her footing making her highly resistant to things which knock her off her feet as she can merely move to adjust her center of gravity to compensate for her lack of power.
Name: Sea Dance: Gush Classification: Beast Art Rank: B-rank (3 Fatigue) Class: Offensive Range: Mid
Description: This movement is different from the rest instead of utilizing her hands to generate water she uses her legs moving them in a circular motion as water droplets wrap around it and she then follows up with a stomp. This causes the water to gush upward forming a flowing ring of water around her body which is capable of blocking a B-rank Hybrid based technique or the equivalent in other damage types to it. Upon blocking a technique the water splashes downward leading into another technique.
Name: Sea Dance: Splash Classification: Beast Art Rank: A-rank (4 Fatigue) Class: Defensive/Offensive Range: Short-Mid
Description: This involves Sea Dance: Gush being impacted by anything regardless if it manages to block it or not. If it doesn't then Aria twists her leading foot causing the water ring to explode outward with high force sending objects/targets flying back with A-rank force (Hybrid damage) at vacuum release speeds unless they have A-rank strength to lock themselves in place. If it does managed to block something then it does the same thing save for dealing additional damage equal to the rank of the technique/object(s) that it blocked when knocking an opponent flying backward. While flying backward if they come in contact with anything else during the flight they are dealt additional damage equal to the speed of their movement each time they come in contact with something while using the respective tier to calculate their sustained damage reduction. (Defense for Physical Objects, Endurance for Chakra Objects, Barrier for Mental Objects.)
Name: Sea Dance: Splash Totem Classification: Beast Art (Natural) Rank: A-rank Class: Offensive Range: N/A
Description: The follow up to Sea Dance: Splash which results in a conversion of the water forming the Sea Dance: Splash into a liquid form identical to Aria. This totem mimics her movement while likewise boosting the power of her Sea Dance techniques based on the number of Splash Totems she has on the field. Splash Totem are capable of being destroyed by a A-rank or above nature or spiritual based technique. While mimicking Aria, the likewise mimic all aspects of her body using her tiers as a basis as long as they don't exceed A-rank in which they only have up to the A-rank level. Splash Totems are immune to the effects of all Sea Dances in addition, when there are Splash, Vortex and Nature Totems on the field at once they are collectively boosted in strength similar to a combination jutsu for an additional natural price. Upon being fused together they are immune to the effects of all Sea, Sky and Earth Dances, the cost however only applies to fusing all three together not for the individual prices of each of them.
Name: Sea Dance: Geyser Classification: Beast Art Rank: A-rank (4 Fatigue) Class: Supplementary/Offensive Range: Mid-Long
Description: This involves the Aria spinning rapidly while generating a geyser of water at a specific point within 50 feet of her. This technique has multiple uses however it's most common use is as a deflection method as she is able to time it perfectly to impact a solid or liquid based incoming technique launching it upward if it is not propelled by A-rank strength. This is made possible by her reaction tiers allowing her to deflect things at speeds equal to her reaction tiers with the Sea Dance Geysers.
Name: Sea Dance: Sea Dance: Waterfall Classification: Beast Art Rank: S-rank (5 Fatigue) Class: Offensive Range: Short-Long
Description: Aria takes a step back before taking to the air and preforming a spinning heel drop, this technique is capable to generating water or can use pre-existing water to deadly effect with the damage scope of this technique being amplified with the amount of water present in the area. Normally it results in a small wave being formed around her body before being compressed into a smashing wave dealing S-rank Hybrid based damage however when utilized in conjunction with pre-existing sources of water it instead deals damage of the specific type of the water source equal or above the original damage depending on how much water is currently in the area. However if said water is based from the chakra of another it costs an equal to their rank blood price from Aria to wrest control from them in order to utilize the technique in addition to the original price of this technique. Water Sources: Pond - S-rank River - S-SS Rank Lake - SS-rank Ocean - SSS-rank
Name: Sea Dance: Wave Classification: Beast Art Rank: S-rank (5 Fatigue) Class: Defensive/Offensive Range: Mid
Description: Aria moves before sliding forward while generating a wave of water stemming from her feet giving her the appearance of surfing. This technique can be used to block S-rank hybrid based damage or the equivalent to that in other damage types however when impacting an opponent does no damage but instead carries them away in the tide unless they possess S-rank strength to lock themselves in place. On the other hand when this technique is first used to block an attack before being used to then attack an opponent while the victim is being carried away by the tide they sustain constant damage equal to the rank of the technique blocked for as long as they are being swept away in the waters each post (total). Each wave is the size of a Medium (L) creature and when used on large sources of water like lakes, seas or the ocean the waves size is doubled increasing to a Large (S).
Name: Sea Dance: Tidal Wave Classification: Beast Art Rank: SS-rank (10 Fatigue) Class: Defensive/Offensive Range: Mid
Description: Aria moves before sliding forward while generating a wave of water stemming from her feet giving her the appearance of surfing. This technique can be used to block SS-rank hybrid based damage or the equivalent to that in other damage types however when impacting an opponent does no damage but instead carries them away in the tide unless they possess SS-rank strength to lock themselves in place. On the other hand when this technique is first used to block an attack before being used to then attack an opponent while the victim is being carried away by the tide they sustain constant damage equal to the rank of the technique blocked for as long as they are being swept away in the waters each post (total). Each wave is the size of a Large (S) creature and when used on large sources of water like lakes, seas or the ocean the waves size is doubled increasing to a Large (L).
Name: Sea Dance: Crest Classification: Beast Art Rank: SSS-rank (15 Fatigue) Class: Defensive/Offensive Range: Mid
Description: While surfing a wave thanks to Sea Dance: Wave or Sea Dance: Tidal Wave Aria suddenly stops before jumping off and beating her wings into the air this causes the wave(s) to converge together before slamming into the ground dealing SSS-rank Hybrid damage while imprinting victims carried by the waves into craters on the ground. It's true power stems from constantly juggling victims in-between waves and tidal waves before cresting and the accumulated damage from the waves and tidal waves likewise are added into the final attack. Dependent on the amount of waves used the size of the convergent water varies from being the size of a Medium (XL) creature to the size of a Titanic creature and is capable of devastating landscapes.
Wind Vortex Theory - Spoiler:
Name: Wind Vortex Theory (Already Approved) Classification: Fighting Style Rank: D-rank Class: Supplementary/Defensive Range: Short-Mid
Description: If Water Convergence Theory could be likened to an smooth flowing exotic dance, Wind Vortex Theory can be likened to a fast paced rotating vortex chaotic in nature and shifting whichever the wind blows. As a result in comparison to the more offensive Water Convergence Theory, Wind Vortex Theory is more defensive and evasion based relying on incoming attacks and shifting out of the way like a leaf dancing in the wind. Because wind likewise flows albeit more chaotic than that of water they are capable of being used in sync the only difference being this fighting style makes use of more spins and cycling motions as she generates the wind before releasing it.
Name: Sky Dancing Classification: Beast Art/Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Sky Dance is the derived result of Wind Vortex Theory when used in combat, it relies on rapid cycling motions to generate wind and stacking that built up wind together to generate powerful vortexes, gales as well as boosting the power or speed of her Sea Dance technique lines while using Aria's natural tiers to determine the speed of invocation, the main drawback being if she is underwater or in areas without wind, she is unable to utilize her Sky Dances. Sky Dances follow these three methods, the first being a Sky Dance being used after Sea dance, this results in the sky dance being boosted in power equal to the rank of the sea dance used before it. The second being a Sky Dance being used right after a Sea Dance, this results in the sea dance being boosted in speed equal to the damage the Sky Dance is able to inflict. Finally using a Sky Dance being activated over a period of posts (total) is able to boost the speed of the follow up Sky Dance equal to the duration.
Name: Sky Dance: Breeze Classification: Beast Art Rank: D-rank (1 Fatigue) Class: Supplementary Range: Short
Description: Aria beats her wings gently catching air on them allowing her to smoothly drift out of the way of an incoming physical technique or object, moving at speeds equal to her reaction speed. This is done by manipulating the natural air currents to allow her to drift out of the way of an incoming attack without expending the necessary energy to do that with her own body.
Name: Sky Dance: Gust Classification: Beast Art Rank: C-rank (2 Fatigue) Class: Defensive Range: Mid
Description: This requires either six successful activations of Sky Dance: Breeze for no fatigue cost or a currently blowing wind for a 2 Fatigue cost. Aria generates a gust of wind which cycles around her body constantly as long as she continues moving, and if she stops it results in it fading a way and requiring a new activation price. While active it acts as a projectile deflector being able to divert the path of incoming projectiles around her body as long as they aren't incoming with C-rank strength. Dependent on the activation time of Gust she is able to utilize this technique for more powerful Sky Dance: Techniques. Duration Active - Speed Boost 5 Posts (Total) - 1-rank Higher 10 Posts (Total) - 2-ranks Higher 15 Posts (Total) - 3-ranks Higher 20 Posts (Total) - 4-Ranks Higher
Name: Sky Dance: Squall Classification: Beast Art Rank: B-rank (2 Fatigue) Class: Defensive Range: Short-Mid
Description: This is a counter-defensive technique which involves Aria generating a squall of wind within 15 feet of her right as she is being attacked by a technique while using her reaction tiers to time it correctly. Incoming techniques moving at speeds equal or below her reaction tiers are able to be affected by Sky Dance: Squall which results in them being knocked back unless they are being utilized with strength tiers equal to B-rank or above. When used in the case of short-range attacks however the effect is unique as while being knocked back the victim is capable of sustaining the damage from the attack they were about to utilize on Aria as a result of her knocking back the force exerted by their technique. Though following the same premise due to the distance of Mid and Long Range techniques although they are deflected they are capable of being dodged by the opponent if they move quick enough.
Name: Sky Dance: Chaotic Movement Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Mid
Description: This is Aria's movement method while using Sky Dances rather than the flowing movements of Sea Dance, she moves erratically making it highly difficult to predict her movements unless the opponent has a predictive dojutsu such as Kyougan, Raidengan, Ryukamigan and Gekigan. When utilizing her Sky Dance techniques thanks to this technique they require 1-rank higher speed to react to unless the victim has reaction tiers above her current movement speed or possesses a predictive dojutsu in which they only require speed equal to her current movement speed.
Name: Sky Dance: Blow Classification: Beast Art Rank: B-rank (3 Fatigue) Class: Supplementary/Offensive Range: Self
Description: Aria beats both of her wings forward while releasing a compressed blast of wind as a result impacting a victim with piercing hybrid damage equal to a B-rank. This technique is capable of being delayed by her not completely flapping her wings forward before pulling them back, this allows Aria to utilize this technique in quick succession before releasing it as an overpowered version of the original however it consumes additional fatigue each wing beat she does. Despite that chaining them can be quite powerful as it stacks the damage and penetrative power before releasing it while looking like the original technique.
Name: Sky Dance: Gale Classification: Beast Art Rank: A-rank (4 Fatigue) Class: Offensive Range: Mid-Long
Description: This technique different from the rest as instead of utilizing her wings she utilizes her legs kicking off the ground and constantly cycling them while she is in the air. This results in a pin-wheel of wind being released from her feet before being propelled forward using her legs as it's guide, as she continues to cycle it grows larger and larger with the duration increasing the power of this technique as long as she is able to continue moving. If she is stopped however the pin-wheel explodes dealing damage to everything within double it's current radius including Aria. The natural method of releasing this technique is done by clicking her heels together while back-flipping upward with her body acting as a guide to propel the pin-wheel of wind forward, this time upon impact it slices straight through victims caught in it's path with different levels of power dependent on the duration. Due to it's effect it is able to not be put in spoilers unless the opponent has wind displacement sensory B-rank or above. Cycling Duration - Size - Power 1 Post (Total) - 5 Feet Radius - D-rank Hybrid Damage 2 Posts (Total) - 10 Feet Radius - C-rank Hybrid Damage 4 Posts (Total) - 20 Feet Radius - B-rank Hybrid Damage 8 Posts (Total) - 40 Feet Radius - A-rank Hybrid Damage 16 Posts (Total) - 80 Feet Radius - S-rank Hybrid Damage 32 Posts (Total) - 160 Feet Radius - SS-rank Hybrid Damage 64 Posts (Total) - 320 Feet Radius - SSS-rank Hybrid Damage
Name: Sky Dance: Vortex Classification: Beast Art (Blood) Rank: A-rank (A-Rank Blood Price) Class: Supplementary Range: Self (Varies)
Description: This is dance involves Aria swaying from side to side before being impacted by a technique and was created by watching shinobi escape from being harmed, to that extent it is more limited than their own technique but at the same time is quite useful. When struck she erupts into a vortex of wind before blurring into existence in another location, in actuality during the vortex being generated she uses the built up force to launch herself out of the way of the attack leaving the vortex in her place to be harmed. This technique uses her reaction tiers to determine the speed of techniques that she is able to use this technique on while likewise using her natural speed to get her to safety. The main drawbacks being that she has to possess a movement speed 1-rank higher than the incoming technique to escape and that it is only able to be used after she finishes her swaying movement.
Name: Sky Dance: Vortex Totem Classification: Beast Art (Natural) Rank: A-rank Class: Offensive Range: N/A
Description: The follow up to Sky Dance: Vortex which results in a conversion of the wind forming the Sky Dance: Vortex into a gaseous form identical to Aria. This totem mimics her movement while likewise boosting the invocation speed of her Sky Dance techniques based on the number of Vortex Totems she has on the field. Vortex Totems are capable of being destroyed by a A-rank or above nature or spiritual based technique. While mimicking Aria, the likewise mimic all aspects of her body using her tiers as a basis as long as they don't exceed A-rank in which they only have up to the A-rank level. Each Vortex Totem reduces the invocation duration of Sky Dance techniques by -5 while still counting the normal invocation speed as the reason it occurs faster is simple due to them mimicking Aria's dancing. Vortex Totems are immune to the effects of all Sky Dances in addition, when there are Vortex, Splash and Nature Totems on the field at once they are collectively boosted in strength similar to a combination jutsu for an additional natural price. Upon being fused together they are immune to the effects of all Sky, Sea and Earth Dances, the cost however only applies to fusing all three together not for the individual prices of each of them.
Name: Sky Dance: Wind Sheer Classification: Beast Art Rank: S-rank (5 Fatigue) Class: Defensive/Supplementary Range: Mid-Long
Description: This involves the Aria kicking outward with her foot while flapping her wings back to generate a spiral vortex which engulfs an incoming technique before compressing rapidly. This allows her to counteract incoming techniques up to an S-rank of Hybrid Damage or the equivalence to that in other damage types while using her Reaction Tiers as a gauge for the speed of techniques she is able to engulf. These spiral vortexes compress within 40 feet of Aria and upon being compressed their damage is negated instead being stored into an air bubble thanks to increased air pressure.
Name: Sky Dance: Tornado Classification: Beast Art Rank: S-rank (5 Fatigue) Class: Offensive/Supplementary Range: Varies
Description: This is the follow up to Wind Sheer and involves Aria to cease flapping her wings usually resulting in her free falling to the ground, during that free fall each of the Wind Sheer produced air bubbles burst turning into tornados each the size of a medium (XL) sized creature while dealing damage equal to the technique contained within it. Each of these tornados spins counter-clockwise rather than clockwise resulting in a suction effect within 20 feet of them drawing in victims unless they have S-rank or above strength to root themselves in place. Meanwhile those who are currently flying, levitating or airborne are unable to do so unless their flight is made possible by chakra, or strength or they possess a flight speed higher than blinding light to escape the pull of the tornadoes.
Name: Sky Dance: Typhoon Classification: Beast Art Rank: SS-rank (10 Fatigue) Class: Supplementary Range: Long
Description: This is the first technique in two which when utilized after a Sea Dance technique has a unique effect. Instead of the usual erratic dancing Aria begins to make a swaying movement while chanting and looking into the air, as time goes on the wind picks up as long as she is not interrupted. If she is then it instantly clears up and she must start from the beginning along with a new fatigue price. Once the complete duration is completed the area becomes filled with harsh winds and the sky becomes more cloudy. Time Duration - Speed Preformed at 40 Posts (Total) - D 35 Posts (Total) - C 30 Posts (Total) - B 25 Posts (Total) - A 20 Posts (Total) - S 15 Posts (Total) - SS 10 Posts (Total) - SSS
Name: Sky Dance: Hurricane Classification: Beast Art (Blood) Rank: SSS-rank (SSS-Rank Blood Price) Class: Supplementary/Offensive Range: AOE
Description: Once Sky Dance: Typhoon is completed Aria teeters a bit as if she is dizzy causing the sky to darken and rain to begin to pour down from above. This is as a direct result of the intense winds produced from Sky Dance: Typhoon chilling the evaporated moisture in the upper atmosphere to generate the necessary conditions to create a Hurricane. The rain falls rather harshly dealing constant spiritual damage equal to a D-rank each post (Total) to everyone in the area. Meanwhile the wind causes those who are not airborne to have reductions in their speed SSS-rank and below unless they have SSS-rank strength tiers or are underground. This technique lasts for double the invocation time, Aria is capable of avoiding the damage and speed debuffs as long as she keeps moving as well as utilizing Sky and Sea Dances, the moment she stops however she takes damage just like normal.
Growing Forest Theory - Spoiler:
Name: Growing Forest Theory Classification: Fighting Style Rank: C Class: Offensive/Defensive Range: Self
Description: Water is Flowing, Wind is Spinning, Nature however is mostly Static slowly changing and slowly moving, in order for Aria to turn this into an effective fighting style she had to utilize her connection with nature to guide her. Thus resulting in the rigid, sliding movement that incorporates Growing Forest Theory, unlike her other two fighting style her movement when using this fighting style is not constant as a result she tends to use it as finishers to either Water Convergence Theory or Wind Vortex Theory. Despite the fact that it is not free moving it makes up for a lack of movement with effectiveness and brute power so despite the non-elegant routine, it gets the job done.
Name: Earth Dancing Classification: Beast Art/Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Earth Dance is the derived result of Growing Forest Theory when used in combat, it relies assuming specific positions to force the growth of plant life while Aria's natural tiers to determine the speed of invocation, unlike the other two which require movement, Earth Dancing requires the positions to be held otherwise the effect will not be triggered. When used as a finisher to her Sea or Sky Dances however it generates unique effects dependent on which was used before it. Earth Dances follow three steps, the first stance, which is used the most as it is only needed for the most basic and may consist of 1 movement or up to 3 movements before holding the final one. The second stance which is done after the first stance which has different effects depending on if it started first from merely a Earth Dance or whether the Earth emerged from the Sea (Sea Dances leading to an Earth Dance) or whether the Earth fell from the Sky (Sky Dances leading to an Earth Dance) as a result it has 4-6 movements but may include more when it is used after a Sea or Sky Dance. Finally the last stance is only used for her most powerful of techniques, it involves her chanting while moving from stance to stance and will almost always be led from a Sea or Sky Dance, the only exceptions are when she is in her Gaia Sage Mode where she is directing the blessings of Gaia through her body to affect the physical world. Dependent on the Speed she is moving while utilizing her Earth Dances their time of invocation will decrease. Normal Running Speed = Base Amount D = -1 Post (Total) C = -2 Posts (Total) B = -3 Posts (Total) A = -4 Posts (Total) S = -5 Posts (Total) SS = -6 Posts (Total) SSS = -7 Posts (Total)
Name: Earth Dance: First Stance - Root Classification: Beast Art/Taijutsu (Fatigue) Rank: C-rank (-2) Class: Supplementary Range: Short-Mid
Description: Roots are within the ground so like the roots of a plant Aria must be in contact with the ground before stomping into it with her left or right foot and holding it in place while becoming completely still. Perhaps one of the quickest of her Earth Dances the activation time occurs large roots grow into the ground at Bullet Release Speeds from where her foot is placed spreading over a 15 feet radius into the ground. Upon a victim coming within the roots radius Aria is able to detect them thanks to her ability to communicate with plants allowing her to detect opponents beneath the ground. Number of Movement: 1 Activation Time: 2 Posts (Total)
Name: Earth Dance: First Stance - Leaf Classification: Beast Art/Taijutsu (Fatigue) Rank: C-rank (-2 Fatigue) Class: Offensive Range: Mid (15 Feet)
Description: Leaves are blown by winds occasionally across vast distances however that only refers to those leaves which have been discarded from the plant which they were once a part of. This Dance consist of Aria making a sweeping motion either her right or left wing backward extending it as far as she can before becoming extremely still. A fast dance this causes leaves to stream out of her wings before spiraling around her body at bullet release speeds while she moves they trail after her constantly slicing things which come in contact with them to deal C-rank damage. The longer victims stay in contact with them the more damage they are dealt each post (total) Number of Movement: 1 Activation Time: 3 Posts (Total)
Name: Earth Dance: First Stance - Seed Classification: Beast Art/Taijutsu (Fatigue) Rank: C-rank (-2 Fatigue) Class: Defensive/Offensive Range: Short (Within 5 Feet)
Description: Seeds are small unmoving however they can give birth to powerful trees which grow large enough to look as if they are touching the sky. This Dance consists of Aria bending her one of her knees to assume a semi-crouching position before becoming completely still. Another one of her fast dances to causes a large seed the size of half her body to burst from the ground in front of her. Said seed can be used defensively to block hybrid techniques that are C-rank and below unless they possess piercing, however if it is impacted by a chakra/mental or physical technique it explodes dealing C-rank hybrid damage within a blast radius of 10 feet. Number of Movement: 1 Activation Time: 3 Posts (Total)
Name: Earth Dance: First Stance - Spore Classification: Beast Art/Taijutsu (Fatigue) Rank: C-rank Class: Supplementary/Offensive Range: Long (AOE if Wind Dispersal technique C-rank or below is used)
Description: Spores can be considered, as seeds which are neither alive nor dead, their lightweight and ability to traverse long distances remaining inactive until favorable conditions are available only adding to that distinction. Aria puckers her lips before inhaling holding her breath and becoming absolutely still upon the activation duration finishing she exhales white spores which spread through the air and upon inhalation causes victims to choke and cough due to them absorbing moisture within their air waves. Aria herself is unaffected due to not needing to breath in the sunlight however because of this she often does not use this technique at night or in the presence of others who likewise might be affected by it. The spores spread through the air only spreading faster when additional wind is used in an attempt to disperse them and hang around floating ever so slowly to the ground. Number of Movement: 1 Activation Time: 4 Posts (Total)
Name: Earth Dance: First Stance - Stem Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank (-3 Fatigue) Class: Offensive/Defensive Range: Short-Mid (Within Range of First Stance: Root)
Description: A stem is the first building block of a plant and it is through the step that a plant is able to grow enough to reach the sunlight. The stem is grown from the roots and as such involves Aria making a double stomping motion rather than the single used to utilize Root and holding it in place while becoming completely still. Perhaps one of the quickest of her double movement First Stance Earth Dances the activation time occurs a single large stem sprouts upward at crashing ground speeds bursting from the ground to impact a target to deal B-rank hybrid damage or deflect a moving object which is not backed by B-rank strength but is moving at the same speed as it as long as they are within the range of First Stance: Root. These stems are capable of being controlled by Aria while she remains still allowing her to move it at crashing ground speeds to whip or bind opponents requiring B-rank strength to break free of it. When multiple stems are used however they are capable of wrapping around victims requiring combined strength equal to the amount of stems wrapped around their body which stack similar to a combination technique. Number of Movement: 2 Activation Time: 4 Posts (Total)
Name: Earth Dance: First Stance - Petal Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank (-3 Fatigue) Class: Supplementary Range: Mid (20 Feet)
Description: Petals are bright vibrant and used to attract things to them, likewise they are all components of flowers which are specialized leaves for the purpose of reproduction. This Dance consist of Aria making a sweeping motion both wings backward extending it as far as she can before becoming extremely still. A fast dance this causes petals to stream out of her wings before spiraling around her body at crashing ground speeds while she moves these petals are capable of reflecting light and she is able to angle them in order to reflect light into a victims eyes blinding them for 3 posts (total) if they do not have a quick enough reaction speed to shut their eyes in time (B-rank and above). This blinding effect can be repeated over and over as she is capable of controlling the petals while holds her arms in the same position used to initiate this dance. Number of Movement: 2 Activation Time: 6 Posts (Total)
Name: Earth Dance: First Stance - Fruit Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank (-3 Fatigue) Class: Defensive/Offensive Range: Short (Within 7 Feet)
Description: Fruits are fleshy, filled with nutrients and are used to protect seeds from being harmed. This Dance consists of Aria bending her knees to assume a crouching position before becoming completely still. Another one of her fast dances to causes a large fruit the size of a Medium (S) sized creature to burst from the ground in front of her. Said seed can be used defensively to block hybrid techniques that are B-rank and below with piercing, however if it is impacted by a chakra/mental or physical technique it explodes dealing B-rank hybrid damage within a blast radius of 20 feet. Number of Movement: 1 Activation Time: 6 Posts (Total)
Name: Earth Dance: First Stance - Mushroom Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank Class: Supplementary/Offensive Range: Mid
Description: Mushrooms are the home to most spores occurring in damp wet dark places where they are capable of growing to maturation quickly. Aria puckers her lips before inhaling holding her breath and becoming absolutely still upon the activation duration finishing she exhales. Unlike First Dance: Spore this technique causes a red mushroom to burst out from the ground which is capable to shaking to disperse red and white spores which spread through the air. The white spores have the same effect as the original technique however the red spores are far more deadly as upon inhalation causes victims to gag blocking their airwaves while siphoning out the moisture within their blood. Each Mushroom is capable of being destroyed by a B-rank Hybrid based technique however are capable of sinking back into the ground at crashing ground speeds to protect themselves from danger. Likewise with each Mushroom on the field the draining effect becomes worse victims losing a C-rank of blood each of their post per each mushroom on the field. Aria herself is unaffected due to not needing to breath in the sunlight however because of this she often does not use this technique at night or in the presence of others who likewise might be affected by it. The spores spread through the air only spreading faster when additional wind is used in an attempt to disperse them and hang around floating ever so slowly to the ground. Number of Movement: 2 Activation Time: 8 Posts (Total)
Name: Earth Dance: First Stance - Trunk Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank (-3 Fatigue) Class: Offensive/Defensive Range: Short-Mid (Within Range of First Stance: Root)
Description: A trunk is a stem which is covered with bark, thick and sturdy enough to support the framework of a tree. The trunk is grown from a stem and as such involves Aria making a double stomping motion then dragging both of her feet outward before holding it in place while becoming completely still. Perhaps one of the quickest of her triple movement First Stance: Earth Dances the activation time occurs a single large trunk the size of a medium (XL) creature sprouts upward at Vacuum Release speeds bursting from the ground to impale a target to deal defense piercing A-rank hybrid damage. Similar to the original by standing still she is able to control them for additional attacks however they are also capable of being used to block attacks being able to sustain damage from multiple A-rank Hybrid based techniques as long as they don't have piercing as well as the equivalence to that in chakra/mental/physical/natural or spiritual based techniques. Number of Movement: 3 Activation Time: 6 Posts (Total)
Name: Earth Dance: First Stance - Petal Classification: Beast Art/Taijutsu (Fatigue) Rank: B-rank (-3 Fatigue) Class: Supplementary Range: Mid (20 Feet)
Description: Flowers emit sweet or foul aromas in order to attract those who might fertilize them or repel those who might try to eat them. This Dance consists of Aria making a sweeping motion both wings backward extending it as far as she can then bringing them forward in a clap before becoming extremely still. A fast dance this causes petals to stream out of her wings darting forward at vacuum release speeds to impact a victim drilling through up to A-rank defensive structures to deal no damage. Instead upon reaching a target they dissolve condensing a potent aphrodisiac in a targeted victims body. This causes them to become infatuated with Aria wanting to do sexual things with her instead of trying to kill her. Regardless based on their personalities said sexual things can still be harmful if they are sadistic in nature or can be very demure if they have a shy or prudish personality. This lasts a number of posts depending on the victims endurance/defense/barrier tiers. Number of Movement: 3 Activation Time: 9 Posts (Total)
Trigger Effect - Rank of Lowest Defensive Tier (Defense/Endurance/Barrier) 30 Posts (Total) - None 25 Posts (Total) - D 20 Posts (Total) - C 15 Posts (Total) - B 10 Posts (Total) - A Immune to Effect - S
Name: Earth Dance: First Stance - Fruit Classification: Beast Art/Taijutsu (Fatigue) Rank: A-rank (-4 Fatigue) Class: Defensive/Offensive Range: Short (Within 7 Feet) - Blast Radius (Long)
Description: Fruits are fleshy, filled with nutrients and are used to protect seeds from being harmed. This Dance consists of Aria bending her knees to assume a crouching position then clasping her hands together before becoming completely still. Another one of her fast dances to causes a large fruit the size of a Medium (XL) sized creature to burst from the ground in front of her. Said seed can be used defensively to block hybrid techniques that are A-rank and below with piercing, however if it is impacted by a chakra/mental or physical technique it explodes dealing A-rank hybrid damage within a blast radius of 40 feet. Number of Movement: 3 Activation Time: 9 Posts (Total)
Name: Earth Dance: First Stance - Nature Totem Classification: Beast Art (Natural) Rank: A-rank Class: Offensive Range: N/A
Description: The follow up to Earth Dance: Mushroom which results in a conversion of the mushroom forming the Earth Dance: First Stance: Mushroom into a solid form identical to Aria. This involves her exhaling while twisting her body before looking into the sky and ceasing her movement entirely until the invocation is complete. This totem mimics her movement while likewise boosting the invocation speed of her Earth Dance techniques based on the number of Nature Totems she has on the field. Nature Totems are capable of being destroyed by a A-rank or above nature or spiritual based technique. While mimicking Aria, the likewise mimic all aspects of her body using her tiers as a basis as long as they don't exceed A-rank in which they only have up to the A-rank level. Each Nature Totem reduces the invocation duration of Earth Dance techniques by -5 while still counting the normal invocation speed as the reason it occurs faster is simple due to them mimicking Aria's dancing. Nature Totems are immune to the effects of all Earth Dances in addition, when there are Nature, Vortex and Splash Totems on the field at once they are collectively boosted in strength similar to a combination jutsu for an additional natural price. Upon being fused together they are immune to the effects of all Sky, Sea and Earth Dances, the cost however only applies to fusing all three together not for the individual prices of each of them. Number of Movement: 3 Activation Time: 12 Posts (Total)
Name: Earth Dance: Second Stance - Tree Classification: Beast Art/Taijutsu (Fatigue) Rank: S-rank (-5 Fatigue) Class: Defensive/Offensive Range: Mid-Range
Description: Trees have branches which extend from the trunk supporting the leaves and fruits and act in place of limbs growing in response to light to further ensure the plants survival. This is her fastest Earth Dance with a Second Stance. This dance is preceded by Sea Dance - Gush, following up from that movement Aria moves both of her hands while pushing outward before clasping her hands together as if she was grabbing something and becoming completely still. This results in the water which bursts from the ground being surrounded by a tree before the water is absorbed and branches emerge from the tree shaped like arms which shoot out up to 50 feet away from Aria to grab and object. These branches are usually just two however when Aria is in Gaia sage mode there are four branches, each branch can be controlled independently by Aria while she is standing completely still. Each Branch can sustain damage from multiple S-rank Hybrid based techniques as long even if they have piercing as well as the equivalence to that in chakra/mental/physical/natural or spiritual based techniques. Upon being grabbed by a Branch unless the victim has S-rank strength they are unable to break free can be squeezed to death, thrown, smashed at Aria's will due to her being able to control the branches. Number of Movement: 4 Activation Time: 15 Posts (Total)
Name: Earth Dance: Second Stance - Petal Dance Classification: Beast Art/Taijutsu (Fatigue) Rank: SS-rank (-10 Fatigue) Class: Defensive/Offensive Range: Mid-Range
Description: Petals flowing through the wind scattered all around the land in order to fill the world with vibrant colors as a result of a plants natural need to prune the old to ensure the new. This dance is preceded by Sky Dance: Wind Sheer, following up from that movement Aria spins while kicking outward again before landing on her non extended leg and becoming absolutely still. This results in the vortex produced being surrounded by razor sharp petals before being compressed. As a result due to her usually free falling through the air as a result of becoming absolutely still Sky Dance: Tornado becomes much more lethal as in addition to drawing in victims, as well as dealing additional damage equal to the rank of technique compressed within the air bubbles, they are cut up by the razor sharp petals dealing constant damage to victims equal to S-rank while said petals spin around the tornadoes as Ripping Discord Speeds. This technique similar to the original allows her to counteract incoming techniques up to an SS-rank of Hybrid Damage or the equivalence to that in other damage types while using her Reaction Tiers as a gauge for the speed of techniques she is able to engulf. These spiral vortexes compress within 40 feet of Aria and upon being compressed their damage is negated instead being stored into an air bubble thanks to increased air pressure. Number of Movement: 6 Activation Time: 21 Posts (Total)
Name: Earth Dance: Third Stance - Rainforest Classification: Beast Art/Taijutsu (Natural) Rank: Z-rank Class: Supplementary/Defensive/Offensive Range: AOE
Description: Aria's most powerful technique which can be utilized only after Sea Dance: Waterfall and Sky Dance: Typhoon. Aria begins chanting after completing the movements and raising both of her wings upward before rotating them while continuing to sway, once she finishes her chanting she pauses with both of her wings outstretched positioned as if she were to take flight while remaining absolutely still. Countless trees burst out from the ground at Ripping Discord Speeds reaching about 320 feet into the air while filling the entire area stretching over a radius 320 around Aria herself. Each of these trees have branches shaped like hands and while Aria is still she is capable of controlling each of theses trees freely in order to attack or defend allowing them to further grow, shrink and move out of the way of attacks. The trees each have the ability to survive a single A-rank of Natural damage even with piercing (as well as their equivalents in other types damage) before being destroyed and when they all are converged together they are capable of blocking multiple SSS-ranks as well as another Z-rank at the cost of the entire forest being destroyed in the process. While moving they can be moved around at Ripping Discord Speeds in order to snatch moving things with their branches requiring SSS-rank strength in order to break free of their grip as even when the tree supporting the branches is broken the branches themselves still hold on to their prey in an iron grip. Upon grabbing victims they can be crushed, thrown, slammed and thrown at Aria's will each branch retaining the immense strength (SSS) due to controlling each one of the trees through her connection with Nature Release due to her Origin Forme being a God Beast. When this technique is used in conjunction with Sky Dance: Hurricane, the various trees are further enhanced due to the constant rain boosting their innate durability a rank while the intense wind ensures the entire environment comes under Aria's control in order to further boost the lethality of her most powerful technique. Number of Movement: 9 Activation Time: 30 Posts (Total)
Vital State - Spoiler:
Name: Vital State (Already Approved) Classification: Medical Ninjutsu/Beast Art Rank: C-rank (Blood Price Varies) Class: Supplementary Range: Self
Description: Vital State is the direct result of combining Aria's photosynthetic abilities with her natural state of obtaining energy and refining it further with Medical Ninjutsu. This allows her to absorb light into her body to further accelerate her metabolism allowing her to draw from an additional source of replenishing her body from fatigue. As long as there is carbon-di-oxide and natural light she is able to utilize techniques which revolve around Vital State. She can however take this one step further by using chakra based light however the process of converting it so she can safely absorb it is stressful and thus it consumes a blood price equal to 1-rank below the Light Release technique she is attempting to absorb into her body as long as it is not kinjutsu based. On the plus side when absorbing chakra based light rather than normal light the chakra from the technique is able to be used instead of her own chakra to facilitate the Vital State technique she is attempting to use. If it is not used right then and there however the excess light energy is merely burned off and released into the air as she is incapable of storing it without the aid of additional techniques.
Name: Vital State: Photosynthesis Classification: Medical Ninjutsu/Beast Art Rank: S-rank (Chakra Price Varies caps at S) Class: Supplementary Range: Self
Description: Aria utilizes this technique only in areas where their is natural light or more specifically Sunlight. It can be done in two ways the first is while moving in which she consumes her chakra to rapidly heal the strain her body sustains replenishing her natural fatigue limit. It uses her chakra along with sunlight and the nitrogen in the air in the place of food in order to generate energy in combat. The secondary use causes her to be more vulnerable however at the same time it is superior to the normal technique. It requires her to remain completely still her body entering a "dormant mode" similar to a tree in which she is unable to move for a specific duration while she is rapidly replenishing fatigue each post (Total) she is in this mode. Chakra Consumed/Fatigue Gained-Dormant Mode Duration/Fatigue Gained D/1 - 2/2 C/2 - 4/4 B/3 - 8/6 A/4 - 10/8 S/5 - 16/10
Name: Vital State: Yang Infusion Classification: Medical Ninjutsu/Senjutsu/Beast Art Rank: S-rank Class: Supplementary Range: Self
Description: After focusing and storing an amount of chakra over a period of time in the Photo-genesis stigmata around the user's forehead, the user extracts the natural energy within their cellular structure causing the stigmata to form into a crown extending upward into Aria's hair and pumping the natural energy through the user's body. As a result Aria's appearance becomes much more youthful resembling her as a late teenager when she was in her absolute physical prime. This technique allows her to use more unique techniques while being able to function as the only true "Medic" in the Aero Tribe. While this technique is active she is able to filter natural energy into those which she comes in contact with rapidly boosting their natural regeneration in direct correlation to the amount of natural energy she infuses in their body similar to a combination technique. This allows them to heal mortal injuries by their cells rapidly dividing and growing anew up to an S-rank amount of damage.
Name: Vital State: Osmosis Classification: Medical Ninjutsu/Beast Art Rank: SS-rank (Natural Energy Varies) Class: Supplementary Range: Self
Description: Aria's use of Vital State in conjunction with Mystical Healing Palm localized inside of her own body allowing her to seemingly regenerate from injuries. Normally this results in her repairing injuries sustained from Spiritual based techniques up to fatal damage (SS-rank and below) at Ripping Discord Speeds at the cost of equal rank Natural Energy to the amount of damage sustained. However the advanced use of this technique requires her to be absolutely still which allows a more refined use of her natural energy while replenishing her injuries allowing her to revert petrification due to natural energy based techniques.
Name: Vital State: Photo-genesis Classification: Medical Ninjutsu/Senjutsu/Beast Art Rank: SS-rank Class: Supplementary Range: Self
Description: Aria is known for her connection to nature however she is most known among members of her tribe for her medical prowess. This technique was formed by her standing still in battle over long periods of time at the highest peak in the Land of Malice which holds the tallest structure in the world. She soaked up sunlight constantly while likewise storing Natural Energy in her very cellular structure while praying to Gaia to ensure she didn't become nature itself. As a result though usually hidden due to the ornate crown she wears she has green stigmata around her forehead due to the intense concentration of natural energy stored in her body. Once the stigmata are formed, the user's already impressive chakra control, is necessary to concentrate and store the natural energy over the period of time allows them to perform techniques without any wasted energy or their own natural energy pools. When Released these stigmata form a crown pattern along her forehead or extend backward causing her hair feathers to be tinged with a green aura and become comprised of vines and leaves rather than long hairs with feathers at the tips. This technique is required for Vital State: Yang Infusion, Vital State: Creation True Rebirth & Vital State: Photo-receptor. Amount Able to be Stored Every Week ICLY. 1 Quarter of Aria's Natural Energy Limit. Current Amount Stored.
Name: Vital State: Creation True Rebirth Classification: Medical Ninjutsu/Senjutsu/Beast Art Rank: SS-rank Class: Supplementary Range: Self
Description: Seeing as she has been around for a very long time she has observed the humans for a long while and was amazed by their medical ninjutsu. Due to their barbaric and warlike nature they needed to develop extremely powerful medical techniques in order to allow them to continue fighting despite sustaining mortal wounds. As such Aria incorporated one such technique the Creation Rebirth and reverse engineered it in her own design using her Vital State: Photo-genesis to flood her body with the Natural Energy Stored in her cellular structure. Due to the natural energy being stored within her cells the body's cell division is forcibly stimulated by proteins, reconstructing all organs and all tissues making up the human body. The technique itself does not regenerate the old cells, rather it hastens the creation of new ones through division. If this technique is used, a body whose vital organs are so gravely injured that it cannot bear it any longer will be instantly restored to its uninjured state. With the original technique the body's cells are limited in the amount of times they can divide however unlike the original which uses chakra to stimulate the body this technique uses Natural Energy and thus the amount of time the user's lifespan is shortened by is drastically decreased in comparison to the original technique. Lifespan - Amount of Damage Healed 1 Second - 1 D-rank 1 Minute - 1 C-rank 1 Hour - 1 B-rank 1 Day - 1 A-rank 1 Week - 1 S-rank 1 Month - 1 SS-rank 1 Year - 1 SSS-rank 1 Decade - 1 Z-rank
Name: Vital State: Photo-receptor Classification: Medical Ninjutsu/Beast Art/Senjutsu Rank: SSS-rank Class: Supplementary/Offensive Range: Self
Description: The absolute pinnacle of Aria's Medical Knowledge which upon being activated causes her hair to tinge green and become comprised of vines and leaves due to the amount of natural energy currently flooding through her body. This technique uses the natural light in the are in conjunction with the rapid regeneration factor that Vital State: Creation Rebirth has in order to generate a continuous, automatic effect that will heal any damage that the user sustains instantly without the need to make hand seals or even a conscious effort to activate the healing process as long as they have chakra left. The main benefit is that through physical exertion the user does not use up fatigue or strain as their body is constantly replenishing their body to prime condition while this technique is active. The enhanced regeneration granted by this technique is so rapid that as long as a single cell of Aria remains and natural light is present she is able to completely regenerate her entire body at Echoing Flash Speeds granting her "Immortality" in the form of instant regeneration at the cost of her natural lifespan. While using this technique in conjunction with Perfect Gaia Sage her connection with nature allows her to forcibly transfer the rapid regeneration effect to victims to be used offensively as with a touch the opponent will find their body rapidly producing cells with no cell death causing large cancerous growths to appear on their body which begin to suck away nutrition before they are finally killed, once this process has been initiated.. there is no cure. Each turn this technique is active shaves a year off of the user's life and can actually kill the user if they run out of life to give however the abilities granted by activation of this mode greatly outweighs that.
Gaia Sage - Spoiler:
Name: Gaia's Petrification Classification: Senjutsu Rank: D-Rank Class: Passive Range: Self
Description: Unlike normal petrification as a result of Natural Energy which results in the victims gradually turning into stone, Aria's own petrification differs. The victim gradually turns into a plant branches, leaves growing out of them until they completely turn into a tree similar to the natural degradation limit as a result of over-exposure to natural energy. Similar to normal Senjutsu Natural Energy is capable of being added to any of Aria's normal techniques to amplify their power however in the case of her Earth Dances it likewise induces petrification with multiple impacts dependent on her skill level. Skill Level = Alpha = 3 Impacts.
Name: Gaia's Tree of Life Classification: Senjutsu/Medical Ninjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: Those victims as a result of Aria's unique brand of petrification are capable of having their moisture drained out of them using her trade make Sea Dances. However by consuming them as food they can be used to replenish chakra and blood dependent on their rank and the amount of chakra and blood they had prior to being petrified. As a result Aria though being the peaceful Dobutsu she is can be rather brutal when necessary to her enemies as upon being petrified they can be chopped up and made into herbs for her Clan. The victims entire body is converted into a energy rich food supply however depending on the amount consumed a larger amount is replenished. Amount consumed - Replenish Head/Hand/Foot - 1/8 of Total Chakra & Blood Victim Had prior petrification Limbs - 1/4 of Total Chakra & Blood Victim had prior petrification. Torso - 1/2 of Total Chakra & Blood Victim had prior petrification. Entire Body - Full amount of Total Chakra & Blood Victim had prior petrification.
Name: Gaia's Blessing Classification: Senjutsu Rank: B-Rank Class: Supplementary/Passive Range: Self
Description: This technique requires Imperfect Sage Mode to be learned before it is able to be trained. This technique is the direct blessing of Gaia on Aria for adhering to her worship. As a result while using Gaia Sage Mode and maintaining contact with Gaia herself (Earth) she is able to use her Earth Dances while moving rather than having to become absolutely still during the invocation times. However the drawback is that she must maintain contact with the ground in order to do such and if she loses contact with it it results in the invocation time restarting from the beginning.
Name: Gaia's Emissary Classification: Senjutsu Rank: A-Rank Class: Supplementary/Passive Range: Self
Description: Requires Gaia Sage Mode to be learned before this technique is able to be trained. Stemming from the original blessing Gaia has accepted the fact that Aria is a devote follower who would never forsake her teachings for any other Deity. As a result now as long as she is in Gaia Sage Mode all of her Earth Dances are able to be used while moving, allowing her to become much more deadly in combat due to being able to transition through each of her Dances while having the option of becoming absolutely still in order to replenish her natural energy.
Name: Imperfect Gaia Sage Mode Classification: Senjutsu Rank: S-Rank Class: Offensive/Defensive Range: Self
Description: Aria has worshipped Gaia ever since she was a chick, and now it has finally paid off, now that she had fully come into her power and matured in her Origin Form she has learned to harness her Nature Release to tap into the Natural Energy in the environment. However in order to initiate this mode she must maintain contact with Gaia itself (The Earth) and if she loses contact with it, it results in her losing access to her sage mode until contact can be re-established. Unlike the human's she does not gain any boosted physical abilities when it is active however she gains purple marks under her eyes and her talons and teeth elongate and become sharper. During the time of this tech Aria can use Senjutsu tech S-Rank or lower.
Name: Totems of Gaia Classification: Senjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: This technique requires Aria to learn Vortex, Splash and Nature Totems before it can be trained. Likewise the three must be fused in order to enable this technique. Upon being created each of the totems begin to glow with natural energy as they are likewise attuned towards the environment itself. As a result while remaining still they can gather Natural Energy for Aria however due being comprised of the environment itself they have a greater rate of assimilating natural energy as a result. Depending on the State that Aria is in whether normal, Imperfect Gaia Sage Mode or Perfect Gaia Sage Mode the amount of natural energy each of them can accumulate and channel into Aria varies. Each Totem gathers its own separate amount which stems from each Totem being treated as a separate entity from Aria but being able to replicate and contribute to her techniques. Aria - Natural Energy Gathered each Post (Total) Normal - D Imperfect Gaia Sage Mode - C Perfect Gaia Sage Mode - B
Name: Gaia Sage Mode Classification: Senjutsu Rank: SS-Rank Class: Offensive/Defensive Range: Self
Description: Aria has worshipped Gaia ever since she was a chick, and now it has finally paid off, now that she had fully come into her power and matured in her Origin Form she has learned to harness her Nature Release to tap into the Natural Energy in the environment. Unlike the human's she does not gain any boosted physical abilities when it is active however she gains purple marks under her eyes while her pupils glow with purple energy. This tech uses C-Rank Natural energy per post used. This tech ends when the user de-activates it or runs out of Natural Energy. During the time this tech is in use the Aria is able to use any rank of Senjutsu. When standing still Aria gains a D-rank of Natural Energy each post (Total).
Last edited by Xander on 24th December 2014, 9:26 pm; edited 4 times in total (Reason for editing : Updated to reflect Misc Rules Technique Distance Scaling) |
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| Subject: Re: Aria's Techniques 23rd June 2014, 7:26 pm | |
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Posts : 1947 Join date : 2011-01-17
| Subject: Re: Aria's Techniques 25th June 2014, 6:27 pm | |
| Due to the large amount of techs, this will take some time but Water Convergence Theory is approved *********************** Regal Requirements to next promo: Blacksmith: 0/1 SSS-rank specialty weapon 0/1 SS-rank specialty weapons 0/2 SS-rank weapons 3/5 S-rank weapons 1/1 Large puppet design 0/3 Medium puppet designs 0/5 humanoid puppet designs
Scholar: (Learn) 0/1 SS-ranks 0/2 S-ranks 0/4 A-ranks 0/6 B-ranks 0/8 C-ranks
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| Subject: Re: Aria's Techniques 25th June 2014, 6:35 pm | |
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| Subject: Re: Aria's Techniques 24th December 2014, 5:09 am | |
| - Psychosis:
Name: Lucidity Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: Aria is actually more Lucid than she is psychotic, perhaps that is due to her Proto-Origin being an Alatreon rather than her being one from the get go. Despite that it is obvious like the God-Beast she shares an Origin forme with that she will eventually succumb to insanity. As a result she has a counter, the number of topics that she is sane versus the number of topics she is psychotic. It is always a 1:1 ratio however each time she slips into a psychotic state the number of topics she remains such increases by +1 with her upper limit being 100. Eventually it will get to a point that Aria seems to be constantly psychotic (1:40, 1:72 etc). Despite that when she is lucid however she is of a healthy mind perhaps due to her Barrier Tiers boosting her sanity limit by +5 per rank. Like All Sanity Limit it is always quarter the user's Fatique Limit modified dependent on rank. Rank Modifer Gamma = +5 Beta = +10 Alpha = +20 Proto-Origin = +30 Sanity Limit = 80 Posts (total)
Name: Psychosis Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: Aria when Psychotic is a danger to be around, well to everything other than her Flock, as her decades as a Shanthien has tempered her insanity so that regardless of what happens she would never harm one of her flock. What does happen however is that her personality changes causing her to be prone to rambling and bouts of random action and like all Alatreon she becomes immune to all mental based techniques. Similarly she is capable of imbuing her madness into any one of her Arts at the cost of replenishing her Sanity Limit which upon becoming full restores her to Lucidity. Despite this if she is still in the cycle of Psychosis due to the Lucidity Passive then the time period that she remains Lucid is divided by it. (For Example 1:40 Ratio Means time Aria is Lucid = 80 [Sanity Limit]/40 [Psychosis] = 2 Posts) Forcing her to constantly rebuild it over and over, depending on the rank of technique victims hit with it have their sanity eroded likewise plunging into insanity if their Sanity Limit is reached (Sanity Limit = 1/4 of Fatigue Limit) Rank of Technique = Sanity Lost/Sanity Limit Replenished D - 1 C - 2 B - 3 A - 4 S - 5 SS - 10 SSS - 15
Name: Elemental Instability Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: Aria has access to multiple elements due to her Proto-Origin however just like the God-Beast she too lacks control over which one she wishes to use. Aria is incapable of using her Releases consecutively, essentially she is forced to pick another release if she has used a specific one. When she is psychotic it is even worse as in addition to that she can only use an element after she has complete a full set. For example if she uses Fire then Water she can only choose Earth, Wind, Lightning or Life and can't utilize fire or water until the rest are used up. A seemingly pointless ability however it is simply due to her elemental diversity being controlled mentally, this allows her to manifest them without warning as long as she thinks about it requiring reaction tiers equal to the rank of the technique in order to detect when either her Pyro/Hydro/Geo/Aero/Electro or Draconic Bones are manifested in battle.
Name: In-tune Mode Classification: Beast Art Rank: D-rank Class: Passive Range: Self
Description: Alpha Dobutsu similar to God Beasts are in-tune with the same element as their counterparts they only need to tap into Gaia's power. When one is in-tune with an element it causes said element to be treated as neutral when faced up against it's weaknesses a powerful advantage in one's arsenal. Aria when she becomes In-Tune with her elements one of her eyes begin to glow green while the other begins to glow white as Gaia's power flows through her causing her Nature & Life Release techniques to benefit from being In-Tune with her just like a Shanthien and an Altareon. This can only be maintained for a limited time as she isn't a God-Beast but merely has the origin form of one. At any point she can cut it off to save it's uses as it is only able to be utilized Once per topic to full completion after which she is unable to utilize it until a new topic. Rank - Time Maintained Alpha - 10 Posts (total) Proto-Origin - 20 Posts (total)
Tiers - Spoiler:
Name: Alpha Body Classification: Beast Art/Taijutsu Rank: A-rank Class: Defensive Range: Self
Description: Aria has grown accustomed to utilizing her tiers apart from each other however she realized the fallacy of such actions and took steps to create this defensive technique in which she utilizes her Defense, Endurance and Barrier tiers simultaneously in order to grant her skin protection against physical, chakra and mental based techniques A-rank and below. The weakness of course is that she is able to be harmed via piercing techniques however bar that she has learned how to deal with anything not decisively lethal to her by simply negating the damage as it impacts.
Name: Alpha Senses Classification: Senjutsu/Taijutsu Rank: S-rank Class: Supplementary Range: Self
Description: As an Alpha Dobutsu she is quite confident in her ability to detect things and thus has managed to affix her Reaction Tiers to not only her sense of sight but all 5 of her senses including her ability to detect natural energy granted to her by becoming a Sage. When blended with her natural speed however her abilities only become more pronounced as she is able to move at natural speeds comparable to a Samurai due to her heightened reaction time. This gives her an edge against those who share the same speed tiers with her and perhaps due to her reaction extending past just her sight makes her a formidable hunter as long as even one of her senses are available.
Name: Alpha Empowerment Classification: Senjutsu/Taijutsu Rank: S-rank Class: Supplementary Range: Self
Description: Aria is a Dobutsu set apart from others due to her advances in medical ninjutsu as well as her skilled chakra control as a result of it. It comes to no surprise that she was able to use that to her advantage in order to augment her physical abilities however rather than utilizing just chakra to do so, she decided to mix in natural energy as well as her chakra and some of her life-force to generate the effect. She realized that while she was fairly capable in defensive abilities she was lacking when it came to keeping up with the other Alpha's in order traits. Now however thanks to this she is able to keep up and potentially surpass their abilities at the cost of consuming Blood, Chakra & Natural Energy from her reserves. Tier Gained - Cost (Blood Chakra & Natural Energy) D - D C - D B - D A - C S - B SS - A SSS - S
- Pyro Arts:
Name: Pyro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: D Class: Offensive Range: Mid (Manifestation), Long (Control), Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Fire Release to weave it into a dense sphere the size of her palm which can manifest up to ten feet away her body however can be controlled up to 20 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Swift Release speed. They are capable of detonating resulting in a localized explosion setting everything within it's 35 ft blast radius to deal D-rank damage. Victims are set ablaze unless they possess some sort of Natural based defensive technique, sustaining additional D-rank natural based fire release damage over 4 posts (total) Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Pyro Spheres Alpha = 12 Proto-Origin = 24
Name: Great Pyro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: C Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Fire Release to weave it into a dense sphere the size of with a radius of 1 ft which can manifest up to 20 feet away her body however can be controlled up to 40 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Bullet Release speed. They are capable of detonating resulting in a localized explosion setting everything within it's 40 ft blast radius to deal C-rank damage. Victims are set ablaze unless they possess some sort of Natural based defensive technique, sustaining additional D-rank natural based fire release damage over 8 posts (total) Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Pyro Spheres Alpha = 6 Proto-Origin = 12
Name: Pyro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: B Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Fire Release to weave it into a dense sphere the size of with a radius of 2 ft which can manifest up to 30 feet away her body however can be controlled up to 60 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Crashing Ground speed. They are capable of detonating resulting in a localized explosion setting everything within it's 45 ft blast radius to deal B-rank damage. Victims are set ablaze unless they possess some sort of Natural based defensive technique, sustaining additional C-rank natural based fire release damage over 8 posts (total) Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Pyro Spheres Alpha = 3 Proto-Origin = 6
Name: Great Pyro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: A Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Fire Release to weave it into a dense sphere the size of with a radius of 4 ft which can manifest up to 40 feet away her body however can be controlled up to 80 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Vacuum Release speed. They are capable of detonating resulting in a localized explosion setting everything within it's 50 ft blast radius to deal A-rank damage. Victims are set ablaze unless they possess some sort of Natural based defensive technique, sustaining additional B-rank natural based fire release damage over 8 posts (total) Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Pyro Spheres Alpha = 2 Proto-Origin = 3
Name: Pyro Annihilation Sphere Classification: Beast Art (Natural)/Senjutsu Rank: S (Min NE Price = S-rank) Class: Offensive Range: Contact (Impact Dmg), Short (Blast Radius), Long (Launch)
Description: The Ultimate expression of her ability to mentally control Fire Release which differs from the rest of the Sphere line of techniques simply due to it's formation and use. A dense sphere the size of her palm manifests at blinding light speed constantly oscillating while hovering a few inches away from her palm. Aria is capable of utilizing it in two ways, the first being lifting it above her head while becoming absolutely still as she gathers natural energy into it causing it's size to swell an additional foot each post (total) that she remains still. Depending on the amount gathered Aria can then proceed to launch it at speeds equal to the amount of NE gathered causing it to fall upon and crush victims who do not possess S-rank strength to root themselves in place upon impact. It then promptly detonates consuming everything within it's blast radius of 220 ft in all consuming flames to be dealt S-rank Natural Fire Release damage while engulfing them in A-rank Natural based fire release flames for 8 posts (total). The Second use is more direct and involves pressing it into an opponent causing them to be dealt S-rank Natural Fire Release damage before being sent flying 100 ft at Blinding Light speed before being consumed in the normal blast radius. If they root themselves in place however the blast triggers prematurely blowing outward in the direction that it was pressed into the victim to cover 110 ft behind them. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Pyro Spheres Alpha = 1 Proto-Origin = 2 State - Pyro Sphere Dmg - Posts (Total) Gathering - NE Gathered Per Post Imperfect Gaia S. M. - S - 0 - N/A Gaia S. M. - S+ (Stronger than normal S-ranks) - 1+ - D Totems of Gaia N. - SS - 6+ - C Totens of Gaia I. G. S. M. - SS or SSS - 3+ or 6+ - B
- Hydro Arts:
Name: Hydro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: D Class: Offensive Range: Mid (Manifestation), Long (Control), Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Water Release to weave it into a dense sphere the size of her palm which can manifest up to ten feet away her body however can be controlled up to 20 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Swift Release speed. They are capable of detonating resulting in a localized explosion sweeping away victims who do not use D-rank strength to lock themselves in place over 35 ft dealing D-rank Natural based water release damage. Victims are jostled underwater and unless they possess some sort of Natural based defensive technique, sustain D-rank natural based water release crushing damage to their internal organs over 4 posts (total). Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Hydro Spheres Alpha = 12 Proto-Origin = 24
Name: Great Hydro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: C Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Water Release to weave it into a dense sphere the size of with a radius of 1 ft which can manifest up to 20 feet away her body however can be controlled up to 40 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Bullet Release speed. They are capable of detonating resulting in a localized explosion sweeping away victims who do not use C-rank strength to lock themselves in place over 40 ft dealing C-rank Natural based water release damage. Victims are jostled underwater and unless they possess some sort of Natural based defensive technique, sustain D-rank natural based water release crushing damage to their internal organs over 8 posts (total). Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Hydro Spheres Alpha = 6 Proto-Origin = 12
Name: Hydro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: B Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Water Release to weave it into a dense sphere the size of with a radius of 2 ft which can manifest up to 30 feet away her body however can be controlled up to 60 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Crashing Ground speed. They are capable of detonating resulting in a localized explosion sweeping away victims who do not use B-rank strength to lock themselves in place over 45 ft dealing B-rank Natural based water release damage. Victims are jostled underwater and unless they possess some sort of Natural based defensive technique, sustain C-rank natural based water release crushing damage to their internal organs over 8 posts (total). Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Hydro Spheres Alpha = 3 Proto-Origin = 6
Name: Great Hydro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: A Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Water Release to weave it into a dense sphere the size of with a radius of 4 ft which can manifest up to 40 feet away her body however can be controlled up to 80 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Vacuum Release speed. They are capable of detonating resulting in a localized explosion sweeping away victims who do not use A-rank strength to lock themselves in place over 50 ft dealing A-rank Natural based water release damage. Victims are jostled underwater and unless they possess some sort of Natural based defensive technique, sustain B-rank natural based water release crushing damage to their internal organs over 8 posts (total). Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Hydro Spheres Alpha = 2 Proto-Origin = 3
Name: Hydro Annihilation Sphere Classification: Beast Art (Natural)/Senjutsu Rank: S (Min NE Price = S-rank) Class: Offensive Range: Contact (Impact Dmg), Short (Blast Radius), Long (Launch)
Description: The Ultimate expression of her ability to mentally control Water Release which differs from the rest of the Sphere line of techniques simply due to it's formation and use. A dense sphere the size of her palm manifests at blinding light speed constantly oscillating while hovering a few inches away from her palm. Aria is capable of utilizing it in two ways, the first being lifting it above her head while becoming absolutely still as she gathers natural energy into it causing it's size to swell an additional foot each post (total) that she remains still. Depending on the amount gathered Aria can then proceed to launch it at speeds equal to the amount of NE gathered causing it to fall upon and crush victims who do not possess S-rank strength to root themselves in place upon impact. It then promptly detonates sweeping away everything over a distance of 55 ft requiring SS-rank strength to hold ones ground if they were hit directly while being dealt S-rank Natural Water Release damage while jostling them within the current resulting in A-rank Natural based water release crushing damage to their internal organs for 8 posts (total). The Second use is more direct and involves pressing it into an opponent causing them to be dealt S-rank Natural Water Release damage before being sent flying 100 ft at Blinding Light speed before being consumed in the normal explosion and thus being swept away with the current. If they root themselves in place however the blast triggers prematurely blowing outward in the direction that it was pressed into the victim to cover 27 ft behind them. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Hydro Spheres Alpha = 1 Proto-Origin = 2 State - Hydro Sphere Dmg - Posts (Total) Gathering - NE Gathered Per Post Imperfect Gaia S. M. - S - 0 - N/A Gaia S. M. - S+ (Stronger than normal S-ranks) - 1+ - D Totems of Gaia N. - SS - 6+ - C Totens of Gaia I. G. S. M. - SS or SSS - 3+ or 6+ - B
- Geo Arts:
Name: Geo Sphere Classification: Beast Art (Natural)/Senjutsu Rank: D Class: Offensive Range: Mid (Manifestation), Long (Control), Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Earth Release to weave it into a dense sphere the size of her palm which can manifest up to ten feet away her body however can be controlled up to 20 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Swift Release speed. They are capable of detonating resulting in a localized explosion spreading powdered rock 35 ft, obscuring normal vision after dealing D-rank Natural based earth release damage. Victims are petrified and unless they possess some sort of Natural based defensive technique, while turn completely to stone in 20 posts (total) with a D-rank or above physical technique being enough to shatter them to pieces, each additional contact lowers the countdown by -1 post. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 12 Proto-Origin = 24
Name: Great Geo Sphere Classification: Beast Art (Natural)/Senjutsu Rank: C Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Earth Release to weave it into a dense sphere the size of with a radius of 1 ft which can manifest up to 20 feet away her body however can be controlled up to 40 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Bullet Release speed. They are capable of detonating resulting in a localized explosion spreading powdered rock 40 ft, obscuring normal vision after dealing C-rank Natural based earth release damage. Victims are petrified and unless they possess some sort of Natural based defensive technique, while turn completely to stone in 15 posts (total) with a C-rank or above physical technique being enough to shatter them to pieces, each additional contact lowers the countdown by -2 posts. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 6 Proto-Origin = 12
Name: Geo Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: B Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Earth Release to weave it into a dense sphere the size of with a radius of 2 ft which can manifest up to 30 feet away her body however can be controlled up to 60 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Crashing Ground speed. They are capable of detonating resulting in a localized explosion spreading powdered rock 45 ft, obscuring normal vision after dealing B-rank Natural based earth release damage. Victims are petrified and unless they possess some sort of Natural based defensive technique, while turn completely to stone in 10 posts (total) with a B-rank or above physical technique being enough to shatter them to pieces, each additional contact lowers the countdown by -3 posts. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 3 Proto-Origin = 6
Name: Great Geo Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: A Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Earth Release to weave it into a dense sphere the size of with a radius of 4 ft which can manifest up to 40 feet away her body however can be controlled up to 80 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Vacuum Release speed. They are capable of detonating resulting in a localized explosion spreading powdered rock 50 ft, obscuring normal vision after dealing A-rank Natural based earth release damage. Victims are petrified and unless they possess some sort of Natural based defensive technique, while turn completely to stone in 5 posts (total) with an A-rank or above physical technique being enough to shatter them to pieces, each additional contact lowers the countdown by -5 posts. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 2 Proto-Origin = 3
Name: Geo Annihilation Sphere Classification: Beast Art (Natural)/Senjutsu Rank: S (Min NE Price = S-rank) Class: Offensive Range: Contact (Impact Dmg), Short (Blast Radius), Long (Launch)
Description: The Ultimate expression of her ability to mentally control Earth Release which differs from the rest of the Sphere line of techniques simply due to it's formation and use. A dense sphere the size of her palm manifests at blinding light speed constantly oscillating while hovering a few inches away from her palm. Aria is capable of utilizing it in two ways, the first being lifting it above her head while becoming absolutely still as she gathers natural energy into it causing it's size to swell an additional foot each post (total) that she remains still. Depending on the amount gathered Aria can then proceed to launch it at speeds equal to the amount of NE gathered causing it to fall upon and crush victims who do not possess S-rank strength to root themselves in place upon impact. It then promptly detonates spreading powdered rock 55 ft, obscuring normal vision after dealing S-rank Natural based earth release damage. Victims are petrified and unless they possess some sort of Natural based defensive technique, they turn into stone after 1 post (total) with an S-rank or above physical technique being enough to shatter them to pieces, with a follow up contact causing them to instantly shatter apart into rock powder obscuring vision even more. The Second use is more direct and involves pressing it into an opponent causing them to be dealt S-rank Natural Earth Release damage before being sent flying 100 ft at Blinding Light speed before being consumed in the normal explosion and thus being petrified. If they root themselves in place however the blast triggers prematurely blowing outward in the direction that it was pressed into the victim to cover 27 ft behind them. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 1 Proto-Origin = 2 State - Geo Sphere Dmg - Posts (Total) Gathering - NE Gathered Per Post Imperfect Gaia S. M. - S - 0 - N/A Gaia S. M. - S+ (Stronger than normal S-ranks) - 1+ - D Totems of Gaia N. - SS - 6+ - C Totens of Gaia I. G. S. M. - SS or SSS - 3+ or 6+ - B
Last edited by Xander on 24th December 2014, 8:32 pm; edited 2 times in total |
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| Subject: Re: Aria's Techniques 24th December 2014, 8:30 pm | |
| - Aero Arts:
Name: Aero Sphere Classification: Beast Art (Natural)/Senjutsu Rank: D Class: Offensive Range: Mid (Manifestation), Long (Control), Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Wind Release to weave it into a dense sphere the size of her palm which can manifest up to ten feet away her body however can be controlled up to 20 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Swift Release speed. They are capable of detonating resulting in a localized implosion with a blast radius of 17 ft, dealing D-rank Natural based Piercing Wind release damage while dragging victims into it's center if they do not possess D-rank strength to root themselves in place. Victims are shredded apart inflicting multiple cuts on their body causing them to bleed losing a D-rank worth of blood each post (total) until the injuries are healed by a C-rank Medical Ninjutsu or D-rank Medical Kinjutsu/Senjutsu technique. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Aero Spheres Alpha = 12 Proto-Origin = 24
Name: Great Aero Sphere Classification: Beast Art (Natural)/Senjutsu Rank: C Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Wind Release to weave it into a dense sphere the size of with a radius of 1 ft which can manifest up to 20 feet away her body however can be controlled up to 40 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Bullet Release speed. They are capable of detonating resulting in a localized implosion with a blast radius of 20 ft, dealing C-rank Natural based Piercing Wind release damage while dragging victims into it's center if they do not possess C-rank strength to root themselves in place. Victims are shredded apart inflicting multiple cuts on their body causing them to bleed losing 3 D-ranks worth of blood each post (total) until the injuries are healed by a B-rank Medical Ninjutsu or C-rank Medical Kinjutsu/Senjutsu technique. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Aero Spheres Alpha = 6 Proto-Origin = 12
Name: Aero Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: B Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Wind Release to weave it into a dense sphere the size of with a radius of 2 ft which can manifest up to 30 feet away her body however can be controlled up to 60 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Crashing Ground speed. They are capable of detonating resulting in a localized implosion with a blast radius of 22 ft, dealing B-rank Natural based Piercing Wind release damage while dragging victims into it's center if they do not possess B-rank strength to root themselves in place. Victims are shredded apart inflicting multiple cuts on their body causing them to bleed losing a C-rank worth of blood each post (total) until the injuries are healed by a A-rank Medical Ninjutsu or B-rank Medical Kinjutsu/Senjutsu technique.Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Aero Spheres Alpha = 3 Proto-Origin = 6
Name: Great Aero Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: A Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Wind Release to weave it into a dense sphere the size of with a radius of 4 ft which can manifest up to 40 feet away her body however can be controlled up to 80 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Vacuum Release speed. They are capable of detonating resulting in a localized implosion with a blast radius of 25 ft, dealing A-rank Natural based Piercing Wind release damage while dragging victims into it's center if they do not possess A-rank strength to root themselves in place. Victims are shredded apart inflicting multiple cuts on their body causing them to bleed losing a B-rank worth of blood each post (total) until the injuries are healed by a S-rank Medical Ninjutsu or A-rank Medical Kinjutsu/Senjutsu technique. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Geo Spheres Alpha = 2 Proto-Origin = 3
Name: Aero Annihilation Sphere Classification: Beast Art (Natural)/Senjutsu Rank: S (Min NE Price = S-rank) Class: Offensive Range: Contact (Impact Dmg), Short (Blast Radius), Long (Launch)
Description: The Ultimate expression of her ability to mentally control Wind Release which differs from the rest of the Sphere line of techniques simply due to it's formation and use. A dense sphere the size of her palm manifests at blinding light speed constantly oscillating while hovering a few inches away from her palm. Aria is capable of utilizing it in two ways, the first being lifting it above her head while becoming absolutely still as she gathers natural energy into it causing it's size to swell an additional foot each post (total) that she remains still. Depending on the amount gathered Aria can then proceed to launch it at speeds equal to the amount of NE gathered causing it to fall upon and crush victims who do not possess S-rank strength to root themselves in place upon impact. It then promptly implodes sucking in victims within it's blast radius of 27 ft while dealing S-rank Natural based Piercing wind release damage as they are dragged into it's center if they do not root themselves in place with S-rank strength. Victims are shredded apart inflicting multiple cuts on their body causing them to bleed losing a A-rank worth of blood each post (total) until the injuries are healed by a SS-rank Medical Ninjutsu or S-rank Medical Kinjutsu/Senjutsu technique. The Second use is more direct and involves pressing it into an opponent causing them to be dealt S-rank Natural Wind Release damage before being sent flying 100 ft at Blinding Light speed before being consumed in the normal explosion and thus being shred apart. If they root themselves in place however the blast triggers prematurely blowing outward in the direction that it was pressed into the victim to cover 13 ft behind them. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Aero Spheres Alpha = 1 Proto-Origin = 2 State - Aero Sphere Dmg - Posts (Total) Gathering - NE Gathered Per Post Imperfect Gaia S. M. - S - 0 - N/A Gaia S. M. - S+ (Stronger than normal S-ranks) - 1+ - D Totems of Gaia N. - SS - 6+ - C Totens of Gaia I. G. S. M. - SS or SSS - 3+ or 6+ - B
- Electro Arts:
Name: Electro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: D Class: Offensive Range: Mid (Manifestation), Long (Control), Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Lightning Release to weave it into a dense sphere the size of her palm which can manifest up to ten feet away her body however can be controlled up to 20 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Swift Release speed. They are capable of detonating resulting in a localized explosion with a blast radius of 35 ft, dealing D-rank Natural based Piercing Lightning release damage while dealing defense bypassing damage if said victim is already wet or sweating. Victims are electrocuted, and if they do not possess some form of Natural based defense they likewise have their chakra pathway system shorted out for 2 posts (total) preventing them from utilizing chakra based techniques. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Electro Spheres Alpha = 12 Proto-Origin = 24
Name: Great Electro Sphere Classification: Beast Art (Natural)/Senjutsu Rank: C Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Lightning Release to weave it into a dense sphere the size of with a radius of 1 ft which can manifest up to 20 feet away her body however can be controlled up to 40 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Bullet Release speed. They are capable of detonating resulting in a localized explosion with a blast radius of 40 ft, dealing C-rank Natural based Piercing Lightning release damage while dealing defense bypassing damage if said victim is already wet or sweating. Victims are electrocuted, and if they do not possess some form of Natural based defense they likewise have their chakra pathway system shorted out for 4 posts (total) preventing them from utilizing chakra based techniques. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Electro Spheres Alpha = 6 Proto-Origin = 12
Name: Electro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: B Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Lightning Release to weave it into a dense sphere the size of with a radius of 2 ft which can manifest up to 30 feet away her body however can be controlled up to 60 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Crashing Ground speed. They are capable of detonating resulting in a localized explosion with a blast radius of 45 ft, dealing B-rank Natural based Piercing Lightning release damage while dealing defense bypassing damage if said victim is already wet or sweating. Victims are electrocuted, and if they do not possess some form of Natural based defense they likewise have their chakra pathway system shorted out for 6 posts (total) preventing them from utilizing chakra based techniques. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Electro Spheres Alpha = 3 Proto-Origin = 6
Name: Great Electro Majestic Sphere Classification: Beast Art (Natural)/Senjutsu Rank: A Class: Offensive Range: Mid (Manifestation), Long (Control) Short (Blast Radius)
Description: Utilizing her ability to mentally manipulate Lightning Release to weave it into a dense sphere the size of with a radius of 4 ft which can manifest up to 40 feet away her body however can be controlled up to 80 ft before fizzling out. She is capable of creating them in rapid succession up to a max threshold and subsequently control their flight patterns and movement through the air at Vacuum Release speed. They are capable of detonating resulting in a localized explosion with a blast radius of 50 ft, dealing A-rank Natural based Piercing Lightning release damage while dealing defense bypassing damage if said victim is already wet or sweating. Victims are electrocuted, and if they do not possess some form of Natural based defense they likewise have their chakra pathway system shorted out for 8 posts (total) preventing them from utilizing chakra based techniques. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Electro Spheres Alpha = 2 Proto-Origin = 3
Name: Electro Annihilation Sphere Classification: Beast Art (Natural)/Senjutsu Rank: S (Min NE Price = S-rank) Class: Offensive Range: Contact (Impact Dmg), Short (Blast Radius), Long (Launch)
Description: The Ultimate expression of her ability to mentally control Lightning Release which differs from the rest of the Sphere line of techniques simply due to it's formation and use. A dense sphere the size of her palm manifests at blinding light speed constantly oscillating while hovering a few inches away from her palm. Aria is capable of utilizing it in two ways, the first being lifting it above her head while becoming absolutely still as she gathers natural energy into it causing it's size to swell an additional foot each post (total) that she remains still. Depending on the amount gathered Aria can then proceed to launch it at speeds equal to the amount of NE gathered causing it to fall upon and crush victims who do not possess S-rank strength to root themselves in place upon impact. It then promptly explodes with a blast radius of 110 ft, dealing S-rank Natural based Piercing Lightning release damage while dealing defense bypassing damage if said victim is already wet or sweating. Victims are electrocuted, and if they do not possess some form of Natural based defense they likewise have their chakra pathway system shorted out for 10 posts (total) preventing them from utilizing chakra based techniques. The Second use is more direct and involves pressing it into an opponent causing them to be dealt S-rank Natural Lightning Release damage before being sent flying 100 ft at Blinding Light speed before being consumed in the normal explosion and thus losing the ability to manipulate their chakra system. If they root themselves in place however the blast triggers prematurely blowing outward in the direction that it was pressed into the victim to cover 55 ft behind them. Like All of the Sphere line it works hand in hand with it's elemental strengths and weaknesses to power each other up if they come in contact with one another rather than detonating boosting the rank and thus dmg and power. Rank = No of Electro Spheres Alpha = 1 Proto-Origin = 2 State - Aero Sphere Dmg - Posts (Total) Gathering - NE Gathered Per Post Imperfect Gaia S. M. - S - 0 - N/A Gaia S. M. - S+ (Stronger than normal S-ranks) - 1+ - D Totems of Gaia N. - SS - 6+ - C Totens of Gaia I. G. S. M. - SS or SSS - 3+ or 6+ - B
- Draconic Bones:
Name: Draconic Bone Infusion Classification: Fighting Style Rank: D-rank Class: Passive Range: Self & Bones
Description: Alatreon are known for their ability to manipulate their bones in combat using them with the sole purpose of mixing them together with their other elements, while Psychotic to do such costs an additional Blood Price 1-rank below the rank of the technique. However while Lucid it is done automatically albeit following the same rules of Elemental Instability. When infused it is done making use of Aria's Natural Energy Reserves in conjunction with it and has been made to work hand in hand with her Dances. While unattached it behaves like normal life release however when elements are imbued in it the bones change color each color sharing the same element (Life) yet having different properties due to what they are imbued with. All of the Status effects can be thrown off if the user has Spirit Tiers (Ox's Stamina, Ox-topus Stamina) equal to the rank of the technique however when Lucid or using Sage Mode if the victim doesn't have some form of Natural Based defense they are incapable of resisting the status effects. Bone Color - Attributes White - Solid yet lightweight & capable of inflicting bone degeneration when a victims skin is breached which gradually decreases the durability of their bones every 10 posts (total) causing them to receive multiplied damage if their bones are targeted as they become brittle and weak (caps at an additional S-rank of damage while defensive Life Release techniques S-rank and below are reduced to being able to be destroyed by a D-rank technique weak to Life Release). Red - Hot capable of setting combustible materials ablaze to deal recurring damage 1-rank below the rank of said material over a set number of posts starting at 2 posts (total) with the rank of the material increasing the duration by an additional 2 posts (Caps at 10 posts) Blue - Soft & absorbent, capable of absorbing blood into itself only to filter said blood out into water with a 1:2 ratio (Meaning 1 D of Blood = 2 D-ranks of water) can do so up to an S-rank amount of blood at a time. Green - Rigid, weighted and capable of negating physical impacts equal to it's rank while deflecting back half of the damage back to that which made contact with it. Purple - Conductive and capable of electrocuting victims upon contact resulting in muscle contractions causing all tiers to consume double the amount of fatigue when used. Yellow - Powdered and capable of being spread through the air to mask life-sensory, when used in conjunction with Wind Techniques inflicts a bleed effect to all injuries victims sustaining an additional 1-rank below blood lost each post (total)
Name: Draconic Bone: Scales of the Alpha Classification: Beast Art (Blood)/Senjutsu Rank: A-rank (B-rank Blood & A-rank NE) Class: Supplementary/Defensive Range: Self
Description: Aria noted that she would have to learn how to reinforce her body to sustain additional hits, as a result she has learned how to imbue her feathers with her Life Release allowing them to retain their lightweight yet likewise be more durable. This allows her to be able to sustain damage from an A-rank Natural based technique even with piercing as long as it is at least Neutral to Life Release. If it is weak to it however she can sustain up to a S-rank Natural based technique or it's equivalence in terms of Chakra/Mental/Physical damage. In regards to spiritual however as long as her scales are not destroyed and she is in Sage Mode it can allow her Endurance Tiers to fill the role of Spirit tiers due to the Natural Energy coursing through her body. This technique has an activation price, and after 4 posts (total) it must be triggered again to maintain it. Aria can however use this technique on others as long as they possess feathers for the same price at the cost of it only lasting half as long before contact needs to be established again to reactivate the price.
Name: Draconic Bone: Forest of Dead Trees Classification: Beast Art (Blood)/Senjutsu Rank: S-rank (A-rank Blood & S-rank NE) Class: Supplementary Range: AOE
Description: A technique developed by Aria, where the user sprouts out bones from their body ejecting them and then forcing to grow on any surface, easily creating a dense forest like structure anywhere they choose covering up to a 200 foot radius. This technique was based closely on her Nature Release as the "trees" produced are in actuality just bone made to resemble trees with jagged "branches" and sharp "leaves". By generating Natural Energy, the user maneuvers it as they see fit for attack and defence; and furthermore, this rumored omnipotent technique even allows them to capture the enemy at the same time as long as the user maintains absolutely stillness or is using Gaia Sage Mode due to the connection to nature itself, being able to control the individual "trees" formed resulting in an additional natural energy price of an A-rank in order to keep this technique active each of the user's posts. The Bones were initially created using Aria's tremendous life force thus requiring a blood price to eject outward, the bone trees can pierce through physical structures crushing things in their path to deal S-rank Life Release Hybrid damage, and extend their branches at their prey in an instant at Blinding Light speeds. The trees durability is dependent on the natural energy being capable of shrugging off S-rank physical/chakra/mental techniques and well as enduring up to an S-rank of spiritual/natural damage before being destroyed assuming the technique does not have defense piercing or is strong against Life Release. Aria's use of this technique is unparalleled and very versatile with individual branches on the tree being capable of multiple barrages and acting like additional appendages, to mimic her Taijutsu &/or Earth Dancing allowing the number of tactics capable utilizing this technique to be limitless. Aria's Rank - Number of Trees - Distance Covered (Radius) Alpha - 16 - 200 Proto-Origin - 24 - 200
- Tropical Land:
Name: Tropical Land Classification: Senjutsu Rank: S-rank (6 S-rank NE Price) Class: Supplementary Range: AOE
Description: One of Aria's signature techniques which is only possible due to her mastery of not only all 6 Primary Nature Releases but likewise Nature Release itself. Aria lets out a scream causing the area a 200 ft radius around herself to rumble before changing abruptly, into a lush tropical environment featuring intense sunlight, loamy fertile soil, humid weather, clear skies while frustrating the attempts to alter the state of the area (Via AOE) as long as it is either Fire, Water, Earth, Lightning, Wind, or Life Release based S-rank and below if they are Spiritual/Natural Based, SS-rank or below if they are Physical/Chakra/Mental based and finally SSS-rank or below if they are Hybrid Based. Each element works hand in hand with each other supporting one another while terraforming the environment and it is often how Aria gets rid of technology replacing it with lush forests for Fauna to safely inhabit. When used it becomes permanent if it is not changed and has unique effects on certain things. Beneficiary = Unique Effect Weather = In that specific Topic when this technique is used all Weather is discounted as the environment changes to suit this technique. Nature Release = All Nature Release techniques are boosted by 2-ranks due to the area being highly supportive of plant life. Fauna = Fauna are more likely to join topics resulting in Encounter Rolls which trigger Creature Encounters being rolled Twice resulting in more creatures entering a topic. When creatures however are called in for assistance they take half as many posts to arrive in a topic. Dobutsu = Beast Arts utilizing either Fire/Water/Earth/Wind/Lightning or Life are boosted by 1-rank. Senjutsu = Due to the Area being rich with nature as long as one is within it's confines the amount of Natural Energy capable of being gathered is doubled whether while moving or while keeping still.
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| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Aria's Techniques 26th December 2014, 11:47 am | |
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