| | Duo Arts... | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Duo Arts... 8th August 2014, 7:10 pm | |
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Blessed Seals (Nuinjutsu) [spoiler] [b]Name:[/b] Blessed Sealing Style (Signature) [b]Classification:[/b]Nuinjutsu (Fuinjutsu/Nen Tech) [b]Rank:[/b] C-rank [b]Class:[/b] Passive [b]Range:[/b] Varies
[b]Description:[/b] It isn't frequent that a new form of technique is created, in actuality it is very rare. Perhaps a true testiment to Jazz's intellect she was able to do just that. By analyzing Fuinjutsu and studying Juinjutsu she was able to create what she deemed Blessed Seals. She noticed that both of them placed emphasis on a body, and only through some derivatives were they able to be placed on the mind. However by mixing the energy source to revolve not around chakra or blood or even deal with natural energy but rather Nen she was capable of altering the very substance of the sealing method to produce a new mental based technique which is on par with the other variants. Nuinjutsu are a type of techniques used to bring concepts under the control of the user. By applying a seal to the victim's mind, conciousness or sentience, the user brings the victim's abilities and actions under his/her control. Nuinjutsu function as mental based techniques however are on par with Fuinjutsu and Juinjutsu. When placed on something Nuinjutsu leaves no mark as the seal itself is not on the physical plane of existence but rather the mental one, as a result it can be considered more limited than Fuinjutsu similar to Juinjutsu in exactly what it can or can not effect. Note: Once Created those who wish to learn Nuinjutsu do not need to learn this passive, rather all they need to learn Nuinjutsu is Nen. This technique for the sole purpose of explaining the creation of Nuinjutsu. [/spoiler]
Fuinjutsu - Spoiler:
Name: One Cross Unseal Classification: Taijutsu Rank: D Class: Offensive Range: Contact
Description: This particular seal was developed by Jazz for the sole purpose of unlocking and unsealing fuinjutsu equal in strength to it. This technique however has versatility as it can be used in combinations to unlock higher strength seals as long as the numerical value is equivalent. In addition this technique is able to unseal and thus destroy D-rank Fuinjutsu techniques by simple contact making it extremely effective as a counter to other Fuinjutsu. The Seal looks like a tiny Cross with the Kanji for 1 written in it and when overlapped with other Cross seals the numbers add together while the stars over lap like additional borders in order to strengthen the unlocking process.
Name: Two Cross Unseal Classification: Taijutsu Rank: C Class: Offensive Range: Contact
Description: This particular seal was developed by Jazz for the sole purpose of unlocking and unsealing fuinjutsu equal in strength to it. This technique however has versatility as it can be used in combinations to unlock higher strength seals as long as the numerical value is equivalent. In addition this technique is able to unseal and thus destroy C-rank Fuinjutsu techniques by simple contact making it extremely effective as a counter to other Fuinjutsu. The Seal looks like a small Cross with the Kanji for 2 written in it and when overlapped with other Cross seals the numbers add together while the Crosses over lap like additional borders in order to strengthen the unlocking process.
Defense Tiers - Spoiler:
Name: Sadistic Defense (Signature) Classification: Fighting Style Rank: C-rank Class: Supplementary/Defensive Range: Self
Description: Jazz is normally capable of learning defense tiers while her blood lust resulted in her gaining strength however, she always wondered what would happen if she utilized her strength...in a different way. She isn't as barbaric to crush things brutally but instead decided to utilize it more effectively by tensing the muscles in her body in order to utilize her strength in a defensive way. When used with normal defense tiers however it became even more effective and through constant practice it became reflexive while her Sadist Passive is active.
Name: Sadistic Defense - Thick Skinned Classification: Taijutsu Rank: D-rank Class: Defensive Range: Self
Description: Requires at a Sadist level of D-rank. Building on the concept of Defense Tiers which incorporates the skin of the user and thus is capable of being pierced Jazz flexes her muscles around the point of impact transmitting the physical negation abilities past her skin and into her body. This results in Jazz negating physical techniques even those with defense piercing thanks to her flexing of her muscles causing the density of her body to rise. When Sadist isn't active however this technique functions as normal D-rank defense tiers.
Name: Sadistic Defense - Rock Skinned Classification: Taijutsu Rank: C-rank Class: Defensive Range: Self
Description: Requires at a Sadist level of C-rank. Building on the concept of Defense Tiers which incorporates the skin of the user and thus is capable of being pierced Jazz flexes her muscles around the point of impact transmitting the physical negation abilities past her skin and into her body. This results in Jazz negating physical techniques even those with defense piercing thanks to her flexing of her muscles causing the density of her body to rise. When Sadist isn't active however this technique functions as normal C-rank defense tiers.
Name: Sadistic Defense - Iron Skinned Classification: Taijutsu Rank: B-rank Class: Defensive Range: Self
Description: Requires at a Sadist level of B-rank. Building on the concept of Defense Tiers which incorporates the skin of the user and thus is capable of being pierced Jazz flexes her muscles around the point of impact transmitting the physical negation abilities past her skin and into her body. This results in Jazz negating physical techniques even those with defense piercing thanks to her flexing of her muscles causing the density of her body to rise. When Sadist isn't active however this technique functions as normal B-rank defense tiers.
Name: Sadistic Defense - Steel Skinned Classification: Taijutsu Rank: A-rank Class: Defensive Range: Self
Description: Requires at a Sadist level of A-rank. Building on the concept of Defense Tiers which incorporates the skin of the user and thus is capable of being pierced Jazz flexes her muscles around the point of impact transmitting the physical negation abilities past her skin and into her body. This results in Jazz negating physical techniques even those with defense piercing thanks to her flexing of her muscles causing the density of her body to rise. When Sadist isn't active however this technique functions as normal A-rank defense tiers.
Name: Sadistic Defense - Titanium Skinned Classification: Taijutsu Rank: S-rank Class: Defensive Range: Self
Description: Requires at a Sadist level of S-rank. Building on the concept of Defense Tiers which incorporates the skin of the user and thus is capable of being pierced Jazz flexes her muscles around the point of impact transmitting the physical negation abilities past her skin and into her body. This results in Jazz negating physical techniques even those with defense piercing thanks to her flexing of her muscles causing the density of her body to rise. When Sadist isn't active however this technique functions as normal S-rank defense tiers.
Rhythm Puppetry & Purple Secret Techniques- Spoiler:
Name: Rhythm Puppet Technique Classification: Fighting Style Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: The Rhythm Puppetry style is based off of the Yoroi Puppet Sync technique along with the Ring Road's ability to utilize Rhythms to sync into the Roads of other Kukinorite users. After learning the Treck System from her "mother" Jasmine, Jazz began to incorporate it into her puppets and improve on it making her and other Ring Road users who utilize True Kugujutsu able to use this "Puppet Technique" variant. Rather than utilize chakra strings in order to move her puppets she utilizes movement along with the Ring Road Principle: Rhythm to allow her to manipulate, control and trigger mechanisms within her Puppets. The only requirement is that said puppet must have a Treck System within it as well as said Treck system not being damaged in order to maintain the sync. *When Rhythm Puppet is utilized in conjunction with Infinity Scale used by the Pledge Queen it's true power is unlocked.
Name: Purple Secret Technique - Ring Trick: Rhythm Step Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. She lightly stomps downward causing the puppets to jolt a bit before moving around at Swift Release Speeds and once this is used she is able to repeat it at will in order to cause them to shift directions with the direction that her leg moves being the direction that the puppets move. The directions her foot moves refers to each limb, left toe, left arm, right toe right arm, left heel left leg, right heel right leg. In order to cause them to stop she stomps down before dragging her foot back causing them to halt in place.
Name: Purple Secret Technique - Ring Trick: Rhythm Operate Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Sonia Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. She lifts her knee upward before lightly stomping downward causing the puppets to jolt a bit before moving in a set of orders based on the movements of Ring Trick: Rhythm Step at Bullet Release Speeds. This allows her to "queue" movements before hand before using this trick due to the same movement being required for it similar to Rhythm Step. While usually it would be a pain to do such and plan moves in advance thanks to her Super Genius Level Intellect she and Eidetic Kinesthesia she is able to observe things and a heightened state of awareness and make plans rapidly to make the best use of her time. In order to forcibly override her orders however she simply repeats the initial action allowing her to reset her plans, while if she wants to alter plans she simply taps twice before inserting a new action into the line up.
Name: Rhythm Puppet Technique - Ring Principle: First Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their first slot's mechanism and can be triggered by a foot twitch. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Kukinorite Tricks (Updated)- Spoiler:
Name: Rising Trick: Field Classification: Taijutsu Rank: D Class: Supplementary Range: Short-Long
Description: The main principle of the Rising Road, which converts kinetic energy from the users run into an electromagnetic field. This technique allows them to create physical illusions and manipulate electricity, which deals physical elemental damage, for their own benefit. The size of an induvidual Kukinorite's field and the speed at which it is materialized is dependent on the Kukinorite's Skill level. Size (Radius of Effect) - Speed of Materialization - Skill Level of User 5 Feet - Swift Release - D 10 Feet - Bullet Release - C 20 Feet - Crashing Ground - B 40 Feet - Vacuum Release - A 80 Feet - Blinding Light - S
Name: Sonia Trick: Thorns Classification: Taijutsu Rank: D Class: Offensive Range: Short-Mid
Description: "Thorns" are the signature technique of the Sonia Road. As the rider kicks, at varying speeds based on the rider, they release compressed air in the shape of long thin rods with pointed tips. Every rider of the Sonia Road has their own customized version of "Thorns", Jazz's variant resemble Tridents having three pointed tips while being about 2 feet in length with 2 feet being the rod while each tip is 1 foot and pointed like an arrow head. "Thorns" like "Fangs" speed are based on the speed of the kick while their damage is based on the strength the user kicks out with. However unlike fangs which result in spread out damage Thorns are more localized and thus pierce through victims rather than spread around them. Like all Sonia Tricks, when preformed in areas of Low Pressure it causes the rider physical pain equal to the rank of the technique.
Name: Shadow Trick - Illusion Style (Signature) Classification: Fighting Style Rank: D-rank Class: Offensive/Supplementary/Defensive Range: Varies
Description: Jazz noticed that while many members of her clan made some use of their Shadows, they didn't truly harness it. As a result she took it upon herself to make use of her Shadows for more than just an intimidation factor instead utilizing it in conjunction with Genjutsu as a means to transmit it. The result was two methods the first being contact with her shadow which acts in place of a physical illusion and thus is incapable of being broken out of by Kai unless the victim possesses defense tiers equal or higher thank it, and the second which is much simpler as it simply triggers varying visual cue illusions based on the sight of the illusion. Jazz knows that it would be much more effective with Killing Intent and one of her goals is to eventually utilize this with a Jaeger within the Kukinorite Clan so that they can improve it by mixing it along with Killing Intent. *When mixed with Killing Intent these techniques are capable of being used without a chakra cost as it is using Killing Intent in place of Genjutsu in order to make it much more effective.
Name: Ring Road: Rhythm Classification: Taijutsu Rank: D Class: Offensive Range: Self, Other Riders (Must Possess Chakra Skates or Treck System)
Description: Each person who rides a road has their own specific "Rhythm" which translates into their own style which is why no rider rides a road the same as another. The rider's of the Ring Road have the ability to tune into other rider's frequencies and that is their own Rhythm. Using synced Rhythms they can assist their allies in battle and unlock a road's full potential. The number of Riders a Ring Road user is able to sync up to is dependent on their skill level likewise the speed at which the sync can happen is also depent on the users skill level. Riders Syncable - Speed of Sync - Skill Level 1 - Swift Release - D 3 - Bullet Release - C 6 - Crashing Ground - B 9 - Vacuum Release: A 12 - Blinding Light: S
Name: Inferno Trick: Fuel Classification: Taijutsu Rank: D Class: Supplementary Range: Varies
Description: The Signature technique of the Inferno Road which allows the user of this road to utilize blood, whether their own or their opponents as "Fuel" for their Inferno Tricks as well as the physical damaging Fire produced by this Road. The flames produced by this road are a dark red in color and when there is fuel involved Inferno Tricks power is raised by 1-rank. Note this boost can and will trigger recoil which plays into the Inferno Roads philosophy of causing pain to both themselves and their opponents.
Name: Forest Trick: Overgrowth Classification: Taijutsu Rank: C Class: Supplementary Range: Self - Varies
Description: The rider of the Forest Road has the ability to stimulate the ground with water droplets and generate plant life in which they use as a track to skate on which they direct while moving forming unnaturally complex structures and growth patterns. The plant life grows from the ground with extreme speed which is equivalent to 1-rank higher than the user's movement speed. On the other hand the durability of this plant life durability is dependent on the user's skill level with the strength that they burst out of the ground always being 1-rank lower than the strength the user is utilizing in their Run. While the user skates on the trees or plant life formed by this technique they move at the same speed as the plant life is formed. This technique can only be used in areas with the ability to comfortably support terrestrial plant life. Area's such as Tundra's, Deserts, Underwater, near volcano's or on top of volcanic rock render this trick unable to be used.
Name: Bloody Trick: Fang Classification: Taijutsu Rank: C Class: Offensive Range: Mid-Long
Description: After a "Slice" has been preformed the rider will throw a kick, launching a "Fang" which is essentially a compressed air wave, which travels in the direction said kick was launched. These "Fangs" are the signature technique of the Bloody Road and every rider of this road is able to customize their own version of a "Fang", Jazz's version is more compressed only being about the size of a golf ball and is sphere shaped. However unlike the others when it hits a target the physical damage it inflicts is magnified (double the normal spread) due to the compression effect and loss of surface area. "Fangs", like "Thorns" speed is based on the speed of the kick, while their damage is based on the strength the user kicks out with. Unlike "Thorns" however, which revolve around piercing through victims, "Fangs" are more focused on dealing damage which is spread outward around the impact zone. The spread effect is likewise based on the skill of the user. Fang Damage Spread (Blast Radius) - Skill of User 1 Foot - D 5 Feet - C 10 Feet - B 15 Feet - A 20 Feet - S
Name: Vector Trick: Axis Classification: Taijutsu Rank: C Class: Offensive Range: Mid-Long
Description: The Signature Trick of the Vector Road, "Axis" are the result of combining the users "Thorn" and "Fang" while it generates electricity while passing through the user's Field through kinetic energy. The end result is an "Axis" which resembles both of its composites but cackles with electricity to electrocute that which it hits piercing through them and spreading the shock through an area. Like it's composites it's speed is based on the speed the user kicks out at while it's impact strength is based on the strength the user kicks out with. However the electricity physical damage and spread radius is based on the users skill level which victims which are shocked sustaining constant electric shocks over time unless the victim is able to discharge the electricty from out of their body via a lightning release equal to the rank of the electric shock DOT. The recurring damage is always 1-rank lower than the users skill level and occurs each post (total). Those with B-rank or above defense tiers are able to negate the electricity DOT. Electricity DOT - Spread Radius - Skill Level D - Same as Fang - D D - Same as Fang - C C - Same as Fang - B B - Same as Fang - A A - Samage as Fang - S
Name: Silica Trick: Mirrors Classification: Taijutsu Rank: C (D-rank Sand Price) Class: Defensive Range: Short-Mid
Description: This is the signature trick of the the Silica Road, which involves making a kicking motion which stimulates the sand in the area in order rapidly heat and form mirrors made of the newly created glass. "Mirrors" are created at speeds equal to the speed the user kicks out at and have a durability equal to the strength that they kick out with. The common ability of every mirror is that they are the size of a small creature and have the ability to reflect Tricks equal to their durability and below without losing any speed, power or momentum. This can be utilize to great effect for tactics. Other than that every mirror is capable of sustaining damage from a physical technique equal to it in durability without cracking while if hit by any other type of technique the mirror blocks it before shattering leaving shards of glass in it's wake.
Name: Harmony Trick: Melody Classification: Taijutsu Rank: B Class: Offensive Range: Mid-Long (AOE when used in combination with Harmony Trick: Jack-In)
Description: This is the Signature technique of the Harmony Road, the user either taps their foot, when utilized with Harmony Trick: Jack-In, or kicks outward; these ripples deal no damage however they produce a variety of effects depending on which Melody is used. Melodies move at speeds dependent on the speed the user kicks out at, while are capable of affecting people hit by it based on the strength the user kicked out with. However each Melody has the joint effect of powering up the next Road Trick used by a person hit by 1-rank. Melodies stack however the powering up effect doesn't unless the Melody as each one has "Bass" which are basically limiters which limit the true power of the Melodies released. The King of the Harmony Road can also "Drop the Bass" in their Infinity Atmosphere which causes the powering up ability to stack.
The Mechanic Path- Spoiler:
Name: Rikigaku Art: Droid Series Classification: Fighting Style Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: This technique was created thanks to Jazz focusing on The Mechanic Path of the Rikigaku Clan while researching the Juggernaut's of Cassandra Duo. Jazz noticed that while her clan focused on creating new things and resulted in the formation of Golems, Lobos, Organoids they had never bothered to improve what already existed. Namely Puppets, Human Puppets and Kugujutsu, rather the closest thing to it could be considered Lobos due to the customization yet it wasn't actually Kugujutsu. As a result Jazz decided to create her Widow series with it being based on Kugujutsu used in conjunction with Fuinjutsu while utilizing her Nuinjutsu to have it trancend past the limits of normal Kugujutsu. All Puppets created through the Droid Series are incapable of being synced with by Puppet Sync as rather than simply grant the puppets "sentience" this technique makes the puppets "alive". Rather as alive as any Zireh can be considered alive, this is granted through the use of Soul Fragments dervived from the technique Base Bless - Operating System.
Last edited by Aurielle on 17th June 2015, 6:32 am; edited 4 times in total (Reason for editing : Updated to reflect Kukinorite Changes) | |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Duo Arts... 8th August 2014, 8:01 pm | |
| Two Cross Unseal - I believe that is the C-rank variant, you have it completely similar to One Cross Unseal, just saying change that.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 9th August 2014, 1:57 am | |
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| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Duo Arts... 9th August 2014, 8:59 am | |
| | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 1st October 2014, 12:56 am | |
| More Purple Secret Techniques- Spoiler:
Name: Purple Secret Technique - Ring Principle: Second Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their second slot's mechanism and can be triggered by a foot clench. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Third Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their third slot's mechanism and can be triggered by clenching her calf muscle. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Third Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their third slot's mechanism and can be triggered by clenching her calf muscle. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Fourth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road Principle in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their fourth slot's mechanism and can be triggered by clenching her buttock muscle. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Trick: Fifth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their fifth slot's mechanism and can be triggered by an arching of the foot. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Sixth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their sixth slot's mechanism and can be triggered by clenching her thigh muscle. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Seventh Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their seventh slot's mechanism and can be triggered by a wiggling her toes. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Eighth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their eighth slot's mechanism and can be triggered by hyper extending her knee joint backward which thanks to her possessing hypermobility in her legs in this instance specifically her knee joints. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Ninth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their ninth slot's mechanism and can be triggered by a pointing of the foot. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Tenth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their tenth slot's mechanism and can be triggered by preforming a kneeing movement. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Eleventh Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their eleventh slot's mechanism and can be triggered by preforming a forward lifting of the leg. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Twelfth Trigger Classification: Kugujutsu/Taijutsu Rank: C-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. A more fine tuned version of Rhythm Step this trick results in her puppets triggering their twelfth slot's mechanism and can be triggered by preforming a side lifting of the leg. When used in combination with Rhythm Step and Rhythm Operate she is capable of controlling their movement and setting up complex sequences to give the appearance that her Puppets are in fact autonomous when they are in fact not.
Name: Purple Secret Technique - Ring Principle: Rhythm Step Duality Classification: Kugujutsu/Taijutsu Rank: B-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. She lifts her leg while bending her knee before lightly stomping downward causing the puppets to jolt a bit before moving around at Crashing Ground Speeds and once this is used she is able to repeat it at will in order to cause them to shift directions with the direction that her leg moves being the direction that the puppets move. Unlike it's preceding technique however it has two more commands namely center toe and center heel both of which involve the use of both hands or both feet of said puppet respectively. In order to cause them to stop she stomps down before dragging her foot back causing them to halt in place. This technique can be utilized in place of the original and essentially exists as an advanced version of it made for dealing with quicker opponents.
Name: Purple Secret Technique - Ring Principle: Rhythm Harmonize Classification: Kugujutsu/Taijutsu Rank: B-rank Class: Supplementary Range: Self (Puppets)
Description: This involves the use of her Rhythm Puppet Technique by those which are extensions of herself, using this technique Jazz is capable of placing the task of manipulating her puppets in battle onto her creations, more specifically to her, Advanced Clone Techniques which are capable of preforming her techniques, Doppelgangers & Juggernauts. This allows them to take her place in manipulating and setting up orders through her Rhythm Puppet Technique. The result is that Jazz is now able to multi-task more easily leaving the manipulation of her puppets in her creations capable hands while allowing her to focus more on the enemy without leaving herself vulnerable. Under normal situations this would still consume from Jazz's own Puppet Slots not allowing her leeway in terms of controlling multiple on the field at once. Dependent on the type controlling her Puppets with the Treck System installed fewer or more can be controlled by a single creation. Type of Clone - No of Puppet Slots Clone Possesses Shadow Clone - 2 Slots (Each) Doppelganger - 4 Slots (Each) Rev-Doppel - 8 Slots (Each) Juggernaut - 16 Slots (Each)
Name: Purple Secret Technique - Ring Principle: Rhythm Synchronize Classification: Rank: A-rank Class: Supplementary Range: Self (Puppets)
Description: This technique makes heavy use of her Super-Genius Level Intellect granted processing speed in order to accurately calculate the exact trajectory, speed, activation and effect of one of her puppets while approximating for variables such as location, temperature, current velocity etc in order to seemingly synchronize the attacks of her puppets. This allows her to use them in combination with each other to utilize Collaboration Arts as long as they are present, said slots involved are not damaged and they have enough of whatever energy source is needed to preform said technique. It is this technique which forms the basis of a majority of her more deadly Purple Secret Technique: Machine Bombardment, Machine Formation & Machine Blitz Series of techniques. All of her techniques which involve Collaboration Arts involving her puppets must be trained in-battle using the same rules as Dual/Team&Squad Training dependent on how many individuals are in the battle. As a result just like how most Collaborations end up forming they are typically improvised and then incorporated into actual battle tactics. Due to this they consume the Dual Training spot and only 1 can be created within a topic, unless it results in a bulk-training scenario in which she is not only unable to utilize this technique in battle for a set number of days (OOC) equal to the amount of Collaboration techniques trained.
Name: Purple Secret Technique - RingxHarmony Principle: Rhythm Melody Classification: Kugujutsu/Taijutsu Rank: S-rank Class: Supplementary Range: Self (Puppets currently Synced with)
Description: This technique makes heavy use of her Eidetic Kinesthesia granting her perfect recall of physical movements as Jazz with all of her intellegence is one who remembers movements above all else never forgetting something seen. It is through this ability that she is capable of remembering her own actions or more specifically her actions while utilizing her various Purple Secret Techniques derived from the Rhythm Puppet Technique in combat. Jazz learns via doing, observing and analyzing and thus using this unique Melody on those puppets she is currently synced with through Ring Trick: Rhythm & Rhythm Puppet Technique she is capable of instantly imbuing a puppet with a specific "queue" of orders. By Repeating this technique she is capable of rapidly adapting in the middle of battle changing said orders by using her Super-Genius Level Intellect passive's rapid processing along with the variant speed each Melody is capable of being released at to quickly shift orders when need be. This sort of rapid processing when used is capable of making her seem one step ahead as if she is "predicting" their attacks in battle, this is not the case she is simply processing their actions at a much faster rate than normal thus requiring them to either possess speed tiers 1-rank above or time-slowing/prediction dojutsu in order to intercept her Puppets using this technique before they are able to switch orders to counter an attack.
Last edited by Aurielle on 17th June 2015, 6:39 am; edited 2 times in total (Reason for editing : Updated to reflect Kukinorite Changes) | |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Duo Arts... 1st October 2014, 11:47 am | |
| Harmonize - must use shadow clone jutsu because normal clones are damn near illusions.
Synchronize - so basically making altered techs. Where that is not all bad, the option of altering a tech to a specific person is there. I am aware a tech can only be altered to certain degrees but you see the point. Other mods tune in.
Last you have two 9 triggers, one should be 11. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 5th October 2014, 6:12 pm | |
| Fixed and added Advanced Clones to Harmonize. | |
| | | Zen
Posts : 1947 Join date : 2011-01-17
| Subject: Re: Duo Arts... 5th October 2014, 8:31 pm | |
| Still waiting on another mod for Synchronize, but the others are approved | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 21st January 2015, 5:48 pm | |
| - Spoiler:
Name: Purple Secret Technique - Poison Mithridatism Treatment Classification: Kugujutsu Rank: B-rank Class: Supplementary/Passive Range: Self
Description: A common trick employed by those who employ poisons, most puppeteers have explored the concept of ingesting, injecting or coming in contact with trace amounts of their own poison succumbing to the effects so that one is able to gradually build an immunity to it. As a result Jazz is no exception to this rule and thus has taken steps to inflict her body with her own poisons in reduced quantities using her medical knowledge to determine the exact safe amount that she can use to get the ill effect and recover from it. Dependent on the exact make of the poison, the number of ingredients within it as well as the rank of said ingredients determines the growth of said resistance. While it is in fact often impossible to become immune to particularily lethal poisons bar specific medical treatment it is in fact possible to stave off harmful effects, which is why this technique is employed by Jazz until a more permanent solution is acquired so she doesn't fall prey to her own concoctions. Poison Make up - Rank of Ingredients/No of Ingredients Topic Till Resistance Gained Modifier - Resistance Acquired (Posts Total) Poisonous Plant (+0) - D (+1)/1 (+0) - 7 Animal Venom (+1) - C (+2)/2 (+1) - 6 Jade (+2) - B (+3)/3 (+2) - 5 Liquid Metal (+3) - A (+4)/4 (+3) - 4 Aquatic Plant (+4) - S (+5)/5 (+4) - 3 Fauna Venom (+5) - SS (+6)/6 (+5) - 2 Radioactive Metal (+6) - SSS (+7)/7 (+6) - 1
Name: Purple Secret Technique - Poison Distillation Brewing Classification: Kugujutsu Rank: B-rank Class: Supplementary Range: Self (Poison)
Description: This is a process of creating poisons in which the beaker is heated till it evaporates, said vapor is collected as another ingredient is added to it which is repeated each time said poison has an additional ingredient added to it. The mixture is super saturated to increase the potency of the mixture thus speeding up the concoctions effect. While creating the poison each time it is distilled it adds a word count to the post (IC creation) which gives the poison a bonus (+1, +2 etc) which determines exactly how many posts (total) the toxin's effect is enhanced by (- number of posts). The amount of time the poisons effect is triggered is primarily based on the number of ingredients comprising it and thus the number of times said poison was distilled. Ingredients - Distillation Identifier - Additional Word Count - Poison Effect Trigger (Minus Posts Total) 1 - +1 - 25 - 1 2 - +2 - 50 - 3 3 - +3 - 75 - 5 4 - +4 - 100 - 7 5 - +5 - 150 - 9 6 - +6 - 200 - 11 7 - +7 - 250 - 13
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| | | Co
Posts : 3201 Join date : 2011-11-02 Age : 90 Location : Australia
| Subject: Re: Duo Arts... 22nd January 2015, 7:54 am | |
| | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 23rd January 2015, 12:23 pm | |
| - Spoiler:
Name: Digitized Storage: First Code - Storage Classification: Barrier Ninjutsu/Fuinjutsu Rank: B-rank Class: Supplementary/Passive Range: Self (Digitized Storage)
Description: By adding an additional layer to the barcode that comprise her Digitized Storage, she has made an add-on to her Storage Network mainly due to her need to divert space towards the storage of her Duo Series Collection of Puppetry. This was made possible by altering Stacking Formula into Rikigaku Code in order to expand the amount of objects she can store within one unit of space. Jazz made use of Stacking Formula Lvl 3 thus resulting in one unit of space being increased to 15 units giving her enough space to store her puppets. This technique is a one time only use as she permanently altered her Digitized Storage in order to add more space. As a result it now has categories which refer to the units which were altered as well as those which weren't altered at all. Units - Storage Space - Total Amount of Objects Capable of being Stored 1-5 - 15 Each - 75 6-25 - 1 - 19
Name: Digitized Storage: Second Code - Storage Area Classification: Barrier Ninjutsu/Fuinjutsu Rank: B-rank Class: Supplementary/Passive Range: AOE
Description: By adding an additional layer to the barcode that comprise her Digitized Storage, she has made an add-on to her Storage Network this generates a localized area of effect in which she can store as well as remove items from her Digitized Storage. Initially her Digitized Storage was limited to being in contact with her, now as long as said object has been made contact with at least once prior and is within a radius of 120 ft around Jazz she is capable of placing it within her Digitized Storage and through paying the price can also remove it from said storage to bring it out for use. The speed that these items are brought out and stored as well as the size of objects capable of being brought out and stored defers to the Digitized Storage passive. As a result of encompassing a wider area the cost to place things back within Jazz's Digitized storage is always 1-rank higher than the cost to remove them.
Name: Modification Sealing Method: Touch Sense Formula (Modified) Classification: Fuinjutsu Rank: A-rank Class: Supplementary Range: Self
Description: Rather than creating a seal, the user writes the kanji for “Touch” then proceeds to place it on top of the Summon Formula. This is one of the most advanced modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The Touch formula is made on the premise that no cost should be wasted to summon. With the application of this seal and the simply touching of the seal, the contents would be summoned, granting no cost to the user, the speeds at which the contents are summoned continue to follow the Summon Formula. Jazz's use of this fuinjutsu formula is two-fold, she is capable of the regular use and has learned to convert it into to Rikigaku Code for placing over her Digitized Storage in order to diversify her use of it. When placed as an add-on in the barcode it allows her two methods of summoning the items within her Storage Network, the first normal use and the second via touching any of the three barcode markings on the back of her neck & wrists. Anything added to storage (Unless removed from storage prior) while this technique is active will not be able to be summoned with this method, they will be available for use after the ending of the specific topic they were added in.
Name: Purple Secret Technique - Ring Principle: Rhythm Step Triality Classification: Kugujutsu/Taijutsu Rank: A-rank Class: Supplementary Range: Self (Puppets)
Description: Utilizing her Ring Road in conjunction with a Puppet utilizing the Treck System, Jazz is capable of causing them to operate. She lifts her leg while bending her knee this time moving her hips with the raised motion before lightly stomping downward causing the puppets to jolt a bit before moving around at Vacuum Release Speeds and once this is used she is able to repeat it at will in order to cause them to shift directions with the direction that her leg moves being the direction that the puppets move. Unlike it's predecessor's this technique is primarily based on speed and as such it has an additional command which is triggered by using two instead of one in order to cause said puppets to move at Vacuum Release equivalent to Samurai.
Name: Purple Secret Technique - RingxRising Principle: Electrostatic Beat Classification: Kugujutsu/Taijutsu Rank: A-rank Class: Supplementary Range: Self (Field), Long-AOE
Description: A sensory technique utilized by Jazz which is linked to the Rising Principle: Field as well as Jazz's Forbidden Lineage: Electroreceptors, the two work in tandem to cause the electrolocation capable field produced by the latter to act like an external nervous system allowing her to pick up movement via electrolocation within said field which overlaps and is extended up to those extensions of herself. This technique however does not pick up the movement of her Puppets with the Treck System installed, allowing them to move freely without disrupting her focus likewise due to this only by those capable of manipulating her puppets via said system are capable of fooling it. As when her puppets are jacked other puppeteers who do not make use of Rhythm Puppetry to move her puppets will cause them to move differently thus alerting Jazz to exactly which of her puppets she has lost control over to allow her to react accordingly. Type of Extension - Additional ft per Clone/Dopp/Rev-Dopp/Jugg (radius) - Tracking Speed Modifier Clone - 2 - Every 2 Clones = 1-rank Capping at Samurai Lvl Blinding Light Doppelganger - 5 - Every 1 Doppelganger = 1-Rank Capping at Blinding Light Rev-Dopp - 10 - Every 1 Rev-Dopp = 1-rank+ Capping at Samurai Lvl Blinding Light Juggernaut - 15 - Every 1 Juggernaut = Current Tracking Speed Backed by Strength (Only Viable when either Clone/Doppel/Rev-Dopp are currently on the field.)
Name: Sadomasochist Classification: Kinjutsu/Taijutsu/Nen Tech Rank: SS-rank Class: Supplementary/Passive Range: Self
Description: Jazz isn't completely human nor is she completely nova, no she has something a bit more primal in her genetic code an electric eel to be specific. Her Sadist passive and her Masochist technique tie heavily into her use of her abilities but none more so than her ability to harness Lightning Materia through the electricity producing tissue within her body. Sadomasochist is something she likewise inherited from Nyx, Styx and Lynx-sama her ancestor, grandmother & "mother" respectively at least genetically. The Sadomasochist passive works based on 4 factors stemming from her Sadistic and Masochistic tendencies, the first being bloodlust, the second being pain sustained, the third being pain dished and finally Infinity Atmosphere. Bloodlust specifically refers to the amount of blood Jazz sees on the field unlike Sadist her threshold has been decreased causing a smaller amount of blood to trigger her bloodlust induced strength. Pain sustained specifically refers to her electricity production, the more pain she sustains the more electricity her body produces in response to it which is capable of being stored at will (Lightning Materia) only be to be discharged via her Forbidden Lineage line of Taijutsu. Pain Dished out refers to her Nen, the more pain inflicted on a victim through the topic the lower amount of Nen is needed (with set reductions) to use a technique. Finally Infinity Atmosphere refers to Jazz's ability to inflict additional recoil damage to her body while using any of her tricks in order to power them up 1-rank higher than the damage she sustains capping at SSS-rank. Blood Trigger - Bloodlust induced Strength Drop of Blood - D Trickle from Tiny Wound - C Trickle from Flesh Wound - B Blood from a Laceration/Abrasion/Contusion - A Blood from an Avulsion - S Bloodstained Opponent/Limb Dismemberment - SS Bloodsoaked Battlefield/Gushing Wound from a Large Sized + Target - SSS
Pain Sustained - Electricity Materia Produced D - 3 D C - B B - A A - S S - SS SS - SSS SSS - 2 SSS
Pain Dished out (Stacks Caps at SSS) - Nen Cost Reduction D - D C - 3 D B - C A - B S - A SS - S SSS - SS
Trick Rank - Optional Additional Recoil Dmg - Tech Powered up by (Rank) D - D - 1 C - D - 2 B - C - 3 A - B - 4 S - A - 5 SS - S - 6 SSS - SS - 7
Forbidden Lineage - Spoiler:
Name: Forbidden Lineage - Electric Organs Classification: Taijutsu Rank: D-rank Class: Supplementary/Passive Range: Self
Description: Jazz has electric eel DNA which was spliced into her body during the cloning process, as a result she is fundamentally different from her "mother" Jasmine instead of being completely identical. As a result just like an electric eel she has Electric Organs which are modified muscle and nerve tissue within her body which are specifically geared at producing electricity which she can store in her body to as Lightning Materia for later use in techniques. This is located just under the skin, encasing the entire body like a shealthe with Jazz actually having an additional layer of body mass (Skin, Electric Organ, Muscles, Organs, Skeleton) making her heavier than her height would show. While storing it, it results in a reduction in fatigue if it is stored instead of immediately used however the lost fatigue can be regained through consumables/medical techniques or by simply resting over time. Dependent on Jazz height and weight the amount of Electricity Materia she can store at once varies. Jazz Current Total of Lightning Materia Stored = Height (ft)/Fatigue Loss - Stored Elec Modifier = Weight (lbs) - Stored Elec Modifier 1 - A = 20 - A 2 - 2 A (S) = 40 - 2 A (S) 3 - 3 A (SS) = 60 - 3 A (SS) 4 - 4 A = 80 - 4 A 5 - 5 A = 100 - 5 A 6 - 6 A = 120 - 6 A
Name: Forbidden Lineage - Lightning Generation Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: Jazz is capable of moving her Electric Organs in order to generate electricity, this can be done two ways, the first being her body being stationary while she moves just the Electric Organs or the main use which is her moving normally while likewise moving her Electric Organs to generate electricity. Both utilize fatigue to produce electricity however the latter has the option of having said price be included with her motion or being seperate to generate even more electricity. Producing Lightning Materia via this method is tiring to Jazz and overuse results in her easily becoming fatigued or even passing out from the strain. Fatigue Price - Stationary Production - Mobile Production (Optional Price) 1 - D - 3 D (C) 2 - 3 D - C (B) 3 - C - B (A) 4 - B - A (S) 5 - A - S (SS)
Name: Forbidden Lineage - Electroplaques Classification: Taijutsu Rank: C-rank Class: Passive Range: Self
Description: Jazz's electric organs contain electroplaques which are stacked within them layered one over another which affects the duration Jazz can discharge electricity from her body without sustaining damage equal to the amount of electricity discharged. This comes in two levels, Low Voltage which deals with navigation and communication as well as High Voltage which deals with protection from predators as well as incapacitating Prey. As Jazz ages the number of electroplaques within her body increase likewise bunches are located in key areas which determine the highest rank discharge said body part can emit. Every 5000 Electroplagues allows for an additional post (total) of discharged electricity. Age - No of Electroplaques - Body Part (Percentage of Electroplaques) Below 5 - 10,000 - Head (2%) 6-10 - 15,000 - Upper Torso (20%) 11-15 - 20,000 - Lower Torso (20%) 16-20 - 25,000 - Arms (28%) 21+ - 30,000 -Legs (30%)
Name: Forbidden Lineage - Electroreceptors Classification: Taijutsu Rank: B-rank Class: Passive Range: Self, Short-Long
Description: Similar to an electric eel Jazz possesses an additional sensory organ known as the Sach's Organ which is located on both of her temples which gives her a 7th sense (due to her being Soulless and possessing a 6th sense known as chakra sensory). This gives her the natural ability to produce a weak electric field and using that be able to locate objects via the charges they give off. The left picks up Positive Ions while the Right picks up Negative Ions the use of both allowing a full range of electric and eletromagnetic sensory necessary for Electrolocation. This is only enhanced when submerged in the ocean due to the various ions dissolved within it the same of course being in the same area as ionized gases. This feild she produces has a set range dependent on her height which allows her to detect those who are concealed via hiding techniques based on her rank as long as it does not conceal them from Electrolocation. This technique works hand in hand with Rising Trick:Field as that technique's effect range always begins at the end of Jazz natural electric field. Jazz Height (ft) - Electric Field Radius (ft) - Field in Ocean - Field in Ionized Gas 1 - 5 - 10 - 20 2 - 10 - 20 - 40 3 - 15 - 30 - 60 4 - 20 - 40 - 80 5 - 25 - 50 - 100 6 - 30 - 60 - 120
Name: Forbidden Lineage: Bolt Classification: Taijutsu Rank: A-rank (Lightning Materia price varies) Class: Offensive Range: Short-Mid
Description: Jazz has learned how to discharge her Lightning Materia via her limbs, primarily her Legs in a kicking motion however she can release them via punching motions although due to her fighting style this is very rare. The discharged electricity is known as a "Bolt" with the amount of Lightning Materia discharged determining the damage dealt however regardless of the amount it always moves at Vacuum Release speeds. Bolts resemble streaks of lightning which have trails stretching over a number of ft based on Jazz's skill level, upon hitting an opponent deals physical lightning release damage in addition to inducing muscle fibrillation. This causes the body part to spasm preventing controlled movement of said body part unless the victim possesses Strength Tiers 1-rank below the amount of Lightning discharged or until the duration runs out. This technique does more damage when used in close range than it does over time as a result within 20 ft it does dmg equal to it's cost while past 21 ft up to 40 ft it does 1-rank lower damage. Likewise because it relies on Electroplaques it vanishes fairly quickly after a set amount of posts (total) making it primarily used in quick offensive bursts. Posts (Total) before a "Bolt" fades away without contact = Lightning Materia Cost - Spasm Duration Posts (Total) D - 1 C - 2 B - 3 A - 4 S - 5
Name: Forbidden Lineage - Lightning Release Armor Classification: Taijutsu Rank: S-rank (S-rank Lightning Materia Activation Price) Class: Defensive/Supplementary Range: Self, Short-Long
Description: Jazz's mastery over her latent genetics has given rise to this technique, which is based on the powerful Nintaijutsu Lightning Release: Chakra Mode as well as its advanced variant Lightning Release Armor. Jazz discharges lightning from every electroplaque in her body wrapping it around herself to encase her body in lightning. This is used to electrically stimulate her nervous system to grant her S-rank Reaction Tiers. The technique speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed, when used with normal speed it makes it comparable to Samurai Lvl when used with Samurai Lvl speed it makes it comparable to Strength backed Speed. This mode, combined with taijutsu, allows the user to deal physical Lightning Release damage making any hit more deadly. When using the armour at full power, namely when using it in conjunction with Super-Genius Level Intellect or Hyper-Genius Level Intellect, it causes the tips of her hair to spike upward with the former granting her Reaction comparable to Samurai Levels while the latter grants her perception comparable to Muscle Tension making it difficult for even the Kyougan to keep up with her movement, the Raidengan however is able to track her easier due to the Lightning encompassing her body. Jazz's mastery of this technique involves her electroplaques allowing her to maintain it for a set duration (Posts Total) before requiring an additional Lightning Materia cost to reactivate it. Due to surrounding her body in physical lightning and possessing Defense Tiers the two stack, this is even more so if used with Sadistic Defense in the presence of blood, resulting in opponents requiring a Defense Piercing Technique good against Lightning Release while in the case of the latter a 1-rank higher Defense Piercing Technique good against Lightning Release to harm her. Electroplaque Total - Duration Till Reactivation Req. (Posts Total) 10 K - 2 15 K - 3 20 K - 4 25 K - 5 30 K - 6
Last edited by Aurielle on 2nd October 2015, 8:11 pm; edited 4 times in total (Reason for editing : Updated to reflect Kukinorite Changes) | |
| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Duo Arts... 23rd January 2015, 7:11 pm | |
| Digitized Storage: Second Code - Storage Area- i would like this to have a increased cost to place things back in storage, my reason being that the it is a alter of the original and by a much wider range considering the first was (Self).
Modification Sealing Method: Touch Sense Formula (Modified)- Anything added to storage(Unless removed from storage prior) while this technique is active will not be able to be summoned with this method, they will be available for use after the ending of the topic that they were newly added. Reason being i want it to have a cool down to rewrite the seal work for new storage items, so basically if you add something to storage for the first time it won't be able to be removed with the Touch sense formula until the topic is over.
Other than these the first spoiler is approved
01:06:11] Niklaus : i assume the person these tech are for is a legacy right Aurielle? [01:06:38] Niklaus : if so the Forbidden Lineage i feel like they are legacy passives and there is a limit on them [01:06:42] Niklaus : or is that just starter [01:07:11] Niklaus : unless she already stated she has electric eel dna
If you can show me her Dna chart and that it has Electric eel then i approve all of these. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 24th January 2015, 4:25 pm | |
| Editted. https://narutobeginnings.forumotion.com/t5810-laboratory-project-j^ it's in this topic. During her conception Kyoshiro spliced her DNA with an electric eel. Also no they aren't her Legacy passives already have those, these are add-on passives stemming from her spliced DNA, well some of them are. Bolt & Lightning Release Armor are actual techniques. Either way I still have to train them hence the difference from Legacy passives they aren't simply gotten for free. | |
| | | Nik
Posts : 608 Join date : 2014-11-18 Age : 29
| Subject: Re: Duo Arts... 24th January 2015, 5:30 pm | |
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| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Duo Arts... 26th January 2015, 5:26 pm | |
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 1st March 2015, 6:27 pm | |
| - Wáṣerotapa:
Name: Wáṣerotapa: Intercepting Gradient Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: Analyzed from Ka Jiko - Intercepting Fist. Jazz modified this technique for use with her fighting style molding it to suit her own usage in combat. Using her legs as a gauge she has set up a set radius in which opponents are unable to keep up with her basic Taijutsu as well as any of her Wáṣerotapa if they do not possess Reaction Tiers equal to the speed that they are preformed. This gauge is dependent on her height as that is what determines it's effective radius of effect while Castilion adds an additional 6 inches to the distance when it is worn. Current Total Intercepting Gradient (Radius) = Jazz's Height - Intercepting Gradient (Radius in ft) - Plus Castilion 3'4'' - 1'7'' - 2'3'' 3'8'' - 1'9'' - 2'5'' 4' - 2' - 2'6'' 4'4'' - 2'2'' - 2'8'' 4'8'' - 2'4'' - 2'10'' 5' - 2'5'' - 2'11'' 5'4'' - 2'7'' - 3'3''
Name: Wáṣerotapa: Vertical Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Created as a result of seeking a means to incorporate the Kukinorite Clan technique known as "Run" within her fighting style Jazz has a distinct method of movement even when not using Castilion. When she runs she doesn't do so more like she "skates" gaining her traction from the edges of her feet pushing off with her calf muscles legs bent and vaulting forward. Jazz has honed this style of movement to have a smooth rhythmic pattern to it and it is much better at turns albeit reducing her ability to jump due to the positioning of her legs. As she grows more skilled she'll learn how to turn much quicker without sacrificing any of her momentum thus being able to turn on a dime not losing any of her speed unlike most others. While wearing Castilion or any other type of chakra skate it works hand in hand with Trick Speed giving her an advantage over other practioners by allowing her to conserve her forward motion while making sharp turns neither needing to slow down or come to a stop. Rank - Run Jump Reduction (ft) - Spd Jazz can turn without slowing down. D - 5 - N/A (Normal Running Spd) C - 10 - D B - 15 - C A - 20 - B S - 25 - A
Name: Wáṣerotapa: Horizontal Run Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Developed as a means to get around her lack of jumping ability while utilizing Vertical Run, due to the effect of Trick Speed Kukinorite are capable of moving faster the longer they remain in motion Jazz decided to use that to her advantage. Due to this when she has built up about a D-rank in running speed she can switch the surface she skates on and begins to ride on walls and other vertical surfaces for a short period of time. The initial switch allows her to ascend if the surface allows it up to a set height dependent on her skill and while she skates she can skate diagonally to boost her acceleration depending on the height of what she is riding on as she uses gravity to boost her riding speed. In addition depending on the height and speed she is moving at she can maintain this for longer periods of time before she is forced back to the ground. This is completely based on momentum and doesn't make use of chakra at all with the higher speed she uses to switch lengthening the amount of time (posts total) she can spend skating on a vertical surface. Rank - Surface Switch Speed (Height Upward) - Height (Trick Speed Acceleration Modifier) D - N/A (None) - Every 5ft = -1 P.T C - D (5ft) - Every 10ft = -2 P.T B - C (10ft) - Every 15ft = -3 P.T A - B (15ft) - Every 20ft = -4 P.T S - A (20ft) - Every 25ft = -5 P.T Time Till Jazz is forced to run normally (Posts Total) - Height Upward 2 - None 4 - 5ft 6 - 10ft 8 - 15ft 10 - 20ft & Above
Name: Wáṣerotapa: Bounce Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user shifts their foot rolling off the ball of their heel onto the tips of their toes before using that momentum to essentially bounce of a solid surface. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 1 - 3 - 1x C - 2 - 6 - 1x B - 3 - 9 - 1x A - 4 - 12 - 2x S - 5 - 15 - 2x
Name: Wáṣerotapa: Step Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user steps forward or back while lowering their body resulting in a ducking yet quick movement ahead. The result is attacks aimed at the user's head or shoulders missing if they are moving at swift release or below and due to closing in it provides an opportunity to strike before a counter attack can be launched resulting in the next kick requiring D-rank reaction tiers to successfully dodge, or when stepping back knocking the opponent flying 5 feet (sustaining additional dmg if they crash into anything during the flight) if they do not possess D-rank strength tiers to lock themselves in place. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user (Spd), victim (Spd) or the strength needed to resist the knockback (Str).
Name: Wáṣerotapa: Kickoff Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork learnable in which the user bends the knees while either running along a vertical surface or landing on it before kicking off of it with a single leg. This causes the user to flip while tucked into a ball before coming in contact with another vertical surface while dropping down a few feet. This technique involves using her leg muscles to push off in a manner similar to jumping however it differs in that she uses gravity along with her acceleration to assist her movement. The distance at which she can "Kick off" off of walls is initially 5ft allowing the user to cross distances via just this method of travel though when using strength this becomes another method of facilitating powerful strikes as the speed of the next kick is boosted by 1-rank. As long as the user reaches another vertical surface without exceeding the max amount of distance able to be covered by the kickoff this technique can be repeated multiple times dependent on the user's skill level. Rank - Max Kickoff's Total - Distance Covered Each - Str Tier Modifier D - 1 - 5ft - +3ft C - 2 - 10ft - +6ft B - 3 - 15ft - +9ft A - 4 - 20ft - +12ft S - 5 - 25ft - +15ft
Name: Wáṣerotapa: Dive Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user drops from an elevation in a certain way in order to either build up speed or slow it while dropping from the sky. This technique is primarily used in order to set up things as when the arms and legs are spread apart and the user falls slower it boosts the speed of movement related Wáṣerotapa techniques by 1 while when the arms and legs are narrowed and the user falls faster through the air it boosts the power of kicks by 1. Likewise on the flipside when moving slower through the air kicks are 1-rank slower while moving faster through the air the distance covered by movement techniques is halved. Height Diving From (ft) - Movement Spd gained each P.T (Spread/Diving) 5 - Every 10ft +1/Every 20ft +1 10 - Every 20ft +2/Every 40ft +2 20 - Every 30ft +3/Every 60ft +3 40 - Every 40ft +4/Every 80ft +4 80 - Every 50ft +5/Every 100ft +5 *Note all Caps at S-rank
Name: Wáṣerotapa: Cartwheel Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user cartwheels out of the way of an incoming strike moving at swift release either to the left or the right in order to put distance between them and the opponent over a set distance. This doubles as a means to build up momentum for a follow up kick as with each cartwheel the user is able to amplify the speed or power of their next kick by +1. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the dodging speed of the user. Rank - Distance Covered (ft Per Cartwheel) - Number of Cartwheels - Buff D - 3 - Every 1 = Optional +1 to Spd of Kick C - 6 - Every 2 = Optional +1 to Power (Dmg) of Kick B - 9 - N/A A - 12 - N/A S - 15 - N/A
Name: Wáṣerotapa: Flip Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user flips ither forward or back to put additional force onto a strike or to put distance between her and an opponent to likewise deliver additional force to opponents moving towards her. This all relies on distance with the damage multiplier for her strike increasing relative to the distance between her and his opponent. When she flips forward if the opponent is within either a foot OR 4 feet of her as she launches the kick they sustain normal damage, if they are in between 2-3 feet they sustain double the knockback while if they are between 1-2 feet they sustain triple the knockback from the strike. Likewise when she jumps back opponents moving towards her to bridge that gap likewise suffer the same predicament with the follow up strike. "Flips" distance and speed increases with the user's tiers, each speed tier allows her to dodge strikes with a flip back equal to the speed she is moving while each strength tier increases the distance of the leap by five feet. Rank (Str Tier) - Distance Covered None - 5 D - 10 C - 15 B - 20 A - 25 S - 30
Name: Wáṣerotapa: In-Vertical Run Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Horned by taking Run, Vertical Run & Horizontal Run and combining them together Jazz has learned how using the right amount of built up momentum to run fast enough that she can do so upside down. Granted it is for an even shorter time period than Horizontal Run and can be accomplished by anyone using chakra to stick to a surface but the fact that she does it without any chakra makes it worthwhile. The transition is only capable from using Horizontal Run as she needs to be on a vertical surface in order to successfully built up enough momentum and height to switch to being upside down. Using this technique the movement speed she had used while skating remains in effect as she falls allowing her movement to be conserved even though she currently isn't skating on the ground but rather plummeting from the sky. More importantly however is it's relationship with any of her kicks as her descent allows her to place her entire body weight behind her strike to deal damage while knocking an opponent flying 10ft with the more strength she puts behind it increasing the distance they are launched even further. Victims knocked back require C-rank strength to tense their body to negate that and if they are sent flying they can crash into other things to take additional damage. Strength Tier - Knockback Distance - Spd Victim flies through air None - 10ft - N/A D - 15ft - Normal Running Spd C - 20ft - D B - 25ft - C A - 30ft - B S - 35ft - A
Name: Wáṣerotapa: Jump Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user expands on the philosophy of Bounce this time bending the knees along with the shifting motion in order to jump skyward enhancing the natural jumping ability of the user. The object of this is to propell one's body using the least amount of momentum and force possible relying solely on the muscles in one's calf and foot to launch one upward. Through practice the user is able to use this as a basis for some of the more advanced moved but primarily it is used to extend the user's jumping ability without the use of strength tiers. This is due to the way the user rises upward and when falling down due to gravity downward kicks are given more force depending on how high the user was prior to dropping down. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the jumping distance of the user. Rank - Jump Distance (ft) - Str Tier Modifier - Height Dmg Modifier D - 10 - +4 - 1x C - 20 - +8 - 1x B - 30 - +12 - 2x A - 40 - +16 - 2x S - 50 - +20 - 3x
Name: Wáṣerotapa: Dash Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact (Kick), Short-Mid (Knockback)
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of movement in which the user dashes forward before kicking using the added momentum from the distance covered in order to land a kick which when it lands even when blocked pushes an opponent back a set distance to leave them open for a follow up kick unless they possess C-rank strength to tense their body before the moment of impact. When that happens unless they have an additional C-rank counter knockback/balancing technique they still slide back from the force of the kick. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the strength required to resist being knocked back of the user. Rank - Distance Covered by Dash (ft) - Knockback in Ft (Blocked) D - 1 - 10 (5) C - 2 - 20 (10) B - 3 - 30 (15) A - 4 -40 (20) S - 5 -50 (25)
Name: Wáṣerotapa: Serial Kickoff Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork expanding further on the concept of Kickoff in order to kickoff in rapid succession using both legs rather than just a single one unlike with the original technique. This technique doesn't simply extend the distance covered by the "Kickoff" but if it is interupted by impacting another surface before half of the distance is covered the user and interupt it by kicking off again with the movement speed of the user being boosted while travelling through the air only. Essentially a more movement focused version of the base technique when combined with Serial Kickoff the user and bounce off of surfaces like a pinball augmenting their travelling speed while moving through the air giving them tactical superiority while utilizing aerial based combat. Rank - Distance Covered Each - Str Tier Modifier D - 5ft - +4ft C - 15ft - +8ft B - 25ft - +12ft A - 35ft - +16ft S - 45ft - +20ft *Each consecutive kickoff raises the user's movement speed in the air while tucked into a ball by +1, upon landing, kicking or missing a surface and not kicking off once more it is reset.
Name: Wáṣerotapa: Side-Step Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which is a quick move a tilt of her back heel, sliding her other leg either against the ground if it isn't raised, at high speeds to brush a strike coming forward or backward around her body creating a subtle deflection effect which diverts the power of the strike while simultaneously forcing the victim to continue to move with it. It is used to divert a strike coming at C-rank speeds with at most C-rank strength to the left or right side of his body depending on how he tilted while sustaining half the damage (1-rank below) while the opponent has no loss in momentum from the brushing impact. When used in combination with Crane Stance she sustains no damage, Side-Step depends on her reaction and defense tiers with her reaction determining the speed at which a strike can be deflected while her defense determining the strength of the strike which can brushed past.
Name: Wáṣerotapa: Backtrack Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Short-Mid
Description: Drawing from the principles of the Wáṣerotapa fighting style this is one of the most basic types of footwork in which the user backtracks using the forward foot and stepping backward to shift the body to give enough distance to allow the neck kick an increase in speed by +1 or the user skips backward to allow for even more distance before vaulting forward with another kick using the sudden change to require +1 reaction tiers in order to successfully dodge the follow up strike. The distance covered varies on the user's skill and it can be used to quickly dodge an incoming strike moving at Bullet Release or below speeds due to the user's shifted movement. Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the speed of incoming attacks they can use to dodge this with or based on their leg strength the distance they backtrack and thus seperate themselves from the opponent. Rank (Str Tier) - Step Distance - Skip Distance (ft) N/A - 1 - 5 D - 2 - 10 C - 3 - 15 B - 4 - 20 A - 5 - 25 S - 6 - 30
Name: Wáṣerotapa: Knee Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Mid
Description: The first offensive strike of Wáṣerotapa, Knee acts like an opener and a means to temporarily incapacitate opponents so as to buy enough time for more powerful kicks. The user brings their back leg upward aiming for either the head, stomach or crotch, each target being a weak-point this technique dealing C-rank physical damage. When striking the head if the opponent doesn't block or close their eyes with Reaction equal to the speed of the knee they are blinded for 1 post (Total). When striking the stomach if the opponent doesn't possess C-rank endurance tiers or do not require breathing they are left gasping for air wasting their next post due to sucking in air. When striking the crotch if the opponent crumples to their knees due to the pain unless they have Pain Tolerance (female only) in which case they remain prone for 2 posts (total) if female or 4 posts (total) if male due to the pain preventing them from moving their legs and risk aggravating the injury. If they do move before the duration is up they are experience C-rank physical pain each post (total) until they can recover.
Name: Wáṣerotapa: Sweep Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Short, Mid (Knockback)
Description: Analyzed from Ada Zerin - Heavenly Hell: Opening. Jazz modified this technique for use with her fighting style molding it to suit her own usage in combat. This technique involves a fast sweep kick aimed at the ankles of the target. Depending on the leg used, whether the forward or back leg the use of this technique differs as the direction the opponent is kicked also depends whether they are sent flying left or right. The forward leg is a closer variant quicker to execute but has less power only able to be done within 2 feet of an opponent but due to the close proximity it requires reaction equal to the speed in order to notice and thus dodge it. The backleg has more power and is the one typically used as the user drops low before sweeping their leg to send an opponent flying through the air. In both instances the victim requires C-rank strength tiers to tense their body in order to negate the knockback effect in exchange for sustaining an additional D-rank damage. In the case of the front leg sweep they are dealt C-rank physical damage and knocked 5 feet to the left or the right, in the case of the back leg sweep they are dealt C-rank physical damage and knocked 10 feet to the left or the right. While they are knocked into the air the user can follow up with a Roundhouse Kick with opponents without an aeral movement technique equal to the speed of the incoming Roundhouse unable to dodge it. Depending on the size of the target anyone can be knocked off their speed either a greater or less distance, while additional tiers merely work to increase the speed of the sweep to prevent dodging (Spd Tier) or the damage dealt by it (Str Tier)
Name: Wáṣerotapa: Stomp Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact-Short
Description: The second offensive strike of Wáṣerotapa, Stomp acts like a finisher which can be preformed in two ways the first is by using it on an opponent essentially stomping on their head or shoulder dealing C-rank physical damage in order to propel oneself upward into a backflip while simultaneously planting the opponent 2 feet into the ground unless they tense their body upon impact with C-rank strength. The second way is by stomping on a prone opponent who is laying on the ground dealing C-rank physical damage to them while causing them to essentially bounce off the ground into the air unless they tense their body right before impact with C-rank strength. In the case of the former if they opponent tenses their body the distance the user is propelled is double while when stomping on prone opponents they are dealt additional physical elemental damage due to smacking into the surface they are laying on (I.e the ground would deal D-rank physical earth release damage while a C-rank block of ice would deal C-rank physical ice release damage etc). Increased tiers only increases the lethality and use of this technique as it makes use of the user's tiers to increase the distance the user is propeled into the air after stomping on an opponent.. Strength Tier - Stomp Jump Distance (Standing/Prone) N/A - 3ft/1ft D - 5ft/3ft C - 10ft/5ft B - 15ft/10ft A - 20ft/15ft S - 25ft/20ft
Name: Wáṣerotapa: Toe Kick Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Contact
Description: Analyzed from Ka Jiko - Nerve Crusher. Jazz modified this technique for use with her fighting style molding it to suit her own usage in combat. This technique requires knowledge of anatomy, with Jazz having studied the anatomy of Human, Nova as well a Zireh in preperation for the use of this technique. Lashing out with her feet pointed so she can strike an opponent with her toes she targets one of their nerve clusters causing said limb to cease up due to contractions and thus become immobile for 3 posts (total). She is even capable of immobilizing Cypher despite them not being capable of feeling pain albeit at a reduced level of 2 posts (total).
Last edited by Aurielle on 11th March 2015, 5:09 am; edited 1 time in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
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| - Wáṣerotapa:
Name: Wáṣerotapa: Feint Kick Classification: Taijutsu Rank: D-rank Class: Offensive Range: Short
Description: The Feint Kick is as the name states a feint meant to mislead an opponent into thinking one is about to utilize a kick in order to make them dodge in a certain way allowing for a follow up. Feint kicks can resemble any type of kick however involve the the use of one's strength tier to suddenly pull back as well as the user's skill level in order to reply with a follow up while the opponent is still reeling from midreading the strike in question. With it comes the ability to capitalize on the opponents mistake often requiring +1 reaction to the speed that the follow up possesses in order to successfully dodge it or with some kicks actually triggering an alternate method of preforming it. Strength Tier - Kicks Able to use as a Feint None - Knee, Stomp D - Sweep, Toe C - Front, Roundhouse, Side, Back B - Axe, Butterfly, Calf, Crescent A - Hook, Heel, Vertical, Multiple S - Spinning, Scissor, Flying, Drop
Name: Wáṣerotapa: Front Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact, Short (Knockback)
Description: Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target. The actual strike is usually delivered by the ball of the foot for a "push" front kick or the top of the toes for an snap "front" kick. The difference in the two lies in the effect not the execution as in both this technique occurs at Bullet Release speeds, with additional tiers being used to only increase the speed of utilization (Spd) and the power behind the kick itself (Str). When kicking an opponent with the ball (heel) of the foot it results in a knockback effect hence the improper name, this knocks an opponent 10 ft backwards with C-rank force potentially causing them additional damage if they impact anything while flying back. When kicking an opponent with the toe it depends where they are hit, usually it is used as a response to an opponent crouching or lunging in an effort to tackle much too early as the victim is "snapped" upward due to the force of the kick launching them into the air up to 10 ft and leaving them vulnerable if they do not possess an air movement technique C-rank or above to a followup kick. In both instances victims must possess C-rank or above strength to resist the knockback inflicted by this technique. Strength Tiers of User - Knockback from Technique (ft) None - 10 D - 15 C - 20 B - 25 A - 30 S - 35
Name: Wáṣerotapa: Roundhouse Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: A roundhouse kick is a kick in which the attacker swings his or her leg around in a semicircular motion, striking with the front of the leg or foot moving at bullet release speeds to deal C-rank physical damage. In most stances, the instep is used to strike, though some stances would allow the shin as official strike point to inflict even more damage as due to the hard surface of one's shin it is actually able to inflict D-rank slicing damage. Additional tiers only serve to augment the power and slicing ability (Str) in addition to the speed of execution (Spd). To execute, the attacker swings their leg sideways in a circular motion, kicking the opponent's side with the front of the leg, usually with the instep, ball of the foot, toe, or shin. Due to its power, the roundhouse kick may also be performed at low level against targets, such as the knees, calf, or even thigh, since attacking leg muscles will often cripple an opponent's mobility. It is the most popular type of kick within Wáṣerotapa due to its versatility due to stance changes as well as it's power as it can be used in many situations. Strength Tier - Slicing Damage None - D D - 2 D C - 4 D B - C A - B S - A
Name: Wáṣerotapa: Side Kick Classification: Taijutsu Rank: C-rank Class: Offensive/Defensive Range: Short
Description: The side kick refers to a kick that is delivered sideways in relation to the body of the person kicking at Bullet release speeds to deal C-rank damage. It is one of the most adaptable kicks, useful as both an offensive move and as a defensive counter to a blitzing opponent within 5 feet if they are moving at Bullet Release or Below speeds as they are always struck by it thus interupting their charge. Additional Tiers improve the speed of execution (Spd) as well as the damage inflicted by this technique (Str).There are two areas that are commonly used as impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest due to bruising the opponent thus acting to increase the pain felt by the opponent with a follow up to the same area. However, when executing a side kick with the heel the toes should be pulled back so that they only make contact the heel and not with the whole foot. If a person hits with the arch or the ball of the foot, while not possessing C-rank defense tiers, then that can injure the foot or break an ankle. A standard sidekick is performed by first chambering the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals thus allowing it to outspeed typical movement being able to equate Samurai movement when used by a non-samurai while being able to equate muscle-tension/time-slowing dojutsu aided samurai movement when used by a samurai. *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked roundhouse. This side kick begins as would a roundhouse kick however the practitioner allows the heel to move towards the center of the body. The kick is then directed outward from a cross-leg chamber so that the final destination of the kick is a target to the side, rather than one that is directly ahead, not only dealing damage but knocking the opponent off their feet an additional 5ft with knockback unless the opponent possesses C-rank or above strength to anchor themselves in place something only possible if they are able to react in time due to the feint. Strength Tier - Pain Felt by Opponent Per Kick in Same Impact Point None - 1x D - 2x C - 3x B - 4x A - 5x S - 6x
Name: Wáṣerotapa: Back Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Short
Description: This kick is directed backwards, keeping the kicking leg close to the standing leg and using the heel as a striking surface at bullet release speeds to deal C-rank damage. In some stances, this kick is called the "half-moon" kick but involves the slight arching of the back and a higher lift of the leg to give a larger curvature. It is often used to strike opponents by surprise when facing away from them requiring the opponent to either possess 1-rank higher speed or C-rank reaction tiers in addition to the necessary speed to successfully dodge it. Additional tiers only work to further make it unpredictable due to the speed of execution (Spd) and increase the damage dealt by this kick (Str). *Feint Kick Effect - Another way of doing the side kick is to make it an end result of a faked sweep kick. This is preformed just as a sweep kick would except the full rotation results in the user moving back up with a jump off the leg maintaining one's balance while tucking in the leg which preformed the sweep before lashing out with the back-kick. This results in two things, the first being if the opponent dodged the sweep kick they require B-rank reaction to successfully avoid being hit, and if they avoided via jumping or were swept off their feet they are struck by the follow up unless they possess an aerial movement technique to be send flying 10 feet. Speed Tier - Reaction Tier Needed to Dodge None - C D - C+ (Sam. Lvl) C - B B - B+ (Sam. Lvl) A - A S - A+ (Sam. Lvl)
Name: Wáṣerotapa: Axe Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short (Knockback)
Description: An axe kick, is characterized by a straightened leg descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a crescent kick at crashing ground speeds. The upward arc motion is stopped, and then the attacking foot is lowered using a combination of speed and strength (Tier Chain) so as to strike the target from above to deal B-rank physical damage. The arc can be performed in either an inward (counter-clockwise) or outward (clockwise) fashion both both result in smashing a victim to the ground with enough force to actually make their body hit the ground and bounce upward up to 5 feet at Bullet Release speeds. This "bounce" leaves the victim completely vulnerable to a follow up unless the opponent tenses their body with B-rank strength at the moment the axe-kick hits resulting in them sustaining double damage (from the axe kick) if they likewise do not possess B-rank defense or A-rank or above strength sustaining no additional damage. Additional tiers not only improve the speed of execution (Spd) but make the resultant damage as well as impact velocity triggering the bounce effect higher (Str). This technique is commonly utilized from a height as falling axe-kicks recieve a damage multiplier the farther the distance they are from the opponent due to gravity compounding the force from the kick. Strength Tier - Bounce Speed off of ground None - D D - C C - B B - A A - S S - S+
Height from Target - Damage Multiplier due to Fall Under 10ft - 1x 20ft - 2x 40ft - 3x 80ft - 4x Over 100ft - 5x
Name: Wáṣerotapa: Butterfly Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Short, Mid (Launch)
Description: The butterfly kick is done by doing a large circular motion with both feet in succession, making the combatant airborne at crashing ground speeds. There are many variations of this kick due to stances however it is generally composed of a twist of the body while both legs are lifted from the ground and swung around, while the torso remains as horizontal as possible. Depending on the strength put into the circular motion the launch distance upward of the user is increased while the skill level of the user allow for this technique to hit multiple opponents at once each being dealt B-rank damage as they are impacted. While additional tiers allow for this technique to be excecuted more quickly (Spd). It's combat use is as a counter towards sweeps or attacks aimed at the ankles, as the user evades the attack and lands at the opponents vulnerable side (back) allowing for a swift follow up boosting the speed of the next kick by +1. Strength Tier - Air Distance from launch (ft) None - 5 D - 10 C - 20 B - 30 A - 40 S - 50
Rank of User - No of Opponents Capable of Hitting D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Calf Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short, Mid (Knockback)
Description: This is a kick in which the user strikes with the backside of the calf at crashing ground speed geared at knocking the opponent off balance due to them falling backwards thus leaving them vulnerable to a follow up attack. This technique deals no damage but has been honed to strike opponents who manage to tense their bodies before impact not only requiring B-rank strength but likewise a B-rank or above balancing technique to avoid falling over. If one lacks the strength to anchor themselves in place the aren't simply knocked over but sent flying often flipping in the air over a distance of 15 feet. This not only leaves them vulnerable to a follow up unless they have an aerial movement technique but due to the spinning motion of their body upon recovering they are rendered dizzy preventing them from moving at Max Tier levels without stumbling while moving above that results in them always falling down. Additional tiers improve the speed of execution (Spd) as well as increases the strength needed to anchor ones body while the size of the opponent influences the number of times they are flipped in the air (Str). Strength Tier - Knockback Distance None - 15 D - 20 C - 25 B - 30 A - 40 S - 50
Size of Victim - Flips - Reaction Tier Penalty due to Dizziness Small - 5 - 5-ranks Lower Humanoid - 4 - 4-ranks Lower Medium (S-M) - 3 - 3-ranks Lower Medium (L-XL) - 2 - 2-ranks Lower Large (S-M) - 1 - 1-rank Lower Large (L-XL) - 0 - N/A
Name: Wáṣerotapa: Crescent Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The crescent kick, also referred to as a 'swing' kick, has some similarities to a hook kick, and is sometimes practised as an off-target "snap" front kick. The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side at crashing ground speeds. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close range strike adding a +1 to the speed of a Knee/Stomp. When utilizing crescent kicks, it is common to keep the knee extended to increase the difficulty using one's abdominal muscles to hold the leg in place (Str). This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed (post's total). Crescent kicks have two main variations which depends on what the user is targetting these are: Inward crescent hits with the inside edge of the foot. Its arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip adduction. The inward variant is employed to "wipe" an opponents hand off of one's wrist breaking it if they do not possess B-rank or above defense tiers to prevent them from making hand seals until it is healed. Outward crescent hits with the outside edge of the foot to deal B-rank slicing damage as the foot is used to cut like a bladed weapon which is aimed cutting an opponent open causing them (if they possess blood) to lose a C-rank amount of blood each post (total). Its path is counter-clockwise for the left leg and clockwise for the right leg, and force is generated by both legs' hip abduction. This is similar to a rising side kick, only with the kicking leg's hip flexed so that the line of force travels parallel to the ground from front to side rather than straight up, beginning and ending at the side. Strength Tier - Knee Extension Time (P.T) - Dmg Amplifier None - N/A - N/A D - 2 - 1x C - 3 - 2x B - 4 - 3x A - 5 - 4x S - 6 - 5x
Name: Wáṣerotapa: Hook Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Short
Description: The hook kick strikes with the heel from the side or flat of the foot when aiming to just knock an opponent unconcious while not inflicting the B-rank damage done upon impact. It is executed similar to a side kick at occurs at crashing ground speed. However, the kick is intentionally aimed slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the foot snapped to the side, impacting the target with the heel typically aimed at one's jaw in order to dislocate it preventing speech until it is healed or one's temple to temporarily cause the opponent to see just bright spots in their vision for 3 posts (total). In both instances if the opponent does not possess B-rank Defense Tiers or A-rank endurance upon being hit their brain is rattled in their skull causing a concussion and knocking the opponent unconcious. Additional Tiers only result in a higher speed of execution (Spd) as well as an additional length of time (Posts Total) that the victim is unconcious (Str). Upon being awoken if not healed with a B-rank or above medical technique meant for treating concussions the victim's physical tiers are all lowered by 1-rank while they constantly sustain C-rank pain via headaches each post (total). Strength Tier - Time Spent Unconcious (P.T D - 1 C - 2 B - 3 A - 4 S - 5
Name: Wáṣerotapa: Heel Kick Classification: Taijutsu Rank: B-rank Class: Offensive/Defensive Range: Short, Long (Knockback)
Description: This kick traditionally uses the heel to strike with to deal B-rank damage while moving at crashing ground speeds. The kicking leg comes from around the kicker's back and remains straight while the kicker turns in the opposite, or "reverse", direction before the kick is executed. This kick strikes with the ball of the foot for power or the top of the foot for range either hitting an opponent up to 3 (heel) - 4 (top of foot) away from the user. The kick is primarily used to knock opponents away however it can also be used defensively to kick the side of an incoming projectile(s) moving at crashing ground or below speeds in order to divert it/them off to the side at speeds depending on the projectile(s) size 60ft away. Additional Tiers only result in a faster execution thus allowing for faster projectiles to be knocked back (Spd) as well as a stronger impact allowing for larger projectiles to be knocked back (Str). Strength Tier - Size (Speed sent flying) - Knockback Distance (ft) None - Tiny (S) - 60 D - Small (A) - 50 C - Humanoid (B) - 40 B - Medium (C) - 30 A - Large (D) - 20 S - Above Large (Normal Running Speed) - 10
Name: Wáṣerotapa: Vertical Kick Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact, Short-Mid (Slicing Distance)
Description: The vertical kick involves bringing the knee forward and across the chest, then swinging the hip while extending the kicking leg outward, striking with the outside edge of the foot. It can deliver a considerable amount of power while moving at crashing ground speeds and the force behind the strike allow for inflicting B-rank physical slicing damage up to 15ft away (in a 45° radius) from the user's actual foot. It is mainly used to cover distance or to attack larger targets than the user however if used along with elemental techniques it can be used to cut through chakra based techniques B-rank or below parting them into two and sending the halves diagonally away from the user preventing them from being harmed by the technique. Additional tiers increase the speed of excecution (Spd) as well as distance this technique damage covers (Str). Strength Tier - Distance Covered (ft) None - 15 D - 20 C - 25 B - 30 A - 35 S - 40
Name: Wáṣerotapa: Ready Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa being the most basic one and is required to learn all the others due to that. This stance varies in exact make with the practitioner, but is the basic all-purpose stance used in sparring and combat. Common features in Wáṣerotapa include turning the body to the side to present a smaller target, slightly bent knees for balance and agility, feet about two shoulder widths apart, and hands free and loose due to Wáṣerotapa not utilizing them at all. Due to being a fighting style relying heavily on kicks, the body's mass is usually shifted slightly to the back leg, making the front leg easier to lift and increasing the speed of kicks by +1 while lowering the speed of any movement with the hands by -1. Regardless of the exact stance, this is the most familiar stance for a Wáṣerotapa user. All other stances, blocks, and attacks flow from this stance due to it's versality and simplicity. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Wáṣerotapa: Idle Stance Classification: Taijutsu Rank: B-rank Class: Defensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and is perhaps Jazz's most favored one. It is formed by raising one knee to its maximum height. The facing can be either to the front or the side, relative to the opponent. This stance is used as a platform for frontal kicks (Front, Axe, Crescent, Hook) as well as horizontal kicks (Side, Roundhouse, Vertical) the former recieving a +1 to their speed while the latter recieve a +1 to their damage all other kicks preformed in this stance recieve a -1 rank penalty to both their speed and damage. It is also frequently employed defensively to deflect strikes aimed low to middle height the latter being able to deflect the damage to the side while the former is always used alongside Stomp with that specific Wáṣerotapa recieving a +1 to both speed and power when used in such a way. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2
Name: Wáṣerotapa: Machine Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most infamous one. It is is assumed by placing one’s entire body weight on a single leg and extending the other leg in front to lightly touch the ground. Since the frontal leg has no weight placed on it, it can be used to launch fast kicks excluding Crescent, Flying, Scissor, Drop all of which can not be successfully preformed using this stance without sustaining a -2 rank penalty to both speed and damage. It is given it's name due to the seemingly robotic action of rapid kicking as this technique is often honed over and over until the kicking becomes reflexive preventing opponents from utilizing mind-reading techniques/telepathy to gauge where one is about to kick as long as said telepathy technique is B-rank or below. Depending on the user's skill the number of kicks able to be thrown out at the speed it usually takes to kick once varies but the cost is always equal in terms of fatigue expenditure as a normal kick due to the stance allowing for an easier method of dishing out numerous kicks. This stance was made specifically for the Multiple Kick technique as not only is the user able to force an opponent to keep up an adaptive defense but can likewise use it to unleash devastating combinations after exploiting an opening to brutally finish them off. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2 Rank of User - No. of Kicks Thrown out at once D - 2x C - 3x B - 4x A - 5x S - 6x
Name: Wáṣerotapa: Pendulum Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most geared towards offense. The pendulum stance earned it's name due to the motion of the user's lead or rear leg, it is constantly being moved forward an back like the pendulum on a clock with the longer the leg is allowed to do such the more momentum is built which can be added to certain kicks of the Wáṣerotapa to boost their capabilities. The kicks are as follows; Sweep, Heel, Flying, Spinning, Scissor & Drop all of which make use of the built up momentum which make use of something called "momentum tokens" to keep track. While they aren't an actual thing they are simply referred to as the amount of time the user is able to constantly swing their leg without being interupted before following up with one of the above kicks. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2
Skill Level - No of Posts (Total) to build up 1 Momentum Token D - 10 C - 8 B - 6 A - 4 S - 2 *Momentum Tokens are able to boost either the Speed of the technique, Reaction Required to successfully dodge, knockback dealt or the damage inflicted by the technique (+1, +1, +15ft, 2x respectively).
Name: Wáṣerotapa: Dance Stance Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Self
Description: One of the 5 Stances in Wáṣerotapa and perhaps it's most mobile one. Its constant triangular footwork is similar to that of capoeira, where it draws inspiration albeit more flowing as if the user is skating, but it is just as confusing since it looks much more like a rhythmic dance step than an orthodox static fighting stance. The main purpose is not dancing but rather to prepare the body for any number of movements such as evading, feinting, or delivering attacks while continuously shifting stances all while providing confusion. This stance places the user in constant motion in order to maintain Trick Speed momentum building, while also making them a frustrating target for a forward-advancing opponent within one's Interception Gradient, as those moving at equal-rank or below speeds moving towards the user require 1-rank higher in reaction tiers to keep up with the user's basic taijutsu. This also allows the user to continuously maintain enough torque to use in a strike while providing a synchronization of arm movement to avoid and slip under attacks incoming at Crashing Ground speeds and below. This stance is not static so its speed is primarily based on the user's Trick Speed or in advanced users their "Rhythm". When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 6 C - 5 B - 4 A - 3 S - 2 *When utilizing the Dancing Stance the user is able to maintain the use of Trick Speed without stopping thus allowing them to build up movement speed over the normal duration with kicks being used in place of shifting to a lower movement speed as long as both the user's feet do not leave the ground while those which do reset the user's Trick Speed back down to the beginning.
Name: Wáṣerotapa: Flying Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Mid
Description: A flying kick is a type of kick in certain martial arts and in martial-arts based gymnastics, with the particularity that the kick is delivered while in the air, specifically moving ("flying") into the opponent after a skating start to gain forward momentum. In this sense a "flying kick" is a special case of a kick following a Jump, jump kicks being any kick delivered in mid-air, i.e. with neither foot touching the ground. Depending on the movement speed of the user while preforming the forward momentum all Flying Kicks require equal rank reaction to the user's movement speed in order to successfully dodge. Flying kicks are often just add on's modifying the basic kicks with the Flying aspect being used to increase the distance the technique can cover while boosting the speed of execution to Vacuum Release and the damage dealt to inflict A-rank damage. As a result their are multiple variations all of which have the word "Flying" put in front of whichever kick this technique is used with to distinguish it from the original version (I.e Flying Back Kick). Additional Tiers serve to increase the distance the technique is able to cover without touching the ground, damage dealt (Str) and the speed of execution (spd) of the kick in question. Strength Tier - Farthest Distance strikable/air distance covered None - 20ft D - 25ft C - 30ft B - 35ft A - 40ft S - 50ft
Name: Wáṣerotapa: Multiple Kick Classification: Taijutsu Rank: A-rank (Each kick takes it's own fatigue price) Class: Offensive Range: Short
Description: The multiple kick is given it's name due to it essentially being several kicks preformed in quick succession all at vacuum release speeds. The skill of the user determines exactly how many kicks can be preformed by the user all of which land one after another requiring an opponent to keep up a defense (if unable to dodge) for a set amount of posts (total) or end up being struck by the remaining attacks. In Wáṣerotapa there are three types of multiple kick: Repeater kick which features two or more kicks of the same type executed in succession by the same foot in the same direction. (I.e 2 Front Kicks) Consecutive kick which features two or more kicks executed in succession by the same foot but in different directions, or with different attacking tools. (I.E a Front Kick then a Side Kick both with the front leg) Combination kick which features two or more kicks executed in succession by both feet. (I.e a Front Kick, then a Roundhouse, then a Heel Kick with the rear leg) The Multiple Kick usually targets the face, thigh, and chest, but in turn can be a multiple: chest attack which is useful for knocking the breath out of an attacker if they do not possess A-rank endurance forcing them on their next post to do anything but gasp for air if they require it to breath, limb which is useful for bruising and weakening limbs to prevent retaliation and cripple movement, target (such as rib, joint, face) meant to break, dislocate or break said targets to finish opponents if they do not possess an A-rank defense tier. Additional Tiers only result in a higher speed of execution (Spd) but also the damage inflicted by each kick dished out (Str). Rank of User - No of Kicks Per use D - 2 C - 4 B - 6 A - 8 S - 10 Target - Effect on Victim Per Kick. Face - Dizzy effect resulting in disorientation causing victim moving at Standard Tier Levels to stumble while moving while always fall if operating at Max Tier level (Two). Every kick past two results in -1 to Reaction Tier due to repeated head trauma. Chest - 1-rank Higher Endurance required to prevent gasping for air effect. If already gasping for air every kick adds +1 additional post (total) of gasping effect. Thigh/Bicep - -1 to Speed Tier using specific limb targetted (Every 2) -1 to Strength Tier using specific limb targeted (Every 3). Rib/Forearm/Shin - 1-rank Higher Defense Tier required to prevent breaking of ribs. If broken additional kicks result in internal bleeding losing 1-rank higher blood per kick starting at B-rank each post (total) Joint - 1-rank Higher Strength required to prevent dislocation of targeted joint.
Name: Wáṣerotapa: Scissor Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Short
Description: The scissor kick is used to describe certain kicking or kick based grabbing techniques that resemble a pair of scissors. The kicking technique is simply outstretching one's legs at vacuum release speeds to strike two opponents either simultaneously or in quick succession to inflict A-rank physical damage and can be used with the Kickoff technique to great success. The kick based grab variant of a scissor kick is preformed also at vacuum release speeds, while prone on one's back, airborne likely after jumping, with the kicker bringing both legs to both sides of the opponent's legs/body/head at vacuum release speeds, then clasps both in as a take down (as the name states, leg motions are like that of a pair of scissors) using either one's body weight or a corkscrew motion to force an opponent downward with trapped victims requiring A-rank samurai level strength to successfully pry the user's legs apart (due to legs being stronger than arms if the user is a samurai then opponents require above A-rank strength to break free). The way this is preformed can result in dealing out heavy damage as the former when preformed when the user possesses both defense and strength tiers can result in actually cutting a victim's body with the legs actually acting like "scissors" to deal slicing damage equal to the user's Defense Tiers backed by their strength tiers. The latter however can result in dislocating (when victim possesses A-rank defense tiers) or breaking (when victim possesses under A-rank defense tiers) of the targetted body part often rendering opponents paraplegic (from the waist down) or quadraplegic (from the neck down) upon successful execution at the lower torso or neck respectively. Additional Tiers only result in a higher speed of execution, reaction required to pry free of grab before takedown occurs (Spd) but also the damage inflicted by each kick dished out (Str). Speed Tier - Reaction Tier Req. to escape grab before takedown occurs. None - B D - B+ C - A B - A+ A - S S - S+
Name: Wáṣerotapa: Spinning Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact, Long (Knockback)
Description: The spinning kick is any kick which involves a minimum of a 360° rotation is preformed prior to lashing out an striking an opponent sending them flying up to 80ft at vacuum release speeds potentially sustaining additional damage mid-flight if they crash into anything. This is primarily used as an add-on to any of the basic kicks in order to boost it's speed of excecution however multiple revolutions results in a damage modifier in which the spins allow one to build up momentum to deal more damage and kick at a higher speed without necessarily possessing the strength or speed necessary to naturally do so. This technique is risky primarily due to the need to spin without interuption leaving the user vulnerable not to mention the need to immediately kick after completing the spin otherwise the built up momentum is lost. The skill level of the user determines how many rotations they can preform without becoming dizzy, which results in them being unable to move at standard tier levels without stumbling (unless they possess an A-rank or above balancing technique) while always falling if they operate at Max Tier levels. Rank - No. of Rotations - Speed/Dmg Modifier None - 1 (360°) - +0/1x D - 1+ (540°) - +1/1x C - 2 (720°) - +2/2x B - 2+ (900°) - +3/2x A - 3 (1080°) - +4/3x S - 3+ (1260°) - +5/4x
Name: Wáṣerotapa: Drop Kick Classification: Taijutsu Rank: A-rank Class: Offensive Range: Contact, Short-Mid (Knockback)
Description: It is an attack where the user jumps up and kicks the opponent with the soles of both feet at vacuum release speeds to send an opponent flying up to 40ft away with A-rank force; this sees the user twist as he or she jumps so that when the feet connect with the opponent one foot is raised higher than the other (depending on which way he or she twists) and the user falls back to the mat on his or her side, or front. This is commonly employed by light and nimble individuals who can take advantage of their agility, and is often executed on a charging opponent within one's interception gradient to interupt their movement, or while charging at an opponent (flying variant). The most basic form of a dropkick, but potentially the hardest to pull off, is a standing dropkick where the user catches a standing or running opponent with a standard dropkick from a standing position. In order to be pulled off effectively, it requires great leg strength in order to gain elevation often using Jump to gain said elevation. In all variants additional tiers serve to augment the speed of excecution (Spd) as well as increase the damage inflicted by the kick in question (Str). The three additional variations are: Slide in which the user slides feet first at the opponent kicking them with one or both feet requiring defense tiers equal to the movement speed of the user to avoid scrapping one's body on the ground. When preformed correctly however it is able to sweep an opponent off their feet sending them flipping 10 (one foot) or 20ft (both feet) into the air while those who possess A-rank strength to anchor themselves in place either have their legs broken (lack A-rank defense tiers) or can negate to knockback effect. Dropsault in which the user executes a backflip after landing the dropkick while pulling in the legs to curl into a ball moving at vacuum release speeds to land in a standing position about 15ft away from the opponent. If the opponent utilizes A-rank strength to anchor themselves in place the user travels 30ft instead and this technique can be used with great effect with serial kickoff as a means of attack multiple opponents in quick succession. Missile in which the user dives from above with a dropkick while spinning like a corkscrew to strike a targetted opponent like a drill. This technique deals piercing damage depending on the strength of the user which is an add on to the damage modifier one obtains depending on their distance from the opponent in question. Distance from Target - Damage Multiplier 20 & Under - 1x 40 - 2x 60 - 3x 80 - 4x 100 and above - 5x
Nuinjutsu- Spoiler:
Name: Initiation: Divination Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Nuinjutsu is a new style of combat when Jazz created it, ultimately she understood like Fuinjutsu and Juinjutsu it was limitless in terms of application. However it required building blocks which is what she ended up doing. It is something which requires Nen to first be present however in order to gain access to Nuinjutsu one must first learn how to manually open and close the Nen circulatory system within one's brain to gain a deeper understanding of how Nen functions. Upon doing that one is able to learn how Nuinjutsu functions, as it is closely tied to the personality, mental fortitude, emotional state, sanity and Nen ability all interwoven to establish Nuinjutsu as a whole. Nuinjutsu is likewise based on genetic intelligence, the higher intelligence the individual possesses the more aptitude for Nuinjutsu they will possess. Level of Intelligence - Effect in Regards to NuinjutsuRetard - 1 Primary, 1 Secondary, 1 Teritary & 1 Quaternary Low - 1 Primary Type, 1 Secondary, 1 Tertiary & 1 Quaternary Normal - 1 Primary Type, 1-2 Secondary (Depends on Primary), 2 Tertiary & 1 Quaternary Genius - Primary Type is always Specialist. Super-Genius - Primary type is always Specialist and possesses a 2nd Primary Type which is based on personality. Hyper-Genius - Primary type is always Specialist and gains a unique Specialist-based Trigger effect, possesses a 2nd Primary Type which is based on personality. Name: Initiation: Types Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: There are six types of Nen within Nuinjutsu; every individual is born having one of these six different Nen types. Upon learning one's own aura type, a student of Nen can set about learning to apply the technique in a unique way that suits their personality, which can develop into a unique skill. The most surefire way of determining one's Nuinjutsu type is through water divination. Divination requires one to float a leaf atop a glass of water. A user Nen will place their hands around the glass and channel their Nen into it. The resulting effect from one's Nen contacting the glass will determine a person's Nen type thus allowing them to utilize Nuinjutsu.
- If the volume of the water changes, the user is an Enhancer.
- If the taste of the water changes, the user is a Transmuter.
- If impurities appear in the water, the user is a Conjurer.
- If the color of the water changes, the user is an Emitter.
- If the leaf moves on the water's surface, the user is a Manipulator.
- If a completely different change appears, the user is a Specialist.
An individual's Nen type is primarily based on their personality (Using Profile) and those of a particular Nen type all share the same personality traits this is not common knowledge unlike the first one as Jazz made it an additional factor while she was creating Nuinjutsu. The personalities most associated with the types of Nen are as follows:
- Enhancers are determined and simple. Most of them never lie, hide nothing, and are very straightforward in their actions or in their thinking. Their words and actions are often dominated by their feelings. They are generally very selfish and focused on their goals. This is reflected in their nen as enhancers typically rely on simple and uncomplicated Base Contracts.
- Transmuters are whimsical and prone to deceit. Transmutation users have unique attitudes, and many are regarded as weirdos or tricksters. Often they put forth a facade while hiding the truer aspects of their personalities. Even when they don't hide their personalities they rarely reveal their true intentions. Many transmuters rely on techniques that give unique and unpredictable properties to their nen that reflects their personalities.
- Conjurers are typically high-strung or overly serious and stoic. They are often on guard as to be cautious. They are very observant and logical, rarely falling into traps. Being able to analyze things calmly is the strength of Conjurers. Many of the items that conjurers create are often used by them in a very deliberate and practical, logical fashion.
- Emitters are impatient, not detail-oriented, and quick to react in a volatile manner. Many of them are quick-tempered and hot-blooded. They resemble the Enhancers in building their impulsivity, but the difference with them, they probably tend to calm down and forget easier. Because of the nature of emission, many hatsu techniques created by emitters are primarily long range.
- Manipulators are logical people who advance at their own pace. They are all for arguments and tend to want to keep their families and loved ones safe. On the other hand, when it comes to pursuing their own goals, they do not listen to what others might have to say about it. While manipulators often use techniques that allow them to control their opponents they also prefer to use an inanimate medium to control that can be used versatility (such as smoke or pieces of paper).
- Specialists are individualistic and charismatic. They will tell you anything important to them, and refrain from being close friends. But, because of their natural charisma that draws others, they are always surrounded by many people. Because specification is unique and can have many facets, most specialists (Non-Geniuses) will only possess the ability to use just Specialization.
Name: Initiation: Focus Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Every Nuinjutsu user is able to "Focus" a Max of 100% of their mind into 1 categories (types) of Nuinjutsu outside of contracts at 1 time due to the limits of brain. Under normal circumstances one must balance one’s Focus between the categories (types) of Nuinjutsu and one can not exceed the cap of 100%. Base Contracts act as a lump sum, only applying one's focus towards the type that the contract is based in. Nuinjutsu is able to be trained via In-Battle Training only if one has not done their daily training for that day with the normal word count being required to be added to the post. This only refers to modifying existing Base Contracts not creating new ones as that can only be done via normal training topics due to the intense concentration required to do so. The Types of Nen within Nuinjutsu are as follows:
- Enhancement If a user increases the quantity of water in the glass during their water divination, they are an Enhancer. Enhancement is the ability to use Nen within Nuinjutsu Contracts to increase the natural abilities of an object or one's own body. Therefore, Enhancers are able to greatly increase their natural tiers in both attack and defense and are best suited for close-ranged melee combat. Enhancement is the most balanced category, allowing users to spread themselves evenly between offense and defense and become very strong using only simple abilities. One of the examples of more complex Enhancement Base Contracts includes enhancing one's healing factor.
- Transmutation If a user changes the taste of the water in the glass during their water divination, they are a Transmuter. An affinity for Transmutation means a person can change the properties of their Nen to mimic something else via the Base Contract. Similar to Emission, things created via Transmutation are pure Nen. Transmutation is often mistaken with Conjuration due to their similarities. A simple way of thinking about it would be that Transmutation allows your Nen to mimic properties of a substance, whereas Conjuration allows you to change one's Nen into actual substances other than Nen based on the base contract. Transmuters can copy the properties of real things (i.e electricity) transmuters can also give their properties that don't necessarily mimic real things (fire which burns cold). Transmuted substances are invisible to people unaware of the existence of Nen, or lack some form of mental sensory (Brain Wave/Telepathy/Emotion etc), 1st Dimension Sealing, Mental Based Dojutsu (Itsugan/Bakufuko) while in order to pick up concealed Transmutation Base Contracts one must either possesses two of the following Barrier+Reaction Tier Chain, Mental Sensory, 1st Dimension Sealing or a Mental Based Dojutsu.
- ConjurationIf a user creates an object in the water in the glass during their water divination, they are a Conjurer. Conjuration is the ability to create a tangible, independent, material object out of one's Nen which manifests in the physical dimension via a Base Contract. Once a person has mastered the conjuration of a certain object, they can conjure it and dispel it in an instant, whenever they want. Conjuration is the only way in which Nuinjutsu can create things that those (unaware of Nen) can see and touch. Furthermore, objects or entities created by this technique have a subtle "independence" to them. This means that they can continue existing even if they were at a considerable distance from the Conjurer, or even if the Conjurer themselves are not aware that they have yet to be de-materialized. Similar to Manipulation, Conjuration abilities tend to be very specific, complex, and conditional.
- Emission If a user changes the color of the water in the glass during their water divination, they are an Emitter. An affinity for Emission means that a user is capable of controlling the deployment of their Nen comprising a Base Contract while separating it from their body. Base Contracts established via Nuinjutsu usually decrease in intensity very quickly when they is separated from the source body, but strong Emitters can separate their aura from their body for long-periods of time and still be able to maintain it.
- Manipulation If a user moves the leaf floating on the water in the glass during their water divination, they are a Manipulator. Base Contracts belonging to Manipulators allow the user to control living or non-living things in a certain way, the main advantage being able to 'manipulate' enemies. The degree of control is principally determined by a Limitation that usually puts the manipulator at risk (attaching objects on the enemy, touching the enemy in a certain way) and of course the larger the risk, the better the degree of control.
- Specialization If a user causes some other effect during their water divination, they are Specialist. It is possible that the effect that occurs can give some insight into how they should direct their ability. Specialization is anything that doesn't belong into the other five categories. This is the vaguest Nuinjutsu category and occurs in two types, either normal which applies to those who are either born with it naturally/have it as their primary (Geniuses), or Trigger which are only activated through special conditions. In the case of the first one is able to add modification slots to it using the other Nuinjutsu types like normal, while in the latter one isn't. It is possible to become a Specialist later in life (At least 1-rank after first obtaining Nuinjutsu), although it is more likely for Manipulators or Conjurers which is why it is placed at the bottom of the chart (Req. 1000 Word Weekly Training to unlock Specialization).
Name: Initiation: Capability Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Every individual has a specific amount of capability in utilizing the types of Nen within Nuinjutsu. The exact calculation of one's capability is determined by this chart: - Spoiler:
Starting with one's Primary Type, not only is this the only category one can make Base Contracts in, but also they have a 100% Capability in that specific type. Then looking at the chart it brings one to Secondary which are adjacent to the user's Primary, Tertiary the remaining types excluding the one opposite (across) from the Primary and Quaternary which is always opposite the user's Primary type. Specialization is typically unusable for non-Specialists because it is impossible to partially use; one either can or can't use Specialist abilities. However, Conjurers and Manipulators have 1% capability potential for Specialization due to being adjacent to it (it serves as their secondary and is learned after a 500 Word Weekly Training topic). The specific capability values are are found below. Nen User Usage (Capablity & Level & Efficiency)Primary or Specialization (Genius Only) = 100% Capability Secondary = 80% or 60% Capability (Adjacent to Primary) Tertiary = 40% or 20% Capability (Other) Quaternary = 10% Capability (Opposite Primary) Specialization (Non-Genius) = 0% or 1% (Only Manipulators & Conjurers have the 1%) (Insert Name)'s Nuinjutsu Types & Capabilities are as follows: Primary = (100%) Secondary (Main) = (80%) Secondary (Alt Only if available) = (60%) Tertiary (Main) = (40%) Tertiary (Alt Only if available) = (20%) Quaternary = (10%) Name: Initiation: Contracts Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Upon learning of ones Nuinjutsu Type the user can only establish a single Base Contract in their Primary Nuinjutsu Type; all others are only available as Modification Contracts which are used to further customize the Base Contract using the Nuinjutsu type it represents. This can only be done once per Nuinjutsu type per contract meaning if the user already has already created a Modification Contract for Transmutation in one contract, they can't make another Modification Contract which is also Transmutation within that same contract. Base Contracts are always unique to the individual in question and it is almost unheard of for even one’s offspring to inherit it simply due to every individual being unique and due to Nuinjutsu tied heavily into the personality, emotions, and willpower of the user it is highly unlikely that two people will ever manage to create identical abilities. There are three additional types of contracts all of which function as additional Modification Contracts these are: Emotion Contracts, Will Contracts and Limitation Contracts. Emotion Contracts involve the use of emotional investment in order to augment the power of a contract which is possible to a more limited effect by all Nuinjutsu users however reaches it’s true potential when one possesses Emotion Release. Will Contracts depends on one’s mental Fortitude being grounded in Barrier Tiers however it doesn’t directly augment one’s Base Contract but rather sacrifices one’s capability in the other Nuinjutsu Types in exchange for bolstering another, the higher one’s capability in the specific Nuinjutsu type being bolstered the lower percentage of capability in the sacrificed type is required likewise the lower one’s capability the higher percentage of capability is required to receive the same effect regardless one can still never exceed 100% Focus even though they might use this to increase their capability to a max of 150%. Limitation Contracts are essentially conditions one sets on the base contracts to restrict their use in exchange for more power, this can be imposed for free for lesser gains but mainly it relies on Penalties for larger gains, the harsher the penalty and the more conditions one sets on the use of the Base Contract the more said contract is augmented likewise Limitation Contracts are the only way to exceed the 100% Focus limit and increase capability to a max of 200%. A Single Target Limitation Contracts boosts one's Focus to 125%, Risking one’s life via a limitation boosts it to 150%, sacrificing one’s life as a limitation boosts it to 175%, and finally in regards to contracts which only activate upon the death of the user they have a default of 200% focus. Name: Initiation: Levels Classification: Nuinjutsu Rank: D Class: Supplementary Range: Self Description: Contracts have a system known as Levels one can increase the Level of their contract via weekly trainings depending on one’s Capability the lower one’s capability the higher the word count, the higher one’s capability the lower the word count. Higher Level Base contracts can have more Modification Contracts attached while Higher Level Modification Contracts result in better Modifications but likewise consume less slots of the Base Contract allowing more to be added. Emotion Contracts have their own slot price which vary based on how aligned to said Emotion one is or in the absence of Emotion Release based on one’s history (In Profile & IC events only). Will Contracts permanently Modify Capability which can lead to either permanent loss of Levels or the ability to reach Level’s one never had before (Every 10% either allows one to gain or drop a level however one can not drop past the lowest level Modification Contract currently slotted to the Base Contact). Limitations permanently lower the amount of max slots available to the Base Contract rather than filling up slots. Levels - Number of Modifcation Slots Available - Capability Req to Unlock1 - 2 - 10% 2 - 4 - 20% 3 - 6 - 30% 4 - 8 - 40% 5 - 10 - 50% 6 - 12 - 60% 7 - 14 - 70% 8 - 16 - 80% 9 - 18 - 90% 10 - 20 - 100% 15 - 30 - 150% 20 (Max) - 40 - 200% Capability-Weekly Training to Increase Level (Word Count)-Max Lvl10% - 1250 - 1 20% - 1150 - 2 30% - 1050 - 3 40% - 950 - 4 50% - 850 - 5 60% - 775 - 6 70% - 700 - 7 80% - 625 - 8 90% - 550 - 8 100% - 475 - 10 150% - 225 - 15 200% - 100 - 20
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| | | Gorotsuki
Posts : 805 Join date : 2012-09-11 Age : 32 Location : I'm at a place
| Subject: Re: Duo Arts... 20th March 2015, 12:44 pm | |
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 30th March 2015, 2:28 am | |
| - Purple Secret Technique:
Name: Purple Secret Technique - Forbidden Lineage: Synapse Dowsing Classification: Kugujutsu/Kinjutsu Rank: B-rank (C-rank Blood Price & C-rank Lightning Materia Price) Class: Supplementary/Passive Range: Self
Description: Every puppeteer interested in the use of human puppets must not only study anatomy and possess an understanding of their targets body structure but likewise have an innate knowledge around the very inner working of the neural system in order to manipulate the body as seemlessly as possible. Jazz has developed a technique which makes use of her Forbidden Lineage to use electricity to stimulate the brain and chakra system of the victim in order to figure out exactly what the original skill set was. While she is unable to determine exactly what techniques the individual she is puppetting utilized however key things can be determined such as Chakra Affinity simply by virtue of using her Chakra Sense with direct contact with the brain of the victim. The electricity discharged from her body results in a feedback effect which causes her intense pain as her chakra sense is temporarily saturated with numerous sensations cataloging the various techniques which are comprised of chakra in order to help her determine their skill set and thus create her human puppets more idealy to suit their skillset in life. Still even as advanced as her mind is she is unable to use this technique in rapid succession as her brain still needs a bit of time to not only process this but likewise sort and file it away seeing as she never forgets anything due to her Edeic Memory this coupled with her Hyper-Genius Level Intellect makes this technique useful in human puppet creation. Rank - Cooldown till technique can be used again in Posts (Total) D - 11 C - 9 B - 7 A - 5 S - 3
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| | | Gorotsuki
Posts : 805 Join date : 2012-09-11 Age : 32 Location : I'm at a place
| Subject: Re: Duo Arts... 30th March 2015, 4:54 am | |
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 17th June 2015, 10:25 am | |
| - Barrier Ninjutsu:
Name: Barrier: Canopy Method Formation Classification: Barrier Ninjutsu Rank: B-rank (Variable chakra price) Class: Supplementary Range: Short to Mid
Description: This technique creates a spherical detection barrier with the user at the centre created by projecting their ambient chakra outward yet it remains invisible to the naked eye only visible via chakra vision. At the user's command, the detection barrier can expand, grasping everything within a set radius dependent on how much chakra they exert. The user is able to detect anything tangible (physical), intangible (mental) or both (chakra) that moves inside the barrier space with their own "sense" as it disrupts their chakra flow due to the concept of chakra = physical = mental. The user may also move, the barrier will follow them as they move, this technique can remain active reducing the user's chakra reserves by the amount used to form it and due to being a Barrier rather than a constantly active technique it has a set price which is only reactivated if the barrier is destroyed by a B-rank chakra based technique geared at destroying barriers. The user can make a smaller radius barrier which allows them to detect those utilizing a concealment technique to hide from chakra sensory dependent on the amount of chakra used to form the barrier making this technique very versatile as a method of sensory. Chakra Price - Normal Radius - Concentrated Radius (Chakra Concealment Technique Detection Rank) D - 10ft - 5ft (N/A) C - 20ft - 10ft (D) B - 30ft - 15ft (C) A - 40ft - 20ft (B) S - 50ft - 25ft (A)
Name: Barrier Method Formation Classification: Barrier Ninjutsu Rank: B-rank Class: Offensive/Supplementary Range: Varies
Description: Req. Sealed Bomb Triangle/Square/Pentagon or Hexagon Release. An array explosive tags are jointly placed around the boundary of an area. If anyone or anything happens to walk through the boundary moving at crashing ground speed or below, the seals will detonate when the intruder either reaches the center or when the user makes the seal of confrontation, dealing damage equal to the combined damage of the total amount explosive tags to the imprisoned target within the barrier. This technique is trap based and as a result does not need to be placed in spoiler tags unless an opponent possesses either B-rank X-Ray Vision sensory or the Zenraigan in order to detect the concealed tags as they are set in a location.
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| | | Co
Posts : 3201 Join date : 2011-11-02 Age : 90 Location : Australia
| Subject: Re: Duo Arts... 17th June 2015, 10:37 am | |
| Don't forget to purchase your tags and put them in the bank before using them.
Approved. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Duo Arts... 1st October 2015, 7:33 am | |
| - Forbidden Lineage:
Name: Forbidden Lineage - Chidori Classification: Taijutsu Rank: A-rank (Piercing Varies on Speed) Class: Offensive Range: Short
Description: This technique was developed by Jazz upon learning to fine tune her production and manipulation of the electricity in her electric organs. Jazz channels a large amount of electricity to her hand after generating enough lightning materia to be stored in the Electric organs in her arms after 9 P.T if there isn't any already currently double the amount of electricity needed to activate this technique stored within them. The amount of lightning materia released from her electroplaques is so great that it becomes visible. The high concentration of electricity produces a sound reminiscent of many birds chirping, hence the name. Once the technique is completed, the user charges forward and thrusts the Chidori into the target. This produces heavy amounts of damage that is usually fatal. This technique is classified as an assassination technique because of the speed at which it is performed, despite the loud noise it produces. The piercing ability increases with the speed of the user and without a Time-Slowing Dojutsu the user is locked in place confined to running in a straight line to strike an opponent due to this technique dragging the user forward with it's momentum boosting them, for the duration of this technique to equate Samurai Levels of speed hence the assassination aspect. Jazz has removed the drawback of the technique thanks to her accelerated processing speed thanks to Transplanted Hyper-Genius Level Intellect granting boosting her processing to replicate time-slowing capabilities and due to that not suffering from the tunnel vision effect, even more so due to the fact that it is applied to not just her sight but all 7 of her senses allowing her to easily keep track of her own movement and react to any changes in the position of a potential target. Speed Tier of User - Chidori Piercing Dmg - Lightning Elemental Physical Dmg Inflicted by Chidori None - N/A - N/A D - D - N/A C - C - D B - B - C A - A - B S - S - A
Name: Forbidden Lineage - Twin Chidori Classification: Taijutsu Rank: S-rank (Piercing Varies on Speed) Class: Offensive Range: Short
Description: Following the same principles as the original technique this technique is simply utilizing two Chidori on opposite hands which allows for more possibilities of the utilization of this technique in combat. The first being that upon learning this technique the amount of time necessary to build up electricity for storage in her electric organs required for the activation of the Forbidden Lineage - Chidori is reduced from 9 Posts (Total) to 3 Post (Total) speeding up it's invocation in comparison to the original technique (if there isn't double the amount of lightning materia necessary to activate this technique already stored within them). In addition the twin or rather being able to use two Chidori's at once doesn't extend only to Chidori but likewise any variants of Chidori utilizing Shape Manipulation or Advanced Elemental Nature Transformation. The chirping increases creating a sort of echo effect causing those without an A-rank sound muffling technique or the ability to lower the sensitivity of their hearing to only hear the chirping sound upon being formed. Those with sound sensory are more effected due to how sensitive their hearing is in comparison to others and can be deafened temporarily depending on how high their sound sensory technique is as a result when using this technique Jazz never extends her accelerated processing to her sense of hearing during it's utilization. It's function is the same as the normal technique in terms of speed to increase piercing even the damage cap is the same stopping at A-rank however if both Chidori are landed the victim will sustain an S-rank of Lightning elemental physical damage. Sound Sensory - Deafening Effect Duration in Posts (total) N/A - Only hear chirping sound and nothing else making tracking anything else via sound useless. D - 5 C - 10 B - 15 A - 20 S - 25
Name: Forbidden Lineage - Raikiri Classification: Taijutsu Rank: S-rank (Piercing Varies on Speed) Class: Offensive Range: Short
Description: The Raikiri (Lightning Cutter) is an enhanced and concentrated form of the Chidori with the same effects and drawbacks. It is rumored that this technique obtained it's name due to the originator using it to cut a lightning bolt in half, this is true to an extent as this technique is capable at a high enough piercing to actually be capable of splitting a Kirin in half parting it away from the user's body to leave them unharmed. Because the Chidori is already powerful on its own, the Lightning Cutter required Jazz to exert a better control over her electroplaques which occured as she aged more and thus grew enough to store more lightning materia, which is exemplified in its appearance. The Chidori appears as simply a mass of white electrical chakra in the user's hand, while the Raikiri is more focused and blue creating a ring of electrical energy around the user during it's formation which flares out causing those with electrolocation to temporarily experience sensory loss if they attempt to track the user during it's formation which is why Jazz never triggers her enhanced processing to her sense of electrolocation while forming this technique. Similar to the Twin Chidori it only takes 3 Posts (Total) to build up the necessary electricity to preform (unless double the req. lightning materia is already stored within her electric organs prior to using this technique), and upon created the chirping sounds are more intense albeit not echoing like the Twin Chidori technique. Once the technique is completed, the user charges forward and thrusts the Raikiri into the target. This produces heavy amounts of damage that is usually fatal. This technique is classified as an assassination technique because of the speed at which it is performed, despite the loud noise it produces. The piercing ability increases with the speed of the user and without a Time-Slowing Dojutsu the user is locked in place confined to running in a straight line to strike an opponent due to this technique dragging the user forward with it's momentum boosting them, for the duration of this technique to equate Samurai Levels of speed hence the assassination aspect. Jazz has, just like in the case of Chidori & Twin Chidori, removed the drawback of the technique thanks to her accelerated processing speed thanks to Transplanted Hyper-Genius Level Intellect granting boosting her processing to replicate time-slowing capabilities and due to that not suffering from the tunnel vision effect, even more so due to the fact that it is applied to not just her sight but all 7 of her senses allowing her to easily keep track of her own movement and react to any changes in the position of a potential target. Speed Tier of User - Raikiri Piercing Dmg - Lightning Elemental Physical Dmg Inflicted by Raikiri None - D - N/A D - C - N/A C - B - D B - A - C A - S - B S - SS - A SS - SSS - S SSS - SSS - S
Electrolocation Rank - Sensory Loss Duration in Posts (Total) D - 15 C - 12 B - 9 A - 6 S - 3 SS - 1 SSS - Immune
Name: Twin Raikiri Classification: Taijutsu Rank: SS-rank (Piercing Varies on Speed) Class: Offensive Range: Short
Description: Req. Forbidden Lineage - Lightning Release Armor + Transplanted Hyper-Genius Level Intellect active in 3 Senses as the pull of the technique is so great that Jazz needed heightened perception equivalent or greater to Time-Slowing/Muscle Tension in order to successfully process the speeds at which she is moving at. Following the same principles as the original technique this technique is simply utilizing two Raikiri on opposite hands which allows for more possibilities of the utilization of this technique in combat. the amount of time necessary to build up electricity for storage in her electric organs required for the activation of the Forbidden Lineage - Chidori is reduced from 3 Posts (Total) to eventually not even needing any prep time speeding up it's invocation in comparison to the original technique, while likewise removing the hassle of having to build up double the lightning materia necessary. In addition the twin or rather being able to use two Raikiri's at once doesn't extend only to Raikiri but likewise allows the user to apply Raikiri to any of the user's already learned Shape Manipulation or Elemental Nature Transformation variant of Chidori. The chirping increases creating a sort of echo effect causing those without an SS-rank sound muffling technique or the ability to lower the sensitivity of their hearing to only hear the chirping sound upon being formed. Those with sound sensory are more effected due to how sensitive their hearing is in comparison to others and can be deafened temporarily depending on how high their sound sensory technique is as a result when using this technique Jazz never extends her accelerated processing to her sense of hearing during it's utilization. It's function is the same as the normal technique in terms of speed to increase piercing even the damage cap is the same stopping at S-rank however if both Chidori are landed the victim will sustain an SS-rank of Lightning Release chakra damage. Sound Sensory/Rank - Deafening Effect Duration in Posts (total) - P.T Needed for Build up N/A - Only hear chirping sound and nothing else making tracking anything else via sound useless - N/A D - 5 - 3 C - 10 - 2 B - 15 - 2 A - 20 - 1 S - 25 - 1 SS/"Z" - 30 - 0 SSS/"X" - 35 - 0
Name: Forbidden Lineage - Raijinn Classification: Taijutsu Rank: SSS-rank (SSS-rank Lightning Materia Price) Class: Offensive Range: Short
Description: Req. Forbidden Lineage - Lightning Release Armor + Transplanted Hyper-Genius Level Intellect active in 3 Senses as the pull of the technique is so great that Jazz needed heightened perception equivalent or greater to Time-Slowing/Muscle Tension in order to successfully process the speeds at which she is moving at while needing the additional sensory mediums to balance her depth perception to successfully aim it. Raijinn can be considered the highest point of concentration of a Chidori bar none out of all of it's variants, in essence Raijinn concentrates electricity to the point that it actually draws in Lightning Materia from the environment in combination with the electricity stored within Jazz's electric organs to further sustain it at Echoing Flash speeds. Upon being formed the Lightning is an electric blue with yellow sparks being emitted from it however unlike the original technique there is no sound created upon it's formation. The user moves so quick that it almost seems as if they teleport while those with either 1 of the following (Raidengan/Ryukamigan) or 2 of the following (Muscle Tension, Time-Slowing Dojutsu, SSS-rank Reaction, SSS-rank Electrolocation Sensory Technique) can actually see the user's movement noticing the lightning bolt shaped formation of electricity localized to her hand. Upon striking a target the technique emits a sound like a thunder clap discharging the electricity which can pierce through even SSS-rank techniques to fry the victims body dealing an SSS-rank Physical based Lightning elemental damage. Depending on the user's skill level the speed of a Raijinn differs the more skilled one is the faster that this technique can be thrown out at to catch opponents. Skill - Things Needed to React in time to Dodge - Spd of Technique D - SSS-rank Spd - SSS C - SSS-rank Reaction/SSS-rank Electrolocation Sensory - SSS B - Muscle Tension + SSS-rank Spd - SSS+ (Echoing Flash Sam Lvl) A - Time-Slowing Dojutsu + SSS-rank Spd - SSS+ S - Muscle Tension/Time-Slowing + SSS-rank+ Spd - SSS+ "Z" - Eight Gates Formation, FTG or Muscle Tension/Time-Slowing Dojutsu + SSS-rank Str+Spd Tier Chain - SSS+ "X" - 2 of the Following (FTG, Eight Gates Formation, Premonition/Precognitive Dojutsu, Z-rank- Speed, SSS-rank++ Reaction) or 3 of the Following (Muscle Tension, Time-Slowing Dojutsu, SSS+ Reaction, SSS-rank++ Speed) or Z-rank Spd.
- Brain Charge Related:
Name: Brain Charge - Styx's Sadism Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: Styx was the daughter of the notorious Nyx Kukinorite and growing up she was exposed to harsh conditioning while kept isolated form the public eye due to the threat of the West Empire who were quite determined to wipe out any descendants of powerful shinobi to retain their hold over the Land of Beginnings. As a result she internalized the trauma and outwardly seemed like a well adjusted individual. However her true nature emerges upon the sight of blood triggering the same blood lusting impulses her mother had, except Styx's is much more frightening. While under the influence of her Sadist Passive Styx's eye become lifeless her face expressionless and mechanical while her intellect remains just as sharp she no longer thinks or expresses her emotions being ruled by cold hard logic. This causes her limits which affect her emotional state such as sanity, fear etc to become doubled increasing from 1/4th her Fatigue Limit to Half of her Max Fatigue Limit in size only when Sadist is active. Due to Jazz possessing the Brain Charge of Styx this was integrated into her personality and refined with her Transplanted Hyper-Genius allowing her to temporarily disable her pain receptors, granting her Pain Immunity at the cost of temporarily losing her sense of touch, allowing her to no longer be burdened by pain and thus no longer shy away from using techniques which damage her body, but only when Sadist is active if she so chooses. Extremely dangerous both to her opponents and herself Jazz under the effects of the blood frenzy effects of the Sadist passive is now a terror to encounter, however if she is knocked unconcious or turns of her pain receptors for too long this effect will become permanent resulting in her losing her sense of touch. Rank - P.T per topic Pain Receptors can be disabled for before it becomes permanent. D - 5 C - 10 B - 15 A - 20 S - 25
Name: Hyper-Genius Level Intellect: Unnatural Intelligence Classification: Kinjutsu Rank: B-rank Class: Supplementary Range: Self
Description: Thanks to the Brain Charge which granted Jazz and increase in intellect she had become something of an aberration within the natural order. To make things worse thanks to her perfect recall extending up to her muscle memory she has discovered that her muscles don't necessarily forget the movements she makes. This allows her retention skills to extend to her kugujutsu more specifically the movements she uses to trigger her Purple Secret Techniques which are known as "queues". She is able to perfectly replicate specific queues done within a set interval of time depending on her skill level, while using her age as a time modifier as while she gets older and her brain grows her memorization skills likewise increase. They would normally decrease with age however thanks to her soulless heritage ensuring the remains in her prime until her death she doesn't suffer the potential regression of her memory skills. Rank - Queues Memorization prior to this techniques use (Age Modifier) D - 1 IC topic Prior (0-4 = 1x) C - 2 IC topics Prior (5-10 = 2x) B - 3 IC topics Prior (11-15 = 3x) A - 4 IC topics Prior (16-20 = 4x) S - 5 IC topics Prior (21 Till Death = 5x)
- Thread Release:
Name: Thread Soul: Earth Grudge Fear Classification: Soul Tech/Kinjutsu/Fuinjutsu Rank: B-rank (B-rank Blood, B-rank Chakra Price & Variable Materia Price Per Mask) Class: Supplementary Range: Self (Jiongu Masks) Short-Mid (Jiongu Threads), Varies (Worn Jiongu Masks)
Description: The Earth Grudge Fear is a secret kinjutsu that Jazz managed to replicate upon gaining Thread Release in her Soul Core which transforms the Jazz's skin muscles into something similar to that of a rag-doll's, held together by hundreds of thick black threads while altering other parts of her body though to a lesser degree than Thread Release: Earth Grudge Fear due to this technique not requiring medical knowledge past an understanding of anatomy mixed with a heavy utilization of fuinjutsu. Jazz's blood is no longer stored within her body and is now instead all stored within her now pitch black heart, likewise her heart & her other organs gain gray thread patterns woven into them which resemble fuinjutsu which essentially acts to "pump" blood from her heart (which continues beating like normal) into the organs to take the place of their circulatory system. Her chakra coils remain in the same spots along with Tenketsu which can be identified by knots within the numerous threads inside of her body while her Eight Gates are larger knots each around the size of a walnut, her Nen Pathways are perfectly untouched by this technique due to still being within her brain. While in this form in addition to being able to split the parts of her body around her joints into threads to lengthen her body parts &/or attack and defend. Jazz is also able to assimilate objects that breach her skin by sewing them into her body her threads adapting and being able to manifest the object at will but only if they had been incoming at Samurai Lvl Speed equal to or below her rank. An Example being a knife which was formerly a real weapon is stabbed into Jazz's arm while she is a Genin piercing through her defense tiers at C-rank speed, it is promptly assimilated by the threads and now it can be reconstructed by her threads her joints or from the location of any injuries breaking her skin while still retaining the original strength of the object as well as any abilities it once had (Can not assimilate elemental or living weapons). These threads are an extension of the musculature and are made out a material which is like no other natural material in the world as it doesn't posses inter-molecular forces nor is made out of any natural mineral thus making it not susceptible to magnetism while being capable of integrating objects speeds equal to her rank capping at S-rank speed at S-rank. Jazz managed to isolate exactly what the substance comprising these threads are creating a Carve (race/animal based materia) which she has named Jiongu. The most significant aspect of these threads is that they granted her a form of immortality, although he declined to think of it that way. In addition to sewing up his injuries, he could use the threads to tear into a victim's body, steal their still functioning organs, and integrate them into his own body, thus extending his life. Jazz can utilize this method to steal hearts from powerful shinobi (Each heart containins an addition S-rank of Blood & the chakra nature of the heart stolen), and was able to store up to five spare hearts in his body at any given time, meaning that all hearts must stop functioning in order for Jazz to die. These hearts are notable as they turn pitch black and have gray threads woven into them resembling fuinjutsu while each has a pure white bar-code on it's back. The number of Extra Hearts Jazz can have at once is dependent on her rank and each of them will increase her over all lifespan by 5 additional years due to her being a clone which halved the life expectancy from a transplanted heart (+10 Years normally) once. Rank - Number of Hearts - Total No. Of Hearts (Lifespan Increased by) D - 1 - 2 (+5 Years) C - 2 - 3 (+10 Years) B - 3 - 4 (+15 Years) A - 4 - 5 (+20 Years) S - 5 - 6 (+25 Years)
Name: Jiongu Puppetry Style Classification: Fighting Style Rank: B-rank (B-rank Blood, B-rank Chakra Price & Variable Materia Price Per Mask) Class: Supplementary Range: Self (Jiongu Masks) Short-Mid (Jiongu Threads), Varies (Worn Jiongu Masks)
Description: By honing her skills and applying her utilization of puppetry to the Earth Grudge Fear technique Jazz has developed a new style of puppetry revolving around the manipulation of the Jiongu threads comprising her body and the creation of special containers which store her acquired hearts, one each, known as "Jiongu Masks". Hearts can only be obtained within a set amount of time otherwise they become unusable and thus worthless to the user & due to being hearts and not brains this technique is only able to record the rank of the elemental techniques said original owner of the heart possessed with the heart often creating new techniques which share the exact rank of the original techniques due to not "remembering". Depending on Jazz's skill level the amount of techniques recorded varies & regardless of the techniques that said heart knows not only do they take slots from Jazz's technique limit but the masks are unable to use techniques a higher rank than Jazz is currently. These masks are comprised of Jiongu threads which have been woven around themselves so compactly that they become rigid and seemingly completely solid to the touch. Likewise they differ from the rest of the Jiongu threads due to them being pure white however when a heart is stored within them they can gain additional colors, Jazz's Jiongu Masks are known as Dragon, Kitsune, Oni, Kappa & Tengu each of them being resembling the facial structure of the mythical beasts which share their name. When not in use all of the masks are arranged in a pentagram on her back partially sunken in while their features become more flattened for easier storage. Using them & the thread's Jazz is able to manipulate her puppets in two different ways the first and primary way of doing so is by placing one of the Jiongu Masks on a target this causes it's size to increase or decrease to fit over the puppet snugly while if the target is either a corpse or currently alive the threads will burrow into their skull to hijack their brain. With a corpse this occurs instantly while a living target can delay their minds being hijacked with Barrier Tiers however they can completely resist said hijacking effect if they possess Barrer+Defense Tiers. Once the link has been established the puppets are unable to be manipulated by anything other than the masks even if chakra strings, puppet sync or even chakra receivers are buried within them. This effect remains active as long as the hearts within Jiongu masks are not destroyed and while worn by puppets they constantly beat, while any puppet is being manipulated by them they can draw from the heart's blood reserves to fuel techniques which require life-force. The second method is by extending out the Jiongu threads comprising her body out like chakra strings in order to manipulate puppets up to a set distance away from the user. Rank - P.T to Integrate Heart - Barrier Tiers (Hijacking Delay/Def+Bar Chain Req. for Immunity) - No of Tech Slot's Retained D - 5 - 7ft - 10 - 1/5th C - 10 - 15ft - 20 - 1/4th B - 15 - 25ft - 30 - 1/3rd A - 20 - 35ft - 40 - 1/2 S - 25 - 45ft - 50 - All
Mask Name - Element Heart Possesses Dragon - (Insert Element) Kitsune - (Insert Element) Oni - (Insert Element) Kappa - (Insert Element) Tengu - (Insert Element)
Name: Thread Soul: Strings Classification: Soul Tech Rank: D-rank Class: Supplementary Range: Short-Mid
Description: Jazz channel chakra through out her body but primarily to her finger tips resulting in multiple threads which split apart and can be utilized to manipulate puppets stemming from the Jiongu Puppetry Style. This technique focuses on determining the maximum distance these threads can reach & the ratio of threads to puppetry slots both of which are determined by the user's rank. These threads differ from the normal Jiongu threads as they are comprised of thread release chakra rather than the Jiongu materia, this makes them invisible to naked eye-sight and instead only visible to those who possess chakra vision. Rank - Thread to Slot Radio (Thread:Slot) - Max Distance of Jiongu Threads - Max No. of Jiongu Thread's for Puppetry D - 5:1 - 7ft - 10 C - 4:1 - 15ft - 20 B - 3:1 - 25ft - 30 A - 2:1 - 35ft - 40 S - 1:1 - 45ft - 50
- Psionic Release:
Name: Psionic Release: Chakra Scalpel Technique Classification: Medical Ninjutsu Rank: B-rank Class: Supplementary/Offensive Range: Short
Description: This medical technique forms one's chakra into a small, sharp blade while cycling psionic release through it. This can then be used for highly accurate incisions necessary for brain surgeries and anatomical dissections while targeting one's neurons and neural synapses. Unlike regular scalpels, the chakra scalpel can actually make cuts inside the body without actually creating an open wound, limiting the risks of an infection. The chakra scalpel can also be used offensively, although it requires great precision to be effective though in comparison to the original it has slightly more of an offensive presence due to being able to target neurons inflicting C-rank pain on a victim even if the strike just did superficial damage. Usually in heated combat the user lacks the calmness to make fatal cuts, Jazz while under the effects of Hyper-Genius Level Intellect: Styx's Sadism efficiency with utilizing this technique to target lethal points is not compromised in the slightest. Outside of that she can still effectively sever neurons and disrupt the victims nervous system, rendering the target unable to feel in the location targeted and if key areas such as joints are targeted complete paralysis below the joint cut. Due to it's use in surgery it possesses defense bypassing abilities however it can be blocked easily if the user possesses spiritual defenses equal or above it's rank to simply sustain C-rank spiritual damage. Rank - Death Points while under the effects of Styx's Sadism D - Heart, Reactor Core, Brain C - D-rank Points in addition to Soul Core, Lungs B - D & C-rank Points in addition to Spine, Jugular A - D, C & B-rank Points in addition to Kidneys, Liver S - D, C, B & A-rank Points in addition to Larynx, Subclavian Artery.
Name: Psionic Release: Psychometric Sensory Classification: Fighting Style Rank: B-rank Class: Supplementary Range: Self, Contact (Jazz's Chosen Sense)
Description: Jazz was looking for ways to utilize her Psionic Release yet all of her findings only spoke about telepathy or telekinesis with only sprinkles of information on the other aspects of Psionic capabilities. As a result she decided to hone her own latent Psionic abilities taking inspiration from Castilion's ability to develop her 8th sensory base known as Psychometry. Using her psychometry Jazz is able to obtain historical memories or sensations concerning beings and objects they can observe by their senses respectively. Psychometry while being a sense of it's own works best via another sense With objects she gain the knowledge including the makers, users, and even those who have on passing used the object, and what has been done with it but only if said object is not Nen resistant. With living beings, corpses, or parts of the body the user learns their general life-history, but doesn't gain anything of what they were thinking or feeling. Only those with above average intellect have the mental processing to actually comprehend & understand what they discover via psychometric means while they are only able to obtain the historical memories of corpses or body parts as a living being would only give them the various sensations associated with their past instead which can be completely shut out if the target has Barrier Tiers. Depending on her rank the number of topics this recollection of historical memories & sensations varies with the level of her intelligence acting as a modifier. In regards to objects it features the topics said objects have been in with the first IC location they are mentioned in being the one directly after them being created unless it is an object with an actual history behind it it uses her Transplanted Hyper-Genius to determine the rank of an object psychometric sensory can be used on. Rank - Past Topics Historical Memory/Sensation Recall (Genius/Super-Genius/Hyper-Genius Modifier) D - 1 IC &/or Past Topic Prior to when used. (2 Topics, 3 Topics, 4 Topics) C - 2 IC &/or Past Topics Prior to when used. (4 Topics, 6 Topics, 8 Topics) B - 3 IC &/or Past Topics Prior to when used. (6 Topics, 9 Topics, 12 Topics) A - 4 IC &/or Past Topics Prior to when used. (8 Topics, 12 Topics, 16 Topics) S - 5 IC &/or Past topics Prior to when used. (10 Topics, 15 Topics, 20 Topics)
Last edited by Aurielle on 21st December 2015, 5:26 am; edited 2 times in total (Reason for editing : The Forbidden Lineage are all supposed to be Taijutsu) | |
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