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Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Hakagakure Npc 7th October 2014, 3:34 pm | |
| Personal Info Name: Hulk Hugo Gender: Male Birth Country: Land of Graves Village: Hakagakure Rank: Hunter-Nin Appearance:- Spoiler:
Yakuza NPC Dakar NPC Genetic Structure: Life Release Core: Lightning TechniquesGenetic Structure:- Spoiler:
Name: Genetic Elementalization Classification:Ninjustu Rank: D-Rank (Can only be used by Dakar) Class: Supplementary Range: Self
Description: The Dakar each have the Life Release genetic structure which comprises their body allowing their life release techniques to not require a chakra price in exchange for being able to create and utilize physical damaging life release techniques. However a Dakar's genetic structure is incomplete this is due to their Core being clear at birth, it is only upon the Dakar gaining an element that they are capable of utilizing chakra based life release for no cost with them learning a Fighting Style which entails combining their Life Release with their Core Element to give their bones the properties of said element. A Dakar can only choose a core element once in their lifetime which is done by surviving an elemental based technique after being hit by it.
Name: Genetic Structure: Element Hybridization - Energized Bones Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: This is the next step after a Dakar has obtained an element in their core they use this technique to create a specific fighting style which combines both their Life Release with the Core Element to produce a unique Elemental Life Release Fighting Style which is capable of being utilized without hand seals in order to utilize the techniques under it in battle. Hugo's involves combining his genetic structure with Lightning release resulting in bones which can retain the electric current running through them overtime like a battery while likewise being capable of conducting electricity through them. Rank of User - Electricity Retention (In Turns) D - 1 C - 2 B - 3 A - 4 S - 5
Life Release - Spoiler:
Name: Energized Bones: Life Release Armor Classification: Rank: S-rank (S-rank Activation Price) Class: Supplementary/Defensive Range: Self
Description: The user wraps their body in an exoskeleton of Energized Bones which is then coursed with lightning chakra that, instead of being used offensively, is used to electrically stimulate the user's nervous system granting them S-rank Reaction speed. The technique speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed (S-rank). This mode, combined with taijutsu, allows the users to utilise nintaijutsu. When using the Armour at full power, meaning alongside the user's natural tiers, it causes the tips of the user's hair to spike up and their reflexes are said to be comparable to those with Muscle Tension, making it difficult even for the Kyougan to keep up with them. Like all Release: Armor variants this technique benefits when applied with peak levels of physical prowess as it boosts them to be on part with Sam. Level Tiers. This techniques activation is dependent on the user's skill level due to the electricity retention abilities of Energized Bones & the user's Endurance Tiers, likewise due to surrounding their body with Lightning the user is encased in it requiring a S-rank Defense Piercing technique strong against Life release to even damage them. Furthermore thanks to actually being encased in an exoskeleton of bone the user is capable of benefiting from damage dampeners revolving around the genetic structure of the Dakar's skeleton such as Marrow Infusion. Rank - Duration in P.T till Re-Activation Price is Req. (Endurance Modifier) D - 1 (+1) C - 2 (+2) B - 3 (+3) A - 4 (+4) S - 5 (+5)
Fabrication:- Spoiler:
Name: Reject Classification: Fabrication Rank:C-rank Class:Supplementary Range:N/A
Description:The Dakar sees ahead of what would happen and predicts the move of his/her opponents allowing them to efficiently "reject" that fate and reverse time back to before the opponent made that move. Similar to all other get out of jail free cards this technique is only capable of being used ONCE per topic.
Taijutsu:- Spoiler:
Name: Break-Dancing Classification: Fighting Style Rank: D-Rank Class:Supplementary Range: Varies, Contact (Knock-Back)
Description: A unique fighting style which is based on dancing and rhythm incorporating that into taijutsu resulted in something that is both flashy and effective. The user typically moves to the beat of his/her "Rhythm" and whenever actual music is being played this fighting style becomes much more effective requiring a Time-Slowing dojutsu to react in time to the user's strikes. Usually however unless the opponent has telepathy or brain wave sensory this fighting style is incapable of being read by Muscle tension due to the erratic movements which make sense only if you are listening to their "Rhythm". Break-Dancing as a fighting style can be quick and flashy like lightning and when users strike they often move in a angular yet erratic nature causing victims without equivalent speed or high perception to be unable to notice when he/she is moving in for an actual strike or is merely fucking around. This fighting style is very acrobatic utilizing spins and flips to either make the user's incoming Break-Dancing Taijutsu seem faster and thus require reaction tiers to react to, or an incoming Break-Dancing Taijutsu to be empowered by the user's fall speed in order to deal extra knock-back to opponents. However it requires impressive skill and co-ordination in order to pull this style off as if unskilled trying to do too much will result in a 50:50 chance of it succeeding, however even if it does the user typically lands wrong resulting in half the damage dealt back to them as physical recoil. Rank - Max No. of Spins (Reaction Req. to React to Next Strike) - Flip Spd (Additional Knock-Back) D - 1 (1-rank Below Tier++) - D (+1 ft) C - 2 (Tier-) - C (+2 ft) B - 3 (Base Tier) - B (+3 ft) A - 4 (Tier+) - A (+4 ft) S - 5 (Tier++) - S (+5 ft)
Name: Break-Dancing: Swift Top-Rock Classification: Taijutsu Rank: D-Rank Class:Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with shinobi speed, this technique was born allowing the user to move at D-rank speed yet if subjected to knock-back from either a D-rank technique or Strength tiers below C-rank they can temporarily have a speed boost up to Swift Release albeit for half of the distance they usually cover in 1 P.T
Name: Break-Dancing: Bullet Top-Rock Classification: Taijutsu Rank: C-Rank Class:Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with shinobi speed, this technique was born allowing the user to move at C-rank speed yet if subjected to knock-back from either a C-rank technique or Strength tiers below B-rank they can temporarily have a speed boost up to Bullet Release albeit for half of the distance they usually cover in 1 P.T
Name: Break-Dancing: Crashing Top-Rock Classification: Taijutsu Rank: B-Rank Class:Supplementary Range: Self
Description: When one talks about Top-Rock it generally refers to foot movement performed from a standing position, relying upon a mixture of coordination, flexibility, rhythm, and most importantly, style. It is usually the first and foremost opening display of style, and it serves as a warm-up for transitions into the more acrobatic maneuvers of downrock. By using it along with shinobi speed, this technique was born allowing the user to move at B-rank speed yet if subjected to knock-back from either a B-rank technique or Strength tiers below A-rank they can temporarily have a speed boost up to Swift Release albeit for half of the distance they usually cover in 1 P.T
Kenjutsu:- Spoiler:
Name: Kendo Classification: Kenjutsu Rank: D Class: Offensive/Supplementary Range: Self
Description: One of the ancient styles of Kenjutsu which was rendered extinct during the Era of Warring States due to the shinobi of that time fearing the samurai who practiced this style. Unrefined Kendo is applicable to any sort of Kenjutsu as it is simply the art of swinging a blade with all of ones force from an elevated position and attack in one powerful motion typically with both hands on the hilt in order to cut through all which dare approach them. The speed of the swing is done with strength and yet so quick that depending on the spacing it can outspeed incoming kenjutsu techniques to finish drawing to intercept them before they reach the individual. Likewise due to using two hands rather than one it is incapable of being blocked unless by a parrying technique above the rank of the kenjutsu technique used alongside Kendo or if the opponent has Sam. Level strength tiers equal to the strength of the user's swing. To all others they either have their weapon cut through while being sliced apart without any pause or if their weapon is of high enough quality it can merely break while preventing them from sustaining the damage due to dispersing the force from the strike. Strength Tier - Outspeeding Proximity (Speed Outsped) - Weapon Rank Shattered (Phy Resist Req. to disperse force) D - 6 inches (Equal Rank-) - D (C) C - 1 ft (Equal Rank) - C (B) B - 2 ft (Equal Rank+) - B (A) A - 3 ft (Equal Rank++) - A (S) S - 4 ft (1-rank Above-) - S (Above S)
Name: B-Boy Way of Kendo Classification: Fighting Style Rank: C (Variable Stamina Price) Class: Offensive/Supplementary Range: Self (Req. Bokken), Contact
Description: An ancient Kenjutsu style which had thought to have been wiped out by the shinobi during the era of warring states, Kendo is typically used in combat with opponents much faster than the user. Using their strength tiers the user swings their weapon causing them to boost the speed of their slashes due to their impressive strength. Fighting in such a way however often leaves a user vulnerable to those with the reaction tiers to capitalize on it as a result the Way of Kendo requires extreme power to reduce said openings. In addition due to each blow being back by strength each strike is potentially fatal, typically breaking through weapons and armor to slice opponents apart with physical crushing force (defense piercing) equal to the user's strength. Break-Dancers however learned how to utilize Kendo even with the absence of strength utilizing Flips and the pull of gravity or Spins and the conserved momentum to generate enough force to match a normal Kendo strike. When utilizing both Flips/Spins as well as strength tiers this style of Kenjutsu is able to showcase it's true power. Due to the need for added force in order to properly connect with an opponent this fighting style always results in an additional stamina price based on the rank of the technique being used when utilized with flips/spins. No. of Spins/Flips - Reaction Tiers req. to capitalize on opening (Minimum Rank if Flip/Spin + Strength) 1 - Equal Rank- (D) 2 - Equal Rank (C) 3 - Equal Rank+ (B) 4 - Equal Rank++ (A) 5 - 1 Rank Above- (S)
Rank of B-Boy Way of Kendo Technique - Additional Stamina Price (End. Tiers to Negate Stamina Price) D - 1 (D) C - 2 (C) B - 3 (B) A - 4 (A) S - 5 (S)
Berserk Mode:- Spoiler:
Name: Beasts Strength Classification: Taijutsu Rank: D-Rank Class:Supplementary Range: Self
Description: The user naturally posses an inhuman strength which allows them to preform tasks that would seem impossible. They are able to smash through D-rank defensive structures with brute strength as well as easily lift objects like large rocks or the average sized opponent.
Name:Shock Wave Classification:Taijustu Rank:D-rank Class:Offensive Range:Short
Description:Because Dakar constantly leak out excess chakra they had to find a way to utilize that excess chakra as an offensive move creating Shock Wave. In recent times now every time they strike an object they release all of the excess chakra in their body at that point causing either a powerful knock back pulse all around their body when they strike inanimate objects, or have the ability to immobilize an opponent as their body goes through shock for one post.
Name: Berserk Mode Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: Every Dakar is capable of harnessing their lost genetic potential from their origins as a Chakra Beast unlike their Soulless and Inkan brethren. This ties directly into their Zodiac Sign as their Beserk Mode always resembles their Zodiac Sign in some way. While utilizing their Beserk Mode, Dakar utilize their strength to their fullest potential while likewise switching over their body to function closer to what they were created from. This is a double edge sword as it is taxing on a Dakar's body to do such but for most they see the gains as worthwhile to use it in combat. This technique acts as a Gateway to facilitate the Berserk series of Dakar techniques. Sanity - Effect on Dakar Full - None 3/4th of Max- Odd, often rambles about seemingly pointless topics 2/3rd of Max - Weird, twitches when not active Half of Max - Sociopathic, allies are now inconsequential in battle and if the opportunity arises will be targetted by the user. 1/3rd of Max -Crazy, unable to target the same opponent or ally twice in a row per turn if in a one vs one Dakar will either miss or target a random object instead. 1/4th of Max - Insane, unable to utilize offensive, defensive, and supplementary techniques twice in a row and must constantly switch between them. If unable to do so Dakar can (and often will) attack themselves to reset the line up or simply do nothing for a turn. Empty - Maniac prone to damaging others as well as self harm, the effects of all others above stack. Requires a Medical Genjutsu technique which revolves around restoring sanity.
Name: Berserk Mode: Sanity Limit Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self
Description: Dakar have certain levels of control, the less control they have over their sanity while using Beserk Mode the more powerful it becomes yet the greater threat they are to everyone around them and the harder it is for them to regain their sanity and restore themselves to normal before Beserk Mode ends. This is monitors by something called a Sanity Limit which is always 1/4th of the Dakar's max fatigue limit with a skill level modifier. Each technique of Beserk Mode consumes from the Dakar's Sanity Limit and after a certain threshold the Beserk Mode: Beserker State versions become available for use. Type of Dakar - Sanity Limit - Rank Modifier Dakar - 13 - D (+5) Dakar Human Hybrid - 17 - C (+10) Dakar Zireh Hybrid - 20 - B (+15) Dakar (D) Human (R) Tri-Hybrid - 15 - A (+20) Dakar (D) Zireh (R) Tri-Hybrid - 17 - S (+25) Dakar True Hybrid - 27 - "Z" (+30), "X" (+35) *(Insert Character Name)'s Total Sanity Limit =
Name: Berserk Mode: Beserker State Version Cero Classification: Taijutsu Rank: D-rank (Fatigue Price Varies) Class: Supplementary Range: Self
Description: This is the technique which restores a Dakar to their normal form forcibly ending Beserk Mode. Constant use of Berserk Mode while effective to bolster a Dakar's physical prowess is damaging to one's sanity as a result this technique was created to end the Beserker State so as not to pass over their threshold. Depending on the user's skill level after learning this technique they are actually capable of reverting out of Berserker State freely however if not it costs fatigue to do so. Rank - Berserker State (Capable of Free revert) - Fatigue Price D - Uno - 1 C - Dos - 2 B - Tres - 3 A - Cuatro - 4 S - Cinco - 5
Name: Berserk Mode: Beserker State Version Uno Classification: Taijutsu Rank: D-rank (-1 Sanity per turn) Class: Supplementary Range: Self
Description: Req. At least Full Sanity Limit. The Dakar transforms into their berserk mode increasing their strength to be able to compete with equal rank Strength using Samurai while decreasing their speed by 1-rank. While utilizing Version Uno the Dakar becomes resistant to D-rank mental defense piercing genjutsu while likewise being capable of ignoring the damage dealt to their body if it is chakra based albeit being hurt by it unless they are dealt fatal damage.
Name: Berserk Mode: Primer paso Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Short
Description: Dakar who utilize Berserk Mode have learned not to utilize their natural speed but rather project themselves through the air using their strength. This requires a Dakar to first crouch before kicking off the ground resulting in a harsh cracking sound which causes those within a foot of the user to be deafened for 1 post (total) with those with sensitive hearing being deafened for double the duration. The user bursts forward like a rocket at D-rank speeds leaving an imprint of their foot on the surface they kicked off of.
Name: Shatter Rend Classification:Taijutsu Rank: C-Rank Class:Supplementary Range: Self
Description:The Dakar naturally posses an inhuman strength which allows them to preform tasks that would seem impossible. They are now able to smash through C-rank defensive structures with brute strength as well as easily lift boulders or throw heavy opponents.
Name: Inhuman Strength Classification:Taijutsu Rank: B-Rank Class:Supplementary Range: Self
Description: The Dakar are not human and now they have made that clear. This justu allows the Dakar to smash through B-rank defensive structures with brute strength as well as uproot trees and do other things which require that amount of strength.
Name: Lairat Classification: Taijutsu (Nintaijutsu) Rank: A-rank (Damage Varies) Class: Offensive Range: Contact (Impact), Varies (Range)
Description: The user charges at their opponent, striking them with a Lariat move, which can be coated in Chakra or both to deal added damage. A successful strike can blow away a target's entire chest with a direct hit if they do not possess defense tiers equal to the users strength in its base version. The attack is rather straightforward, but very quick, powerful and is easily capable of knocking down an opponent without them being able to react in time to dodge. Due to how the move is triggered as in order to have a prayer of dodging the charge, the victim must possess a Time-Slowing Dojutsu/Muscle Tension with Speed tiers equal or above the user. When used in conjunction with a coating however, this technique deals additional damage equal to the rank of the technique being used as said coating in the damage type the coating utilizes. When used with Lightning Release: Lightning Release Armor, this technique requires victims to either have Reaction Tiers equal to the user's movement speed or possess Speed Tiers 1-rank above their own own to dodge it successfully.
Nintaijutsu - Spoiler:
Name: Drop-Kick Classifaction: Nintaijutsu Rank: D-rank Class: Offensive Range: Short
Description: A powerful drop-kick which sends an impacted opponent flying dependent on the user's strength tiers, when used in conjunction with Lightning Release: Chakra Enhancement, Chakra Mode or Armor it's true power is shown. In the case of the former the opponent is dealt additional Lightning Release chakra based damage upon impact while in the case of the latter the victim sustains additional defense piercing Lightning Release damage, both dependent on the user's strength tiers. Victims hit by this technique can sustain additional damage as they fly through the air if they impact something during their flight, and in order to not be knocked flying victims must possess Strength tiers 1-rank above the user's to anchor themselves in place due to it being a combination of both speed and power. Strength - Knockback Dealt (ft) None - 1 D - 5 C - 10 B - 15 A - 20 S - 25
Name: Iron Claw Classifaction: Nintaijutsu Rank: D-rank Class: Offensive Range: Contact
Description: This move simply entails the user squeezing the target's face with their hand, while their body is infused with Lightning Release chakra, grabbing them and lifting them off the ground, the sheer pain often causing victims to desperately claw at the arms for her to release them. Only those with Pain Tolerance or Pain immunity or a Pain Resistance technique equal to the force being exerted by the user's strength tiers, can remain rational enough to techniques when grabbed by this technique. This technique shows it's true power when coated with chakra in the case of the former the opponent is constantly shocked with lightning upon being grabbed unless they possess D-rank Endurance Tiers to resist the added effect. In order to escape victims must forcibly break the user's grip requiring them to possess higher strength tiers than she does to do so. Strength Tier - Shocking Damage D - D C - D B - C A - B S - A
Name: Guillotine Drop Classifaction: Nintaijutsu Rank: C-rank Class: Offensive Range: Contact, Short (Crater)
Description: After covering himself in either his Lightning Release: Chakra Enhancement, Chakra Mode or Armor, the user jumps into the air above their opponent and performs a downwards kick, using the momentum of the fall to increase the power behind the attack. This creates a crater dependent on the speed of the attack while due to the user falling downward thanks to gravity victims must possess Speed tiers above the user's to successfully dodge it or risk being smashed into the ground. This technique shows it's true power when coated with chakra in the case of the former the opponent is dealt additional Lightning Release chakra based damage upon impact while in the case of the latter the victim sustains additional defense piercing Lightning Release damage, both dependent on the user's strength tiers. Strength - Size of Crater (ft radius) None - 1 D - 5 C - 10 B - 15 A - 20 S - 25 SS - 30
Name: Liger Bomb Classifaction: Nintaijutsu Rank: B-rank Class: Offensive Range: Contact, Mid (Crater)
Description: After covering himself in his Lightning Release: Chakra Enhancement, Chakra Mode, Armor, the user grabs his opponent and lifts them high up into the air. Then, using his extreme strength, he smashes them head first onto the ground in what resembles a power-bomb maneuver. This is devastating enough to shatter a large area of the ground itself on impact and can often kill an opponent if they do not possess Defense tiers equal to the strength the user smashes them on the ground. This technique shows it's true power when coated with chakra in the case of the former the opponent is dealt additional Lightning Release chakra based damage upon impact while in the case of the latter the victim can be used to break through defensive structures such as barriers to equal to the user's strength resulting in the victim sustaining additional damage dependent the type of defensive structure they smashed through. (I.e smashing a victim through a B-rank earth wall made from chakra, results in the victim sustain B-rank Earth Release chakra damage) Strength - Size of Crater (ft radius) None - 5 D - 10 C - 20 B - 30 A - 40 S - 50
Name: Lightning Oppression Horizontal Classifaction: Nintaijutsu Rank: A-rank Class: Offensive/Defensive Range: Short, Long (Knockback)
Description: After covering themselves in their Lightning Release: Chakra Enhancement or Lightning Release: Chakra Mode, the user performs a simple backhanded horizontal chop against their opponent, which is powerful enough to cut a victim without Defense Tiers 1-rank higher than the strength the user used to back the chop, clean in half. Likewise it is capable of being used as a defense technique with the user using it to backhand incoming physical or chakra based techniques equal to their strength tiers (as well as their equivalents in other damage types) knocking them flying a set amount of feet before they detonate. In order to do such the user has to equate the speed the technique is moving, using either Reaction Tiers & a Time-Slowing Dojutsu/A-rank Sensory or 2 types of sensory techniques to successfully deflect it to either the left or right of their body depending on which arm one uses. This technique shows it's true power when coated with chakra in the case of the former the opponent is dealt additional Lightning Release hybrid based damage upon impact while in the case of the latter the victim is dealt additional defense piercing Lightning Release damage, both being dependent on the user's strength tiers. Strength Tier - Technique Knockback (ft) None - 10 D - 20 C - 40 B - 60 A - 80 S - 100
Name: Lightning Oppression Horizontal Chop Classifaction: Nintaijutsu Rank: A-rank Class: Offensive Range: Short
Description: Covered in Lightning Release Armor or Energized Bones: Bone Armor, the user leaps from a high vantage point and performs a simple yet powerful horizontal chop on their opponent from above, seemingly using the momentum gained in the previous fall to increase the force behind the strike. Dependent on how high up the user is prior to falling the damage dealt by this strike on an opponent is magnified by a fall damage modifier and it is only due to the defensive ability granted by the user's chakra that they is unharmed. This technique shows it's true power when coated with chakra in the case of the former the opponent is dealt additional defense piercing Lightning Release hybrid damage upon impact while in the case of the latter upon impacting the ground those all of those within a set amount of feet both on the ground & underground are dealt defense piercing Life Release damage if they are within range. Fall Height (ft) - Fall Dmg Modifier - Crater Radius (Depth) 5 - 1x - 5 ft (10 ft) 10 - 2x - 10 (20 ft) 20 - 3x - 15 (30 ft) 40 - 4x - 20 (40 ft) 80 - 5x - 25 (50 ft)
Lightning Release- Spoiler:
Name: Lightning Release: Chakra Enhancement Classification: Nintaijutsu Rank: B-rank (B-rank Chakra Price each P.T) Class: Supplementary Range: Self
Description: The predecessor to the Lightning Release: Chakra Mode though rarely put into practice unless one has an High or Very High Lightning Affinity, or in Hugo's case a deepened connection thanks to his genetic structure incorporating the Lightning Release from his core. This technique is fairly draining to keep active however it can be utilized to bolster the user's Speed & Reaction Tiers to B-rank Levels while allowing the user to preform Nintaijutsu techniques but unlike it's successors does not apply lightning release to Taijutsu techniques to convert them into Nintaijutsu techniques.
Name: Lightning Release: Chakra Mode Classification: Nintaijutsu Rank: A-rank (A-rank Chakra Drain Each Post) Class: Supplementary/Defensive Range: Self
Description: The user wraps their body in a layer of lightning chakra using chakra flow that, instead of being used offensively, is used to electrically stimulate the user's nervous system granting them increased perception (A-rank), which when used with natural tiers to make them on par with samurai. The technique also speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed (A-rank), which when used with natural tiers to make them on par with samurai. This mode, combined with taijutsu, allows the users to utilise nintaijutsu (Lightning Release Defense Piercing). When utilizing this technique alongside actual Nintaijutsu techniques however it allows opponents feel additional pain when electrocuted by the user's hits. Strength Tier - Pain Due to Electrocution D - D C - 2 D B - 4 D A - C S - B
Name: Lightning Release: Lightning Release Armor Classification: Nintaijutsu Rank: S-rank (S-rank Activation Price) Class: Supplementary/Defensive Range: Self
Description: The user wraps their body in a layer of lightning chakra that, instead of being used offensively, is used to electrically stimulate the user's nervous system granting them S-rank Reaction speed. The technique speeds up neural synapses to react faster, and to push physical prowess to the absolute limit, allowing for tremendous raw speed (S-rank). This mode, combined with taijutsu, allows the users to utilise nintaijutsu (Lightning Release Defense Piercing). When using the Armour at full power, meaning alongside the user's natural tiers, it causes the tips of the user's hair to spike up and their reflexes are said to be comparable to those with Muscle Tension, making it difficult even for the Kyougan to keep up with them. Like all Release: Armor variants this technique benefits when applied with peak levels of physical prowess as it boosts them to be on part with Sam. Level Tiers. This techniques activation is dependent on the user's Skill Level & Endurance Tiers, likewise due to surrounding their body with Lightning the user is encased in it requiring a S-rank Defense Piercing technique strong against Lightning release to even damage them. Rank - Skill Modifier (Posts Total) - Endurance Tier (Modifier) N/A - N/A - None (Constant Duration Price to keep active) D - +0 - D (+1) C - +1 - C (+2) B - +2 - B (+3) A - +3 - A (+4) S - +4 - S (+5) Hugo's No. of Posts before Chakra Price req. after activation = 2 P.T
*********************** - Past is Past:
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