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| Colt's Techniques | |
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Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Colt's Techniques 26th November 2014, 12:10 am | |
| Ninjutsu - Spoiler:
Name: Lightning Release: Lightning Set Classification: Kenjutsu Rank: B-rank (Chakra Price Varies) Class: Supplementary Range: Contact, Varies (Post Infusion)
Description: An advanced Chakra flow technique involving coursing lightning release chakra into a weapon in order to imbue it with Lightning Release defense piercing of variable levels depending on how much chakra is spent. Superior to the usual process of maintaining contact with said weapon this technique was created in order to have said material retain it's charge over a set time period. The duration in question is primarily based on the quality of the material with things which are electricity resistant holding the charge for half the usual time period, if they are not destroyed by the influx of lightning release chakra, things which are electricity conductive holding the charge for double the usual time period, while things which are both electricity conductive as well being made from chakra conductive materials holding the charge for triple the usual time period. The time period in question is dependent on both Colt's rank and the amount of chakra put into it and remains over a certain amount of time (posts total) before the effect disperses. This technique once the charge duration runs out can be used over and over and due to being a chakra flow technique requires no hand seals. Rank - Charge Duration (P. T.) - Chakra Price Modifier/Defense Piercing D - 1 - +1 C - 2 - +2 B - 3 - +3 A - 4 - +4 S - 5 - +5
Kinjutsu - Spoiler:
Name: Lightning Release: Thunder Burst Classification: Kinjutsu Rank: C-rank (D-rank Chakra Price + C-rank Mental Damage) Class: Offensive Range: Short
Description: A direct offshoot of the Homophobia passive that Colt developed in his youth which is triggered via proximity just like the original technique. When those of the male gender, that Colt can identify as male, come within a 10 ft radius around Colt he releases a field of electricity from his body unconciously due to his innate dislike and fear of being touched by men. This results in opponents being shocked being dealt C-rank damage to them, C-rank mental damage to Colt while those who are within 5 ft becoming paralyzed for 4 posts (total) unless they have either C-rank chakra or B-rank endurance tiers. Those which Colt can't identify as male, the notorious Traps, initially do not trigger this effect however upon identification it is even stronger than normal dealing B-rank damage to them, retaining the same mental damage to colt and paralyzing them for 8 posts (total).
Shurikenjutsu - Spoiler:
Name:Kaminari Duplex Dente: Thunder Clap Classification: Shurikenjutsu/Kenjutsu Rank: B-rank Class: Offensive Range: Mid (Yo-yo reach), Short (Discharge)
Description: Req. Thunder Set & Min of 2. Yo-yo's. Colt courses lightning release chakra into his Yo-Yo's which can be done either through the strings at Crashing Ground speeds or the yo-yo's themselves instantly via contact. Once this is done the trick in question is preformed by slamming both yo-yo's together releasing a discharge of electricity around the point of impact, due to this it can be intergrated seemlessly into any of his other Duplex Dente tricks in one smooth flowing motion. The discharge deals damage over a set area dependent on the amount of chakra stored within both Yo-yo's with the lower range taking priority. The damage dealt by the discharged electricity however stacks with both Yo-yo's contributing to deal damage similar to a combination technique. Chakra Price - Discharge Radius (sq ft) D - 5 C - 10 B - 15 A - 20 S - 25
Erojutsu - Spoiler:
Name: Homophobia Classification: Erojutsu/Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: Born from the digust and frustration of being touched by males and the growing fear of said contact blossoming into same sex relations Colt has developed homophobia. His dislike for the male gender fuels his fear and this passive is triggered due to proximity specifically towards those Colt can identify as males, particularily masculine females and both types of traps. This fear manifests as actual imaginary pain that Colt feels when touched by guys, something which is even worse if he is touched by a trap who looks like a woman (+1 rank) but is reduced if he is touched by a trap who looks like a man (-1 rank) when/until it is confirmed by him that they do or do not infact have male parts respectively. As Colt grows in skill so does his homophobia as he comes to realize just as he is a powerful individual other powerful individuals exist and might seek him out for his strength or worse....sexual relations. Thus the proximity that this effect triggers increases over time while the penalty for actually being touched by a guy likewise increases. Due to that he has become more aware and alert when guys get within a certain distance of him this technique acting as a vision based sensory technique to track the movement of males boosting his ability to react to them accordingly. Colt's Rank - Proximity Trigger Radius (ft) - "Reaction" Gained - Mental Dmg (♂ or ⚧) D - 5 - +1 - D/C/D C - 10 - +2 - C/B/D B - 15 - +3 - B/A/C A - 20 - +4 - A/S/B S - 25 - +5 - S/SS/A
Name: Hentai Tactics: Sleight of Hand Classification: Erojutsu/Taijutsu Rank: C-rank Class: Offensive Range: Contact
Description: An erojutsu technique crafted carefully by numerous of trials on woman by Colt himself, suffice to say he is proud of this technique and others he has created like it. This technique is created specifically to remove underwear such as bra's and panties from a female target without them noticing and without removing their outer clothing requiring either reaction tiers 1-rank above to his own while using this technique, a time-slowing dojutsu/muscle tension with 1-rank below speed or a C-rank erojutsu sensory technique with speed equal to his own. This technique removes a -5 from the victim's Seduction Limit however when it is completely depleted deals C-rank natural damage to the victim as they feel embarrassed or angry normally but when sufficiently aroused it can be a powerful opening technique. Like all of the techniques of the Hentai Tactics erojutsu line it is completely ineffective on males, half as effective on traps (actually male) if Colt doesn't realize they are infact male in which case the damage backfires on him, and double as effective on traps (actually female) upon Colt realizing they are infact female.
Name: Hentai Tactics: Stunning Stroke Classification: Erojutsu/Ninjutsu Rank: C-rank (Optional Chakra Price) Class: Offensive/Supplementary Range: Contact-Short
Description: An erojutsu technique crafted carefully by numerous of trials on woman by Colt himself, suffice to say he is proud of this technique and others he has created like it. When a female target is within a 10 ft radius of Colt he is able to quickly and quietly sneak up to them before stroking their leg resulting in a -5 from their Seduction Limit while dealing C-rank natural damage when said limit is completely depleted often triggering embarassment or feelings of anger, or in the later case arousal. By adding a D-rank of lightning release chakra the stroking can induce a pleasurable shock causing her legs to go numb paralyzing the victim's legs for 2 posts (total), in the case of traps (actually male) they are only paralyzed for 1 post (total) however upon Colt realizing that they are male it backfires dealing damage to him and stunning him instead with the realization that he willingly touched a guy, whereas in the case of traps (actually female) they are stunned for 4 posts (total) upon Colt realizing that they are female.
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| | | Guest Guest
| Subject: Re: Colt's Techniques 26th November 2014, 2:05 pm | |
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| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Colt's Techniques 4th August 2015, 2:12 am | |
| Name: Wind Release: Bellow Classification: Ninjutsu Rank: C Class: Defensive/Offensive Range:Long
Description: Colt was never one for wind release, he much preferred the tingling sensation of lightning release. However, in order to possess the clan's gravity release Colt was forced to learn at least one wind Jutsu to learn the basics. As such he decided to obtain a defensive one to keep people away from him. When performing the hand seals for this technique Colt will inhale deeply before exhaling an unnatural amount of wind in one massive gust, only visible during rain or when there is plenty of material for dust and other objects to be blown through its path. The total depth of this massive gust is only ten feet in a circle and can reach out to forty feet in distance before fizzling out. While its speed isn't very impressive, only moving at bullet release speeds, it makes up for it by being a quick use technique capable of knocking back people who do not possess C rank strength to anchor themselves in place as well as knocking away objects not thrown with C-rank strength behind them in addition to C-rank offensive techniques which are not strong against wind release or without defense piercing.
Name: Gravity Release: Intense Arena Classification: Ninjutsu Rank: B Class: Supplementary Range: Long (Distance) AoE (Field)
Description: Colt devised this technique to support Rtari in close combat battle from afar as well as drag targets close together for himself to finish off and keep them away. Intense Arena begins by creating ball of gravitational energy, invisible to the naked eye besides slight distortions that are difficult to see. The ball is then fired off at crashing ground speeds up to a distance of 60ft. Once it has hit a target or object it creates a gravitational field around the point of impact, 120 feet in diameter, that will draw in people toward the point of impact unless they possess b rank strength or higher at crashing ground speeds. However, just having strength isn't enough. One can possess b rank strength to be able to move within the gravitational field, but if they do not posses both b rank strength and speed or A rank strength then they cannot exit the field as each post they will be sucked in toward the point of impact. A living being and other objects can be affected as the center point in which it will mean they are stuck in place unless they meet the requirements +1 rank. This can be quite effect to trap an enemy if hit directly, but even more deadly to be used on an ally capable of withstanding the effects to draw people into a close range fight with them, made even more deadly by the fact that they can turn into a moving force with its own gravitational field. However, the field will only last fifteen posts total before dissipating. Victims can also resist the gravity pull by channeling chakra into their feet to stuck to the ground, in this instance to maintain it each post (total) they must pay 1 B-rank of chakra due to this technique putting strain on the normally basic chakra flow exercise. | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Colt's Techniques 4th August 2015, 2:26 am | |
| Approved *********************** - Past is Past:
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| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Colt's Techniques 10th June 2016, 2:43 am | |
| Name: Homophobic Tendencies Classification: Taijutsu Rank: D Class: Passive Range: Self
Description: For years Colt was traumatized by his bisexual cousin always messing with him. This had caused Colt to develop a fear of males which caused his Homophobia to be born. However, after spending time with R'tari Mikaboshi Colt has learned that not all guys are bad. As such, Colt has developed more control over his homophobic tendencies. This technique has a direct result to Homophobia and Thunder Burst technique. Homophobia no longer results in mental damage from being touched if a guy has been registered as Straight to Colt, however, he still possesses some fear due to his long term scarring allowing him to maintain his reaction in close proximity. Whereas Thunder Burst no longer automatically triggers around those identified as Straight. Though he can activate it himself, taking D Rank mental damage instead of C Rank mental damage. It was thanks to R'tari's constant presence and sparring that Colt has managed to somewhat overcome his fear of men.
Name: Lightning Release: Lightning Clone Classification: Ninjutsu Rank: C Class: Supplementary Range: N/A
Description: Colt's own take on the Lightning Clone technique. Colts version of Lightning Clone does not possess the usual stunning or shocking effect of most Lightning Clone variations. Instead Colts clones possess something unique. Lightning Clones made by Colt possess the same speed tiers as him as they are more focused. However, the unique thing about these clones is that they act as Lightning Rods. Besides the normal conductivity, when they strike something they charge it with negative attraction. As is common in natural lightning, the Lightning above and ground below possess a negative and positive charge which when concentrated below on the ground it causes the lightning to strike that position, dispersing the charge. This takes the same effect, as the Lightning Clones charge what they hit and make that spot into a Lightning Rod, allowing Lightning Release techniques to home in on this single point until it is hit, as once the spot is hit by a lightning technique the charge is dispersed requiring a new charge to be placed.
Name: Gravity Release: Gravity Clone Classification: Ninjutsu Rank: B Class: Supplementary Range: Short
Description: These particular Gravity Clones were made with the Clone Fist technique in mind and to protect his allies. The Gravity Clones possess the same tiers as Colt however, they possess their own unique ability. Gravity Clones can move as if they were walking on regular ground when in a Zero-G environment. Colts Gravity Clones possess this but also create their own Gravitation Field around them in a 15ft radius around them as the center. The Gravitation Field they create from their own presence acts as a barrier, keeping the opponent within this range unless they can force their way out with B Rank or above strength. Likewise, projectiles not thrown with B Rank or above strength can not go outside this gravitational field as they will be pulled right back in due to the intense gravity. If multiple clones gather within range of each other then the field's strength requirement is increased by a Tier Level with every 2 Additional Gravity Clones.
Name: Gravity Release: Zero-G Environment Classification: Ninjutsu Rank: A Class: Supplementary Range: AoE (Zero-G Field) Long (Shot Range)
Description: Colt gathers up Gravity Release chakra within his hands and then releases it into the air, firing it off at Vacuum Release speeds to its center point 80ft away. This sphere of concentrated Gravity Release chakra neutralizes the Earth's gravitational pull within a 200ft radius of it, causing all within this range to begin free-floating unless they possess a movement technique allowing them to move in such environment, such as flying, platforms, etc. This technique doesn't do much else, though the Gravity Release chakra ball focuses more chakra on its defensive properties, making one need an A rank or higher Defense Piercing technique to destroy it or an S rank technique or above to destroy it.
Name: Gravity Release: Zero Gravity Movement Classification: Nintaijutsu Rank: B Class: Supplementary Range: Self
Description: Colt charges his body with B Rank chakra allowing his body to defy gravity to give him a flight based movement. However, this drains him by B Rank chakra each post (total) after the activation price to maintain the technique dependent on his endurance tiers. This technique can be quite draining normally, however its true potential comes out in a Zero Gravity Environment. When Colt is in a Zero Gravity Environment he only needs to make a 1 time payment of B Rank chakra to begin moving around the Zero Gravity Environment as if he was actually centered, allowing him a sort of flight without constantly draining him. However, if the Zero Gravity Environment is destroyed the Colt begins the usual chakra payment from himself to maintain the flight. Endurance Tier - P.T before Reactivation is Required None - Constant Drain D - 1 P.T C - 2 P.T B - 3 P.T A - 4 P.T S - 5 P.T
Name: Gravity Release: Gravity Well Classification: Ninjutsu Rank: B Class: Offensive/Supplementary Range: Short (Pull) Long (Firing Range)
Description: Gravity Wells are a special technique to the Juryoku Clan that allows them to usually train their body to master their own Gravity Technique training. However, usually one is worked up from low ranking Gravity Wells to higher ranking Gravity Wells over the course of several years. This technique creates a high intensity Gravity Well in the form of a sphere of Gravity Release. When utilized the user shoots the Gravity Well out at Crashing Ground speeds to a certain point within a 60 foot range. These Gravity Wells pull in things toward them at Crashing Ground speeds if within a 15ft Radius from them. However, one can resist the pull by possessing B Rank strength. Projectiles also need to be backed by B Rank strength otherwise they get sucked in toward the Gravity Well. The Gravity Well can be destroyed by a B Rank Defense piercing technique or above, or an A Rank or above technique. However, if more than one Gravity Well is within range of the same target their dual force causes the effect in which those effected are held in place and essentially unable to move unless possessing B Rank or above Strength. For every 2 additional Gravity Wells the Strength needed increases by a Tier Level, this stacks with the use of Gravity Clones.
Name: Gravity Release: Gravitational Control Classification: Nintaijutsu Rank: C Class: Offensive Range: Mid
Description: This technique is utilized as a control based technique in which the Juryoku fires off Gravity Release chakra at bullet release speeds to a target. If hit, the Gravity forms a connection with the Juryoku, allowing them to manipulate the target within a 20ft radius of the Juryoku. This does not allow them to manipulate parts of their body, but simply lift, push, pull, slam the body as if it was a doll. Those hit can resist the attack if they possess C Rank or above Strength Tiers. The speed at which one is manipulated is directly resulted from the Juryoku's speed tier and the damage they take if impacted upon something by this technique is equivalent to the speed used. However, though this technique has great potential it is short lived, lasting only 2 turns before it fades. While being controlled a target can still manipulate their own body, allowing them to use hand seals and move their body, despite being controlled. However, unless they meet the strength requirements they wont really be able to move from the spot they are at unless the Juryoku wants them to. | |
| | | Seran
Posts : 3302 Join date : 2012-01-18 Age : 32 Location : In your closet >.>
| Subject: Re: Colt's Techniques 10th June 2016, 3:14 am | |
| Name: Lightning Release: Thor Minotaur Classification: Ninjutsu/Kinjutsu Rank: SSS (SSS Chakra Price) (S Rank Blood Price) Class: Offensive Range: N/A
Description: The user channels their Lightning Release chakra using shape manipulation to form a semi-sentient Large L sized Lightning Release creature. The creature takes the form of a massive half man half bull, Minotaur. The Minotaur is a hulking creature made of solidified lightning that is capable of moving at Echoing Flash speeds. When created the Minotaur does not act, as it awaits for an order. It will then attempt to accomplish the order until it is destroyed or the order is completed in which case it will then disperse. The Minotaur will hunt down its target till the end of time if its owner dies or pays an S Rank blood price during the topic it is summoned, otherwise it will disperse at the end of the topic. It possesses SSS Rank defenses and is capable of dealing SSS Rank Defense Piercing Lightning Release damage. The downside to this technique is if it is not given an order within 5 posts of being created it will begin to rampage, attempting to assault whatever is nearby until the area is devoid of life. Additionally, it cannot be called off a task as once it is created it requires its task to be completed to fulfill its purpose. However, there is 1 way to call it off which requires an S Rank amount of blood sacrifice to do so from the user. If the blood sacrifice is done then the user's blood reserves are permanently reduced by an S Rank unless healed by an S Rank medical Release technique that restores blood.
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Colt's Techniques 15th June 2016, 2:01 pm | |
| Everything's fine apart from Thor Minotaur. For Thor Minotaur, the construct fades at the end of the topic unless one of two conditions are met. If the user dies while this technique is active, his life force is funneled into the construct, causing it to attempt to fulfill its command until it is destroyed or if the user willingly gives up their life to the construct. Remove the last bit about the way to stop the command. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Colt's Techniques 15th June 2016, 4:35 pm | |
| Eh personally Idc about Thor: Minotaur rofl..... so I don't mind if it's not approved. If everything else checks out though? Awesome that's all I need. *********************** - Past is Past:
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Colt's Techniques 15th June 2016, 4:37 pm | |
| Yeah, everything else is approved then. Feel free to remove Thor Minotaur. *********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Colt's Techniques 21st June 2016, 9:19 pm | |
| - Combative Yo-yoing:
Name: Shadow Yo-Yo Technique Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Self (Yo-Yo), Contact (Yo-Yo's Shadow)
Description: It's a simple technique where two Yo-Yo, like those which Colt uses, are piled one onto another and thrown simultaneously. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper yo-yo. Then, they have to deal with the path of the lower, unnoticed yo-yo. However, if the enemy notices both yo-yo, the technique ends up losing all of its efficiency. Due tot it's subtle nature this technique is not required to be placed in spoiler tags until it is triggered unless the opponent has a wind displacement sensory technique D-rank or above. Very skilled users of this technique can increase the number of Yo-Yo which can be hidden in the shadows of one another, with one use of this technique, can be increased making this simple technique more deadly. Rank - No of Hidden Yo-Yo - Distance from visible Yo-Yo hidden Yo-yo's can be. D - 1 - Within 6 Inches C - 2 - Within 1 ft B - 3 - Within 2 ft A - 4 - Within 3 ft S - 5 - Within 4 ft *Note: Any Elite Rank will result in the number of Yo-yo's capable of being hidden being doubled, for example an Elite Chunin can hide up to 6 Yo-Yo's in the shadow of one.
Name: Manipulated Yo-Yo Technique Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Self (Yo-Yo), Varies (Yo-Yo String)
Description: With this technique a translucent wire, both elastic and highly durable, is threaded to a Yo-Yo, making it possible to alter its path after having thrown it. An expert will have the ability to freely glide the yo-yo in any direction with just a single movement of their fingertip(s). The first attack, challenging the enemy, is avoided and after a time-lag of several seconds (5 P. T), it will come from behind as long as the opponent is within the Yo-Yo string length. Depending on the performance, the possible tactics can be infinite. With very skilled users the time-lag before the Yo-yo can be manipulated to repeat the attack can be shortened as the user gets more skilled with this technique's execution. Rank - Time-Lag D - 5 P.T C - 4 P.T B - 3 P.T A - 2 P.T S - 1 P.T
Name: Manipulated String Technique (Signature) Classification: Shurikenjutsu Rank: C-rank Class: Supplementary Range: Self (String/Wire/Cord), Varies (Chakra Threads)
Description: With this technique a translucent wire/string/cord, both elastic and highly durable, is layered with the chakra thread technique, making it possible to manipulate it disregarding the normal laws of physics. An expert will have the ability to freely glide the string in any direction with just a single movement of their fingertip(s). In order to do this, it is based on the user's Endurance Tiers as without them due to their lack of chakra control they will experience a time-lag of several seconds (Up to 5 P. T), before they are able to utilize any techniques which build off of the use of the Manipulating String Technique. Depending on the performance, the possible tactics can be infinite. With more basic Yo-Yo tricks, the time-lag before the Yo-yo can be manipulated to repeat the attack can be shortened as the user gets more skilled with this technique's execution. Trick Complexity - Time-Lag (Endurance Tiers Req. to Negate Time-Lag) 5A - 5 P.T (S) 4A - 4 P.T (A) 3A - 3 P.T (B) 2A - 2 P.T (C) 1A - 1 P.T (D)
Name: Shadow Yo-Yo Counterweight Classification: Shurikenjutsu Rank: D-rank Class: Supplementary Range: Self (Counterweight)
Description: A simple technique using yo-yo, the user throws yo-yo with tiny bells attached as counter-weights and yo-yo without bell counterweights at the same time. The intention is that the opponent will only react to the sound of the bells and won't notice the silent ones, getting hit by these. This technique focuses on how the brain instinctively works: reacting to the sound, the brain "forgets" about the information provided by the other senses. However, it is very easy to evade the attack if the opponent recognizes the trick, due to having encountered it in a topic previously and simply focuses on how many yo-yo were actually thrown which requires D-rank reaction tiers to accurately keep track. Even so when an opponent has recognized the trick they can still be deluded through other more subtle yo-yo shurikenjutsu add-ons to this technique. With very skilled users the number of yo-yo with and without the tiny bells that function as counterweights that can be thrown at once per use of this technique are increased as the user grows more accustomed to the use of yo-yo with counterweights. Rank of User - No. of Yo-Yo (Yo-Yo with Bells as Counterweights) D - 2 (1) C - 3 (2) B - 4 (3) A - 5 (4) S - 6 (5)
Name: Combative Yo-Yoing (Signature) Classification: Fighting Style Rank: C-rank Class: Offensive/Supplementary Range: Self (Yo-Yo), Contact-Mid (Yo-Yo Strings)
Description: This is a unique fighting style which was created as a result of Colt's interest in changing the recreational activity of playing with Yo-Yo's into something that he could utilize in combat. This was brought upon him after the death of his teammate R'tari which caused him to no longer just fool around but after some introspection realize that he was quite skilled at playing around and how he could use that to his advantage by mixing play with seriousness. This style mixes several basic techniques together, the Manipulated Yo-Yo technique, Shadow Yo-Yo, Shadow Yo-Yo Counter-Weight, Phantom Yo-Yo Technique, Chakra Threads & the Manipulated String Technique to produce this seemingly complex fighting style. If not for Colt's skill at using Yo-Yo's this would not be possible, and as such one could say it is signature to him, this style typically revolves around In-Battle training in the more complex techniques this is due to Colt blending in the use of normal Yo-Yo tricks as a medium to utilize normal combat techniques. Depending on Colt's skill level, the number of Yo-Yo's he can manipulate at one time as well as the length of their strings vary, if he exceeds this amount it can result in his Yo-Yo's tangling up or hitting him or each other (Success Chance Dice Roll = 1, 5 or 10 respectively). Rank - No. of Yo-Yo's capable of Controlling at Once (String Attached to) - Max Length of Yo-Yo String D - 2 (Middle Fingers of Both Hands) - Up to 5 ft C - 3 (Pinky of Dominant Hand) - Up to 10 ft B - 4 (Middle & Pinky Fingers of Both Hands) - Up to 20 ft A - 5 (Thumb of Dominant Hand) - Up to 40 ft S - 6 (Middle & Pinky Fingers as well as Thumbs of Both Hands) - Up to 50 ft *Note: When Wielding more than 1 Yo-Yo each additional Yo-Yo will restrict the user to having a string length of -5 Feet lest they potentially end up tangling, hitting the user or hitting other Yo-Yo's. Which means having a max of 6 Yo-Yo's their respective string lengths have to be up to 25 ft.
Name: Combative Yo-Yoing - Picture Tricks Classification: Shurikenjutsu/Ninjutsu Rank: C-rank Class: Supplementary Range: Self (Yo-Yo), Contact (Yo-Yo Tricks)
Description: Req. Chakra Strings. This is the most basic technique in the Combative Yo-Yoing fighting style, yet even though it is simple it is perhaps the backbone for the smooth integration of ninjutsu use along with utilizing Yo-Yo's. A Picture trick is any yoyo trick where you make a picture out of the string. Within Combative Yo-Yoing however these tricks can be utilized to substitute for hand seals when Colt utilizes the Manipulated String technique. Colt follows a specific method while doing this, any Picture Tricks using the Yo-Yo in his Dominant Hand (Right) is for Lightning Release, any Picture Tricks using the Yo-Yo in his Non-Dominant Hand (Left) is for Wind Release. Any Picture Tricks using the Yo-Yo's in both hands is for Gravity Release while ambient based ninjutsu techniques can be preformed by any of the above. This allows Colt via In-Battle Training to affix specific techniques to his preformed Picture Tricks while likewise relying on his skill level to not only preform more complex tricks but likewise affix techniques to them. This is because the more complex the trick, the higher rank technique can be preformed due to the picture trick subbing for hand seals. Multiple Picture Tricks can be preformed each one having it's own word-count and each taking a D-rank technique slot upon being learned, however Colt can only affix techniques that he has trained for in the method of 1 Trick for 1 Technique. Colt's Rank - Trick Complexity (Rank of Tech Affixed to) - In Battle Word Count (Solo Training) D - 1A (Ambient = D/Elemental = N/A) - 100 (50) C - 2A (Ambient = C/Elemental = D) - 200 (100) B - 3A (Ambient = B/Elemental = C) - 400 (200) A - 4A (Ambient = A/Elemental = B) - 600 (300) S - 5A (Ambient = S/Elemental = A) - 800 (400) *Colt's Current Picture Trick List: Name: Description: Technique Affixed to:
Name: Combative Yo-Yoing - String Tricks Classification: Shurikenjutsu Rank: C-rank Class: Supplementary Range: Self (Yo-Yo), Contact (Yo-Yo Tricks)
Description: String Tricks, which are in the complexity category 1A along with Unresponsive Tricks, make up the backbone of the Combative Yo-Yoing fighting style. In this type of Trick, the Yo-yo is attached to a string which is then attached to your finger, and in every technique the yo-yo is going to interact with the string in some way. It relies heavily on "Sleeping", which is keeping a yo-yo spinning while remaining at the end of its uncoiled string). When not utilizing the Manipulated String technique the user must physically touch the string in order to preform these tricks, whereas the use of it allows the Colt to preform these tricks by picking specific points on the string which are bent or manipulated as if he were physically touching them. This not only allows him to preform more complex tricks but likewise keeps his other hand free allowing to utilize another Yo-Yo or preform something else and is required to successfully preform string tricks with more than 2 Yo-Yo's. Depending on his skill level the amount of ft he can designate a point on the Yo-Yo string to be bent or manipulated varies. String tricks build off of Picture Tricks, and thus likewise can have techniques affixed to them in which case those which Colt manually touches can have the Ambient & either Lightning (Right) or Wind (Left) affixed to them, while those which Colt utilizes the Manipulated String Technique to preform can have the above in addition to Life Release affixed to them. Finally those which involve him both manually touching as well as bending or manipulating the string can have all the above in addition to Space Release techniques affixed to them. Rank - Designation on Yo-Yo String - Trick Types Unlocked (Additional In Battle Word Count) D - Within 1 ft of User - Front Mount (+25 Words) C - Within 2 ft of User - Side Mount (+50 Words) B - Within 3 ft of User - Single & One & a Half (+100 Words) A - Within 4 ft of User - Double & Triple (+200 Words) S - Within 5 ft of User - Quadruple & Quintuple (+400 Words) *Colt's Current String Trick List: Name: Description: Technique Affixed to:
Name: Combative Yo-Yoing - Unresponsive Tricks Classification: Shurikenjutsu Rank: C-rank Class: Supplementary Range: Self (Unresponsive Yo-Yo), Contact-Short (Yo-Yo Tricks)
Description: Unresponsive Tricks, which are in the complexity category 1A along with String Tricks, make up the backbone of the Combative Yo-Yoing fighting style. In this type of Trick, the Yo-yo is altered so that when you give an Unresponsive Yo-Yo slack it does not come back up, which allows one to preform a series of tricks which are not possible with a conventional Yo-Yo. Due to this type of tricks being more complex than String Tricks it is possible to preform almost all string tricks with an Unresponsive Yo-Yo whereas some are even easier to preform due to this type of Yo-Yo's effect. This trick relies heavily on "Binds", which are the tricks used to allow an unresponsive yo-yo to wind back up as if it were a conventional one. When utilizing the Manipulated String technique however one can allow for an unresponsive Yo-Yo to preform just like a conventional one, removing the necessity of learning "Binds" but if the user lacks chakra then using "Binds" is the only way to wind the unresponsive Yo-Yo back up. Unresponsive Tricks are more for traditional shurikenjutsu though because they can lead into String Tricks they are typically used to prevent others from interrupting the user's Picture Tricks as a sort of counter Iaido & techniques like that type of technique. When utilized with String Tricks utilizing the Manipulated String technique this further extends the distance by which Colt's Picture Tricks are incapable of being interrupted by Iaido and other Iaido variant interruption techniques. Rank (Bound Picture Trick Spd) - Distance from Opponent - Bind Unlocked (Min. Iai Spd to Interupt) D (1A = +1 Tier Lvl) - Within 3 ft - Front Mount Bind (D) C (2A = +2 Tier Lvl) - Within 5 ft - Side Mount Bind (C) B (3A = +3 Tier Lvl) - Within 7 ft - Single & One & a Half Bind (B) A (4A = +4 Tier Lvl) - Within 9 ft - Double & Triple Bind (A) S (5A = +5 Tier Lvl) - Within 11 ft - Quadruple & Quintuple Bind (S)
Name: Combative Yo-Yoing - Looping Tricks Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Yo-Yo), Short-Mid (Yo-Yo Tricks)
Description: Looping Tricks, which are in the complexity category 2A along with Two-Handed Tricks, make up the basics of wielding multiple Yo-Yo's while using tricks within the Combative Yo-Yoing fighting style. In this type of Trick, there is an emphasis on keeping the body of the Yo-Yo in constant motion without sleeping often times revolving it around the body. Looping Tricks which are preformed with the aid of the Manipulated String technique are able to start their loop while part of the Yo-Yo string is extended and fully straight often coming out of a sleeper and making it more unpredictable in terms of combat preventing weapon prediction techniques from being able to read those tricks which incorporate that. Looping Tricks are focused more on traditional Shurikenjutsu combat and can only have ninjutsu techniques which utilize chakra flow be guided through them. But because of this effect Looping Tricks are specialized for being affixed with chakra flow techniques which the type of loop determining what sort of Elemental chakra flow can be channeled through them. These are also determined by the users hands. Dominant has Inside Loop (Ambient) or outside Loop (Lightning), Non-Dominant has Inside Loop (Life), and Outside Loop (Wind). Both Hands allow for mixed combinations however when both are the same type of Loop then they can be affixed with other types of chakra flow techniques namely Both Inside Loop (Gravity), Both Outside Loop (Space). When the user becomes skilled enough to manipulate more than two Yo-Yo's at the same time the true versatility of this style comes into play. Rank - Designation on Yo-Yo String - Trick Types Unlocked (Additional In Battle Word Count) D - Within 5 ft of User - Inside Loops (+25 Words) C - Within 10 ft of User - Outside Loops (+50 Words) B - Within 15 ft of User - Both Hand Mixed Loops (+100 Words) A - Within 20 ft of User - Both Hand Inside Loops (+200 Words) S - Within 25 ft of User - Both Hand Outside Loops (+400 Words) *Colt's Current Looping Trick List: Name: Description: Technique Affixed to:
Name: Combative Yo-Yoing - Two-Handed Tricks Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Yo-Yo), Short-Mid (Yo-Yo Tricks)
Description: Req. Picture, String, Unresponsive & Looping Tricks to be learned. Two-Handed Tricks, which are split between 2A (along with Looping Tricks) & 3A which is it the sole occupant, make up the basics of wielding multiple Yo-Yo's and using tricks within the Combative Yo-Yoing fighting style. In this type of Trick, it essentially entails preforming all of the preceding tricks except with multiple Yo-Yo utilizing both of the user's hands to preform them. When utilizing Two-Handed Tricks often times the Yo-Yo involved will interact with each other, whether rolling on each others strings or building off of each others momentum and it essentially allows for even more complex tricks. Most importantly due to the way the Combative Yo-Yoing fighting style is set it up it allows for multiple techniques to be preformed at once which would not be possible if one was utilizing actual hand seals to preform them due to only having 1 pair of hands. With Two Handed Tricks up to 3 techniques can be preformed at once with 6 Yo-Yos whereas up to 6 different types can be preformed if they do not require hand seals. Though since it requires a very skilled user to manipulate that many Yo-Yos it is considered to be one of the more difficult types Yo-Yo tricks to master. *Note: Two Handed Picture & String Tricks actually count as 3A in terms of Trick complexity. Rank - Trick Types Unlocked - In Battle Word Count (Solo Training) D - N/A - N/A C - Two Handed Unresponsive - 200 (100) B - Two Handed Looping - 400 (200) A - Two Handed Picture* - 600 (300) S - Two Handed String* - 800 (400) *Colt's Current Two-Handed Trick List: Name: Description: Technique Affixed to:
Name: Combative Yo-Yoing - Off-string Tricks Classification: Shurikenjutsu Rank: B-rank Class: Supplementary Range: Self (Yo-Yo), Mid (Yo-Yo Tricks)
Description: Two-Handed Tricks, which are in the complexity category 4A are the second most advanced tricks within the Combative Yo-Yoing fighting style. In this type of Trick, the yo-yo's string is not tied directly to the yo-yo's axle, and the yo-yo is usually launched into the air to be caught again on the string with advanced techniques allowing for a Yo-yo to be bounced from one string to another across distances or even at targets as range projectiles. Due to the nature of off-string tricks it is possible to preform many tricks which are impossible to preform with a normal string, however these can all be preformed without the aid of the manipulated string technique however require Flared Yo-Yo's. With the manipulated string technique however truly flashy tricks can be preformed as the user can simply adhere the body of the Yo-Yo back to the string through chakra flow while because the user is capable of manipulating the string it allows any sort of Yo-Yo to be able to preform Off-string tricks. Offstring differ from the rest in that while they can lead into Picture & String Tricks they actually can be used to affix different types of techniques other than merely chakra flow & ninjutsu. This is done by the type of throw done in which the body of the Yo-Yo leaves the string for a brief period before it is caught again or, what the body of the Yo-Yo does upon being detached from it's string. Rank - Off-String Positioning (Tech. Type which can be Affixed) - Trick Types Unlocked (Additional In Battle Word Count) D - Forward Pass (Barrier Ninjutsu - Off-string Picture (+25 Words) C - Backward Pass (Medical Ninjutsu) - Off-string String (+50 Words) B - Mount (Kinjutsu) - Off-string Unresponsive (+100 Words) A - Diagonal Pass (Void Tech) - Off-String Looping (+200 Words) S - Reverse Pass (Demoniac Tech) - Off-String Two-Handed (+400 Words) *Colt's Current Off-String Trick List: Name: Description: Technique Affixed to:
Name: Combative Yo-Yoing - Freehand Tricks Classification: Shurikenjutsu Rank: A-rank Class: Supplementary Range: Self (Yo-Yo), Contact-Mid (Yo-Yo Tricks)
Description: Freehand Tricks, which are in the complexity category 5A are the most advanced tricks within the Combative Yo-Yoing fighting style. In this type of Trick, the yo-yo's string is not tied to the user's hand, instead ending in a counterweight. The counterweight is then thrown from hand to hand and used as an additional element in this trick style. This can lead to extremely complex tricks especially with the use of additional chakra strings while utilizing the Manipulated String Technique. This is because while letting go of the Yo-yo(s) one can attach a new chakra string and manipulate it that way while freeing up ones hands for other things. Unlike the others due to it's complexity free hand yo-yo's can only involve up to 4 Yo-Yo at once, if utilized without the aid of additional Chakra Threads this is because the fingers which are normally not used (Index & Ring) are used to hold the counterweight, however with the use of additional Chakra threads those threads are what is used to catch the counterweight which is based around the Yo-Yo caught by the middle finger with 2 chakra threads per counterweight. When additional chakra threads are used they are able to grip specific points on the Yo-Yo string and depending on the skill of the user the distance that this can be done at varies. Rank - Yo-Yo String length capable of being gripped - Trick Types Unlocked (Additional In Battle Word Count) D - Within 1 ft of User - Freehand String (+50 Words) C - Within 5 ft of User - Freehand Unresponsive (+100 Words) B - Within 10 ft of User - Freehand Looping (+200 Words) A - Within 15 ft of User - Freehand Two Handed (+400 Words) S - Within 20 ft of User - Freehand Off-String (+600 Words) *Colt's Current Looping Trick List: Name: Description: Technique Affixed to:
- Other:
Name: Lightning Release: Carving Knife Classification: Nintaijutsu Rank: D-rank (Chakra Price Varies) Class: Supplementary Range: Contact
Description: This is a technique which Colt learned for the express purpose of being able to carve solid materia into the necessary shapes required to make a Yo-Yo. This causes his finger to vibrate while it is electrified with Lightning Release allowing him to make precision based cuts and over a period of time eventually make a carving in the shape of a Yo-Yo. Depending on his skill level he becomes better at carving things and can carve not only more complex Yo-Yo shapes but also carve them out of higher grade raw materials. Likewise it depends on his Reaction Tiers to determine how long it takes for him to carve a single Yo-Yo with the more complex ones requiring more time before they are finished. Rank (Reaction Tier) - Yo-Yo Shape (P.T Till Carving Complete) - Grade Capable of being Carved from D - Imperial (5 P.T) - I C - Modified (10 P.T) - II B - Butterfly (15 P.T) - III A - V & W Shaped (20 P.T) - IV S - Organic & H-Shaped (25 P.T) - V
Name: Chakra Threads Classification: Ninjutsu (Kugujutsu if TAK) Rank: D-rank Class: Supplementary Range: Short-Mid
Description: This is a technique that is usually used by puppet users to allow them to control their puppets in battle. Since these strings are constructs made from very concentrated chakra, they can be seen by people besides the user. Interestingly, as well as pulling objects towards them with the strings, the user can also "push" objects away from them as well, and even get moving objects like buzz saws chakra can also be transferred via the strings, such as to activate some abilities in puppets. The chakra strings can also be attached to other objects, allowing the user to control, or at the very least disrupt other things. This technique is limited to one string per finger for normal humans and initially starts with a Thread to Slot Ratio of 1:1 with more experienced puppeteers being able to use one chakra thread to access and control multiple slots. Rank - Thread to Slot Radio (Thread:Slot) - Max Distance of Chakra Threads - Max No. of Chakra Thread's for Puppetry D - 1:1 - 7ft - 2 C - 1:2 - 15ft - 4 B - 1:3 - 25ft - 6 A - 1:4 - 35ft - 8 S - 1:5 - 45ft - 10
Name: Phantom Yo-Yo Technique Classification: Ninjutsu Rank: D-rank (Chakra Price Varies) Class: Supplementary Range: Self (Yo-Yo), Varies
Description: This technique is very similar in both execution and result to the basic Clone Technique. It is a variant by which the user after throwing a yo-yo at their target and forming the necessary hand seals, can create incorporeal replicas of the shuriken — turning a small amount of yo-yo to a larger amount in an instant with which to bombard the enemy which is based on the user's clone limit. Unlike the Clone Technique, however, this technique does not consume from the user's clone limit in regards to the amount of clones on the field but instead has a time-limit based on the user's Endurance Tiers before these illusory clones dissipate. Endurance Tiers - Turns before Phantom Yo-yo dissipate. D - 1 C - 2 B - 3 A - 4 S - 5
Name: Clone Transformation Technique Classification: Ninjutsu Rank: C-rank Class: Supplementary Range: Self (Clones)
Description: This is unique add on to the clone technique which combines the transformation technique with a clone prior to it's formation, this allows the user to bypass the need for the additional hand seals to use the transformation technique on a clone. Instead while preforming the clone technique the user adds in the seal of confrontation to the start of the clone technique which upon emerging they will be in the predetermined shape before hand making it seem as if the user hadn't actually utilized a clone technique. This technique is trap based, and unless touched the transformation will hold however those with C-rank chakra sensory or above which can accurately measure the amount of chakra within something or a dojutsu (Soulless) which can do so, the clone transformed by this technique is not required to be placed in spoiler tags until they are triggered. While in this transformed state in order to preform additional techniques if the clone is not an elemental clone they first need to revert out of the transformation before making hand seals. If they are elemental in nature and were formed from materia then they may utilize their elemental technique by using up the materia comprising them.
Name: Multiple Phantom Yo-Yo Classification: Shurikenjutsu Rank: C-rank (C-rank from Each User) Class: Supplementary Range: Self (Yo-Yo), Varies (Eye-Sight)
Description: This technique is very similar in both execution and result to the Yo-yo Shadow Clone Technique. It is a cooperation ninjutsu where three users (Colt & 2 Clones), after tossing yo-yo at their target and forming the necessary hand seals, can create numerous incorporeal replicas of the yo-yo — turning a small amount of yo-yo to a large amount in an instant with which to bombard the enemy. Unlike the Yo-yo Shadow Clone Technique, however, this technique makes no use of the Shadow Clone Technique. As a result it makes use of the basic clone technique & the transformation technique to create a potent deception as often victims can not tell which senbon are real and which aren't. This technique makes it even more difficult to distinguish between the two when used along with the Yo-yo Shadow Clone Technique as in addition to the actual yo-yo being multiplied so are the illusory ones. Rank of User - Number of Phantom Yo-Yo Created - Reaction Req to detect fakes (Zenraigan Modifier) D - 5 - C (D) C - 10 - B (C) B - 15 - A (B) A - 20 - S (A) S - 25 - SS (S)
Name: Silent Killing: Yo-Yo Concealment Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self, Hearing Range (Sensory)
Description: An advancement of the Silent Killing technique which involves being able to muffle the sound of one's Yo-Yo unraveling and being caught requiring a sound sensory technique above B-rank, a Sound Release technique capable of detecting sound C-rank or above, or a Heightened sense of hearing. Due to the user's own skill in concealing the sound of their projectiles (Yo-Yo) they are likewise more perceptive to hearing when an opponent is throwing their own as long as they are throwning projectiles roughly the same size or above as a Yo-Yo (Kunai, Shuriken etc) thus this technique likewise doubles as a sound sensory technique specific to detecting when another individual is making throwing projectiles within the user's range of hearing.
Name: Yo-Yo Shadow Clone Technique Classification: Ninjutsu Rank: A-rank (Chakra Price Varies) Class: Supplementary Range: Self (Yo-Yo), Varies
Description: Req. Shadow Clone technique to be learned. The user creates numerous shadow clones from one yo-yo, striking down the enemy. This is a technique that combines ninja tools or techniques with ninjutsu. Compared to normal shadow clones, clones of material objects are said to be on a far higher level. There is no need for preparations beforehand, like stocking up on yo-yo, yet since the shadow clones are real and not illusions, all the shadow yo-yo that fly around are equally lethal. Similarly copies can be made from copies as long as the user has enough chakra to fuel the technique. Copies do not have the same durability as the original and will dispel after one hit however they can damage, just as easily as the original and so long as they are not hit they are quite a threat. Because the clones form in just an instant, completely evading them is next to impossible unless an opponent has a Time-Slowing Dojutsu + Reaction Tiers equal to the speed they are moving or possesses Muscle Tension + Samurai Level Speed equal to the speed the projectiles are moving. Colt's variation of this technique is capable of altering exactly what is copied, he can preform it the normal way which makes an identical copy of a Yo-yo including the string or he can make a copy of just the Yo-Yo without the string for half the chakra price required. Chakra Price - Number of Yo-Yo Produced D - 1 C - 5 B - 10 A - 20 S - 40
Name: Raikiri Current (Signature) Classification: Ninjutsu Rank: A-rank Class: Defensive/Offensive Range: Short
Description: Req. Raikiri & fulfills the Shape Series requirement for Chidori Current. This is a ninjutsu relying on base shape manipulation and chakra flow to alter the composition of a Raikiri utilizing chakra flow to allow it to be temporarily imbued into objects with an A-rank chakra/electricity conductivity giving it ranged capabilities which does not require the use of hand seals to focus one's chakra unlike the base Raikiri. By transmitting the Raikiri into a chakra conductive weapon the lightning natured chakra flows into said weapon before being consumed from the user's chakra reserves upon the user losing contact with the weapon in question, which when combined with thrown weapons allows the Raikiri imbued projectile to not alter it's direction as it flies through the air. When using this attack the projectile acts in the place of the user in terms of building up speed, and piercing capabilities however damage this technique does is inferior to the original Raikiri. The body of the person pierced by the projectile will misinterpret the lightning nature as "electrical signals from the nerves", making their muscles contract immobilizing them for 4 posts (total) unless they possess A-rank Chakra Tiers or S-rank Endurance with the victim instead taking up to 1-rank below the damage dealt by this technique in lightning release damage in exchange for negating the paralyzing effect in the case of endurance. This causes the body to involuntarily go stiff, while at the same time receives up to an A-rank Lightning Release damage. Depending on the user's Skill Level & Endurance Tiers the amount of time in posts (total) the chakra/electricity conductive item can be imbued with the Raikiri varies, furthermore upon contact with another object the price must be reapplied. If the user still maintains contact with the object in question they can pay another chakra price to reactivate Raikiri Current's effect. Rank/Endurance Tier - P.T Imbued to before Reactivation Price is Required (End. Tier Modifier) D - N/A Requires Constant Chakra Price (D = +1 P.T) C - 1 P.T (C = +2 P.T) B - 2 P.T (B = +3 P.T) A - 3 P.T (A = +4 P.T) S - 4 P.T (S = +5 P.T) Colt's P.T capable of imbuing a chakra conductive object =
Name: Multiple Yo-Yo Shadow Clone Technique (Signature) Classification: Kinjutsu Rank: S-rank (Chakra Price Varies) Class: Supplementary Range: Self (Yo-Yo), Varies
Description: Req. Multiple Shadow Clone Technique to be learned. This technique is essentially a massive version of the Yo-Yo Shadow Clone Technique. Instead of a few Yo-Yo, it creates a multiple of Yo-Yo clones which outstrip the usual number based on the user's chakra reserves. This is considered a kinjutsu, because it can potentially be dangerous to the person performing it, seeing as how not all types of individuals can successfully preform it due to not having enough chakra reserves. However those with large enough reserves are able to use it more effectively. It shares everything else with the normal Yo-Yo shadow clone technique by being able to deal damage like real weaponry albeit being dispersed by one hit and the like making it a devastating technique in the case of one able to properly utilize it to it's full potential. Chakra Reserves - Clone Multiplier Ratio (Shadow Clone:Multiple Shadow Clone) Dakar/Yoroi - 1:-1 (A-rank Chakra Recoil Dmg) Samurai/Ronin - 1:0 (B-rank Chakra Recoil Dmg) Ninja/Cypher - 1:1 (C-rank Chakra Recoil Dmg) Inkan/Acolyte - 1:2 (D-rank Chakra Recoil Dmg) Soulless/Kekkai - 1:3 Reaper/Vanir - 1:4 Jaeger/Diablo - 1:5 Ghost/Xeres - 1:6 Dues - 1:7 Prime - 1:8 Max Mikaboshi (Both Chakra Pathways Full) - 1:9 Jinch - 1:10
Name: Raikiri Yo-Yo String Classification: Ninjutsu Rank: S-rank Class: Offensive Range: Short (Chakra Thread length),Mid (Off-string Tricks Only)
Description: Req. Raikiri Current & Chakra Thread technique. The original Raikiri gained its power by shaping it into a form sufficient for an electrical discharge and using it together with the user's own "thrust". This technique uses chakra flow in order to transmit a Raikiri down the Chakra Thread before using shape transformation to form it into a Yo-Yo shape, adapting it for mid-range combat and allowing it to substitute for an actual Yo-Yo to allow the user to preform his Combative Yo-Yoing techniques. This allows it to travel for a maximum of up to 25 feet, whereas in the case of off-string tricks the Yo-Yo can travel up to 50 ft, however in comparison to the original it's damage suffers being A-rank lightning release damage and not gaining additional force through speed. It shares the capabilities of the Raikiri Current Technique in regards to being able to retain Raikiri when the user loses contact with the chakra conductive object, in this case the user is capable of preforming off-string tricks by launching the Yo-Yo shaped Raikiri which either causes the "string" to disperse if one is only utilizing the Chakra Thread technique while the Raikiri Yo-Yo continues onward and then eventually dispersing when the time-limit occurs, or if the user is channeling their Chakra Thread(s) through an actual chakra/electricity conductive wire the string portion remains electrified allowing the user to refresh the time-limit if he is able to reestablish contact with the Raikiri Yo-Yo and the electrified string. It also has the advantage of being able to be used for surprise attacks and capturing as like the original Raikiri it gains piercing based on how fast it extends forward and when used in a thrusting motion it takes the speed from the thrust and factors it in to the extending speed.
When the enemy's body makes contact with an electrified string they are subject to Chidori current's paralysis effect for 5 P.T & minus the damage allowing those capable of throwing it off to do so without any drawbacks. If the enemy's body makes contact with the electrified string while the Yo-Yo is connected however it does the same except now it adds the damaging effect with a higher check necessary to throw it off (A-rank Chakra Tiers or S-rank Endurance with the victim instead taking up to B-rank Lightning release damage in exchange for negating the paralyzing effect in the case of endurance). If the opponent is hit by the Yo-Yo while it is off-string then they are dealt the damage while their defenses are pierced depending on how fast it was moving. Finally if the opponent is hit by the Yo-Yo while it is still attached to the string the user can cause the Raikiri Yo-Yo to "sleep" causing it to spin in place for a set amount of time based on the user's Rank which due to the spinning will cause the paralysis effect of the string to be transmitted through the Yo-Yo allowing for immobilization for a longer period of time than usual. When used in conjunction with an imbue shape manipulation advanced Chidori variant this technique is capable of being preformed at no additional cost to the user due to using the chakra from the former technique to sustain itself. Speed Yo-Yo is thrown/String Extends - Piercing Gained - Rank (Additional P.T victims are paralyzed) D - C - D (+1) C - B - C (+2) B - A - B (+3) A - S - A (+4) S - SS - S (+5) SS - SSS (+6)
Name: Gravity Release: Imperfect Chidori Classification: Ninjutsu Rank: S-rank (Gravitational Pull Based on Speed & Variable Recoil) Class: Offensive Range: Short
Description: An advanced utilization of Chidori which imperfectly combines the Gravity Nature Transformation with the shape manipulation technique of Chidori. This technique channels a large amount of lightning release chakra to the user's hand after making hand seals to guide in both activation and the flow of chakra. The amount of chakra is so great that it becomes visible and a small amount of gravity release chakra is intermingled within it causing to be much dimmer than usual as it is partially comprised of gravitational forces. The high concentration of gravity 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 gravitational pull 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 assasination aspect. The gravitional pull drags a victim within a 5 ft radius of the Chidori requiring them to possess Strength Tiers exceeding the pull lest they are dragged into the Chidori aiding with it's use especially if one does not have a Time-Slowing Dojutsu, this can result in advanced tactics when utilized with either Raikiri Yo-Yo String or Raiju no Yo: Raikiri Yo-Yo in which the gravitiational pull is channelled through a chakra conductive string in order to attract an offstring Raikiri Yo-Yo back to the electrified string or if it is done on the hand it can result in faster winding of an extended Yo-Yo. Because this technique is imperfect, it deals half the damage back to the user's hand when it is preformed normally as recoil, when utilized with Raikiri Yo-Yo String the recoil is instead dealt to the chakra conductive string & finally in the case of Raiju no Yo: Raikiri Yo-Yo the recoil is split between the user's hand & the Yo-Yo itself. Speed Tier of User - Chidori Gravitational Pull - Dmg Inflicted by Chidori (Lightning/Gravity) None - N/A - N/A (N/A) D - D - D (D/None) C - C - 3 D (2 D/D) B - B - C (4 D/2 D) A - A - B (C/C) S - S - A (B/C)
Name: Raiju no Yo: Raikiri Yo-Yo Classification: Ninjutsu Rank: SS-rank Class: Offensive Range: Short (Chakra Thread length),Mid (Off-string Tricks Only)
Description: Req. Raikiri Current & 1 Ranged Shape Manipulation Adv Variant. This technique allows the the user to channel the Raikiri through their Yo-Yo. This makes it nearly unblockable as the radiating and chirping Yo-Yo string can easily cut through steel due to possessing low surface area which gives rise to an edge has SS-rank Lightning Release piercing. Furthermore, if an opponent is hit by the Yo-Yo, their body goes numb due to an electrical current which causes the muscles to contract paralyzing the victim & making it impossible for the opponent to move for 5 posts (total) due to being an offshoot of Raikiri Current, except more condensed and thus stronger requiring either SS-rank Chakra Tiers or SSS-rank Endurance to negate it's effect in exchange for sustaining S-rank damage in the case of endurance. However, it can be countered by other weapons that also utilize Lightning Release chakra flow equal it's rank, those which are strong against lightning release under it's rank and those which are weak to Lightning/neutral releases who don't have protection from piercing 1-rank above it's rank. Due to being based from Raikiri & not Chidori it overpowers Chidori based Imbue Shape Manipulation while equating Magnet Release Chidori based Imbue Shape Manipulation. Likewise the paralyzing can remain indefinitely such as long as the user maintains contact with the Yo-Yo string while the Yo-Yo is touching victim body. If the Yo-Yo loses contact with the string then it can maintain the paralysis effect as long as the Raikiri Yo-Yo does not disperse, regardless despite this it is still a very effective yet deadly technique especially considering through tricks the user can potential reattach the Raikiri Yo-Yo back to it's string.
*********************** - Past is Past:
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Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Colt's Techniques 22nd June 2016, 3:37 am | |
| Name: Clone Fist Classification: Fighting Style Rank: C (Optional Chakra Price without Clones on Field) Class: Offensive/Supplementary Range: Mid-Long Range
Description: The Clone Fist is a fighting style revolving around the use of the Shadow Clone as well as it's advanced variants the Elemental Shadow Clone and Explosive Shadow Clone in order to formulate a diversionary, unpredictable fighting style using superior numbers and tactics to overwhelm opponents. The fighting style links well with with it's techniques as it is meant to seemlessly move into combinations utilizing unconventional uses of clones in it's assaults. The only limit to this style is the fact that shadow clones are rather fragile, as well as the creativity of the user. The former can be mitigated throught he advanced shadow clone variants while the latter is easily solved when said use is creative in the application of this fighting style. All of the Clone Fist techniques are interchangeable with techniques utilizing the shadow clone technique and can be interrupted or modified in order to incorporate those techniques into their use on the field. Colt improved upon the technique in comparison to R'tari upon learning it allowing him to utilize additional Elemental clone types along with it to increase it's versatility and unpredictability. This is based on his skill level as while he grows more skilled the types of clones available to him will vary. Rank - Clone Capable of being utilized with Clone Fist D - Basic & Illusory Clones (I.e Clone Technique, Haze Clone Technique) C - Primary Elemental Clones (I.e Life Release: Bone Clone) B - Dual Elemental Clones (I.e Gravity Release: Gravity Clone) A - Elemental Clone Great Explosion (I.e Gravity Release: Clone Great Explosion) S - Tri-Elemental Clones (I.e Space Release: Space Clone *Note: In regards to those elements arising as a result of KG or KT, they can be utilized 1-rank Lower than normal if the user has an Elemental KG/KT due to being part of a clan. *********************** - Past is Past:
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| Subject: Re: Colt's Techniques 22nd June 2016, 3:43 am | |
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Colt's Techniques 6th July 2016, 8:26 pm | |
| - Clone Fist:
Name: Clone Fist: Clone Spinning Heel Drop Classification: Taijutsu Rank: C-rank (Variable chakra cost to make clones if not available) Class: Offensive Range: Mid-Long
Description: The user creates two clones which flank him before one picks up another before flinging them and repeats the process with the second member thanks to the users strength tiers the distance that they can be launched varies. while moving through the air they somersault before dropping downward upon a target both landing heel drops on the victims shoulder or head. This technique can be repeated with more clones for even more damage as the damage scale increases with both the use of the users tiers as well as number of clones involved. Height Launched when Thrown - Strength Tier 5 Feet - None 10 Feet - D-rank 15 Feet - C-rank 20 Feet - B-rank 25 Feet - A-rank 30 Feet - S-rank
Name: Clone Fist: Clone Shuriken Classification: Taijutsu/Shurikenjutsu Rank: C-rank (Variable chakra cost to make clones if not available) Class: Offensive Range: Mid-Long
Description: R'tari makes two clones before spinning on his heel and launching one of the R'tari's at the opponent picking them up with the user's strength tiers. The flying R'tari spreads out before colliding with the victim to deal damage equal to the strength that they were thrown at while likewise being able to add on their own attack right before connecting with the victim. Distance Thrown - Strength Tiers 5 Feet - None 10 Feet - D-rank 15 Feet - C-rank 20 Feet - B-rank 25 Feet - A-rank 30 Feet - S-rank
Name: Clone Fist: Clone Parachute Classification: Taijutsu Rank: C-rank (Variable chakra cost to make clones if not available) Class: Offensive Range: Mid, Contact (Grab)
Description: The user punches his opponent into the air, creates two to four clones that jump in the air as well, before jumping himself. The clones hold his opponent down as they fall, with the user landing on them knee-first to inflict C-rank physical damage upon them. Depending on how many clones are grabbing an opponent their combined strength will stack preventing an opponent who is normally capable of escaping from their hold with brute force or a C-rank grab escape technique from escaping. This only becomes more dangerous when the user is physically very strong as their as with their clones aiding them this technique though simple can become rather effective. Furthermore due to being immobilized depending on the height the victim plummets from the eventual damage from the knee can be amplified by a fall multiplier. No. of Clones - Strength Tier Req. to break free (Grab Escape Tech. Req.) - Height Falling (Fall Dmg Multiplier) 2 - Equal Rank Tier+ (B) - 20 ft (1x) 3 - Equal Rank Tier++ (A) - 30 ft (2x) 4 - 1-rank Above Tier- (A+) - 40 ft (3x)
Name: Clone Fist: Clone Flying Arrow Classification: Taijutsu/Shurikenjutsu Rank: B-rank (Variable chakra cost to make clones if not available) Class: Offensive Range: Mid-Long
Description: The user creates two clones who grab each other, while the user grabs them both. The user then starts spinning around to gather sufficient speed, before releasing them, throwing the clones at the opponent, spinning in a shuriken-like fashion, which quickly strikes them requiring B-rank Reaction Tiers and speed equivalent to their movement speed to successfully dodge. If struck the victim sustains either C-rank (Long) or B-rank (Mid) physical damage due to the clones either hitting the opponent at the same time within mid-range distances or one of the clones letting go of the other in order to use their acquired momentum to slingshot said clone even farther than usual. The distance they can be thrown depends on the user's strength tiers, furthermore the speed they can be spun at depends on two variables the first being the user's speed which determines how fast they are initially swung while the user's strength determines how much speed can be built up each P.T spent spinning them around prior to throwing them. Strength Tier - Throw Distance (P.T it takes to go up 1 Tier Level in Speed) None - 5 to 10 ft (6 P.T) D - 10 to 20 ft (5 P.T) C - 20 to 40 ft (4 P.T) B - 30 to 60 ft (3 P.T) A - 40 to 80 ft (2 P.T) S - 50 to 100 ft (1 P.T)
Name: Clone Fist: Clone Body blow Classification: Taijutsu Rank: A-rank (Variable chakra cost to make clones if not available) Class: Offensive Range: Short-Mid Range
Description: This is a powerful Clone Fist taijutsu combination created by Colt after hearing about R'tari's battle with Orion. Using his various Clone Techniques, he creates four identical clones. The five bodies then confuse the enemy using a variety of moves and combinations typically involving Clone Fist, and while the enemy is preoccupied with the clones, it leaves them open for the original himself to strike the enemy's weak point unless they possess A-rank Reaction Tiers to see through the deception. By using clones, this technique's offensive power is much higher than a normal body blow with each clone involved in throwing the user (up to 20 ft) contributing to the power of the strike. This technique is very showy and makes full use of the Clone Fist's characteristic unpredictability and it's utility is unparalleled among the lesser techniques of said style. No. of Clones throwing user - Body Blow Physical Dmg - Body Blow Incoming Speed (Str Req.) 1 - D - A (None) 2 - C - A+ (D) 3 - B - A++ (C) 4 - A - S- (B)
- Shurikenjutsu:
Name: All Directions Yo-Yo Classification: Shurikenjutsu Rank: A-rank (Variable Chakra Price from Each User) Class: Supplementary Range: Self (Yo-Yo), Varies (Eye-Sight)
Description: A technique that perfectly besieges the enemy from all directions with one's own "shadow". Colt and his shadow clones launch Yo-Yo all at once from as many directions as their are clones involved in this technique. Avoiding all of the assailing rain of Yo-Yo would prove difficult, even for the most agile of people. The enemy cannot help but focus their senses on the soaring Yo-Yo unless they have either A-rank Barrier Tiers or a concentration technique A-rank or above. The next move is to attack the blind spot that is inevitably created with the Yo-Yo now requiring Non Sight-Based reaction tiers equal to their movement speed in order to react in time to dodge due to their vision being focused elsewhere. At first glance, it seems to be a desperate move, but it's an intelligent attack with a hidden plot to drive the enemy into a predicament, giving a sense of Colt's mastery over the shadow clone killing method. Depending on Colt's skill level he can incorporate many techniques into this one, all of which have a common denominator of involving Yo-Yo's such as the Phantom Yo-Yo, Multiple Phantom Yo-Yo, Yo-Yo Shadow Clone Technique, Multiple Yo-Yo Shadow Clone technique as well as mixes of all 4 combining their traits into a devastating combination. No. of Shadow Clones (Directions Yo-Yo are launched from) - Yo-Yo Amount Multiplier 1 (Front & Above)- 1x 2 (Front, Left & Right) - 2x 3 (Front, Above, Left & Right) - 3x 4 (Front, Back, Above, Left & Right) - 4x 5 (Front, Back, Above, Left, Right & if target is airborne Below) - 5x *Note: If preformed with the Multiple Shadow Clone technique all of the clones involved in this technique disperse after it is preformed, requiring the user to once again use that technique in order to create more clones. If the normal technique is used then the clones only disperse if they run out of chakra from preforming this technique.
*********************** - Past is Past:
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Posts : 3780 Join date : 2012-05-06
| Subject: Re: Colt's Techniques 6th July 2016, 8:44 pm | |
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