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| Jah Technique Scrolls | |
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Chidi
Posts : 1079 Join date : 2012-10-04 Age : 31 Location : Amsterdam
| Subject: Jah Technique Scrolls 30th July 2015, 6:40 pm | |
| - Spoiler:
Name: Dance Of The Yi Classification: Fighting Style Rank: D-Rank Class: Offensive/Supplementary Range: N|A
Description: Dance of the Yi is a fighting style which consist and boasts a wide and impressive array of kicks, coupled with superb acrobatic skill make it a very versatile fighting style, allowing the user to effectively weave continuous and powerful attacks upon adversaries and combine devastating team combinations with their team mates.
Name: Dance of the Yi: Black Vault Classification: Taijutsu Rank: D-Rank Class: Offensive Range: Short to Mid
Description: The user quickly jumps forward moving in a front flip, or a side flip as the user lands on one hand. The user uses this momentum as they quickly pushes their strong leg boosting the users speed by 1 rank and slams their foot into the opponent's ribs, or they quickly slam their shin into the opponent. This technique is used as a quick kick, that stumbles the opponent slightly if they don't have strength tiers to keep them rooted to the ground, giving the user enough time to attack with Black Selle. This technique may be changed up in different ways as well due to the user's discretion and capabilities such as they front flip, side flip, or back flip, as long as they create the basic function of landing on one hand using the flip as a momentum to slam a hard kick into the opponent's ribs. This technique is capable of fracturing ands breaking bones if an opponent doesn't have defense tiers equal rank to the rank of this technique.
Name: Dance of the Yi: Black Afterimage Classification: Taijutsu Original Rank: D-rank Count: 0/5 Current Rank: D-rank Class: Supplementary Range: Self|Eye-Sight (Target)
Description: The Zankokuna Clan has a special ability of creating afterimages which they do by using their superior samurai speed + the clone limit as to how many afterimages can be left on the field at once. These Afterimages are nothing but optical illusions "attacking" victims in different stages making opponents think the user has moved, nothing is actually there the victims brain is simply incapable of processing the speed the user possesses and the fact that the user has in fact moved. The Zankokuna Clan member Afterimages also cause a motion blur preventing those with time slowing dojutsu without Reaction Tiers equal to the Zankokuna's speed from accurately reading where a users strike will end up while seeing double the amount of afterimages due to the dojutsu playing keep up with the users movements. The afterimages are always produced and move at a speed slower than the user. For instance if the user uses Vacuum Release speed the user can produce an afterimage which move at A-rank speed, another which moves at Crashing Ground, another which moves B-rank speed and so on. With re-trainings it will allow the user to produce more Afterimages that can be tacked onto a set rank of techniques at a lower speed than it is preformed. Rank - # of Afterimages seen - Reaction + Defense Tiers to negate D - 1 - D + D C - 2 - C + C B - 4 - B + B A - 6 - A + A S - 8 - S + S SS - 10 - SS + SS SSS - 14 - SSS + SSS
Name: Dance of the Unison Classification: Taijutsu Rank: A-Rank Class: Offensive|Supplementary Range: Varies
Description: Teamwork knows no bound for the Zankokuna. The more who attack a single opponent the stronger a user's single strike becomes. The Zankokuna know how to make their strikes count. As a team works together a single Zankokuna is capable of taking the advantage his allies provide for him and perform a single powerful strike with devastating power. Every ally that attacks during the post the user holds his allows the user to strike with a single attack 1 rank higher. If 3 allies attack a single opponent, the next strike the user attacks against the same opponent will be 3 ranks higher than normal without the recoil buff damage. This is done by the allies' setup, and the user's observation skills, waiting for the right moment to attack.
*********************** - Perfect Disorder:
25 D-ranks 25 C-ranks 20 B-ranks 20 A-ranks 6 S-ranks 4 SS-ranks 1 SSS-rank _____________ 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die. Stamina
Last edited by Chidi on 18th August 2015, 4:41 pm; edited 2 times in total | |
| | | Chidi
Posts : 1079 Join date : 2012-10-04 Age : 31 Location : Amsterdam
| Subject: Re: Jah Technique Scrolls 7th August 2015, 5:44 pm | |
| - Ascended Being Line:
Name: Ascended Being (Signature) Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: This is a strategically valuable Taijutsu technique as it actually consumes stamina to sustain it, it is on the basis that Pure Blood Zankokuna members are able to to train their stamina or Fatigue Limit to near unlimited as their is no limit as long as one is dedicated to training. As a result the Ascended Being technique is known as the burning off of this present stamina from Zankokuna's near "unlimited" stamina system in a method similar to the Sayian or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Sayian technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to 15 post from their total stamina limit boosting their Strength, Defense & Barrier tiers to C-rank levels. In addition their hair becomes spiked and their face sharper and more angled with their muscles becoming toned out in sync with the transformation.
*********************** - Perfect Disorder:
25 D-ranks 25 C-ranks 20 B-ranks 20 A-ranks 6 S-ranks 4 SS-ranks 1 SSS-rank _____________ 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die. Stamina
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Jah Technique Scrolls 7th August 2015, 11:16 pm | |
| Dance of the Unison = No. Ascended Being Line hmm...
Aesthetically I'd honestly prefer if you made it like Frieza's transformations as in a form to hold back your true power to mitigate the stamina drain. In terms of pricing your going to have to make this a technique line. All of them should be named Nightmare Transformation The equivalence is as follows:
D = 1 C = 2 B = 3 A = 4 S = 5 SS = 10 SSS = 15
As in per tier that would be the Stamina Depletion.
So it would go Nightmare Transformation: First Form (D) (3 Tiers) Second Form (C) (3 Tiers) Third Form (B) (3 Tiers) Base True Form (A) (4 Tiers) Fourth Form (A) (5 Tiers) 50% Power True Form (S) (4 Tiers) 100% Power True Form (SS) (5 Tiers) Mastered True Form (SS) (6 Tiers) Ultimate Evolution Form (SSS) (6 Tiers)
The Tier selection choice is up to you, though honestly since your a Human Zanko I'd suggest Speed, Strength & Defense for the 3 Tiers, then tack on Endurance as the 4th, Reaction has the 5th & leave Barrier for 6. *********************** - Past is Past:
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| | | Chidi
Posts : 1079 Join date : 2012-10-04 Age : 31 Location : Amsterdam
| Subject: Re: Jah Technique Scrolls 8th August 2015, 8:55 pm | |
| - Spoiler:
Name: Nightmare Transformation: First Form Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: Nightmare Transformation is a strategically yet powerful technique that consumes stamina to fuel it; this allows the user to transform into a weaker state to mitigate the stamina drain from this technique , and then transform up from it into other stronger states. This form is the first suppression form, the lowest of them in power. In this state the user is around as tall as they are in their true form before the augmentation, possibly slightly shorter if they are adults due to it being Small size. Often due to this they have a slightly childish appearance and thus are deemed non-threatening, likewise they possess two small horns on their skull. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -1 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed & Defense tiers to D-rank levels resulting in -3 Fatigue lost each turn active.
Name: Nightmare Transformation: Second Form Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: Self
Description: This form is the second suppression form. In this state the user grows in height to Medium (S), appearing as a bigger version of the First Form, their skin gains a glossy appearance on the skull, shoulders, elbow and knee joints while their arms and legs have numerous black bands on them finally the horns on their skull enlarge as well each being around 1ft in length. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -2 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed & Defense tiers to C-rank levels resulting in -6 Fatigue lost each turn active.
Name: Nightmare Transformation: Third Form Classification: Taijutsu Rank: B-Rank Class: Supplementary Range: Self
Description: This form is the third suppression form, the last of them before the user goes back into their True Form. In this state the user is of a similar height to in the Second form, however they have their features altered lengthened canines their pupils changing to have black sclera, the glossy portions of their skin now extends to a strip down their back, their forearms and shins while the black horns increase to four. This state also possess power and speed greater than the second form. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Sayian technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -3 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed & Defense tiers to B-rank levels resulting in -9 Fatigue lost each turn active.
Name: Nightmare Transformation: Base True Form Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: This is the base form also known as the original form of the Nightmare Transformations because its the form you are born in, but know one knows for a fact if that's true. This Transformation does no augmentation to the body as the look like their normal selves with a glossy skin tone and are completely devoid of hair as a fierce black swirling aura comes around them. This state also possess power and speed greater than the third form. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -4 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed, Defense & Endurance tiers to A-rank levels resulting in -16 Fatigue lost each turn active. Name: Nightmare Transformation: Fourth Form Classification: Taijutsu Rank: A-Rank Class: Supplementary Range: Self
Description: This form is a higher form, the method of obtaining it is known only to the dedicated. In this state the user grows taller than they are in their base true form M(S) as a fierce black aura swirls around them. Their head gains four spikes, their eyes gain red pupils with black scelera, they gain blades on their elbows, and they can grow a mask over their face as they are cosmetic effects of the transformations. This state is more powerful than the Base True Form of the user by a fair amount. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -4 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed, Defense, Endurance, & Reaction tiers to A-rank levels resulting in -20 Fatigue lost each turn active.
Name: Nightmare Transformation: 50% Power True Form Classification: Taijutsu Rank: S-Rank Class: Supplementary Range: Self
Description: This is as upgraded version of the Nightmare Transformation. The user heightens their power to half of their full potential after deciding that this is the total amount of power it will take to defeat certain opponents. There is new fierce white aura that swirls around the user's body but very little change in appearance as compared to the Final Nightmare Transformation Form's base power, except for very slightly increased muscle mass and increase muscle definition. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -5 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Speed, Defense & Endurance tiers to S-rank levels resulting in -20 Fatigue lost each turn active.
Name: Nightmare Transformation: 100% Power True Form Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: This is the upgraded version of the Nightmare Transformation mode. Here, the power of the fourth form is pushed to its full extent. The users power rises dramatically when transforming from their 50% power form to this transformation and their muscles bulge outward this transformation being geared towards maximum power output albeit sacrificing speed. After the power up, the muscle bulk greatly increases as a blood red aura fiercely swirls around the user with white sparks occasionally appearing around it. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -10 for each tier being boosted from their total stamina limit each of the user's post boosting their Strength, Defense, Endurance, Reaction & Barrier tiers to SS-rank levels resulting in -50 Fatigue lost each turn active.
Name: Nightmare Transformation: Mastered True Form Classification: Taijutsu Rank: SS-Rank Class: Supplementary Range: Self
Description: This is one of the final transformations in the Nightmare Transformation Line. This state is achieved through training the true form and looks identical in appearance to the Base True Form, however when mastered the user no longer needs to power up to increase their power level, being able to access their full power instantly and without having to bulk up their muscles while having a red aura surrounding them in a swirling motion with black and white sparks occasionally appearing around it. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Saiyan or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Saiyan technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -10 for each tier being boosted from their total stamina limit each of the users post boosting their Strength, Speed, Defense, Endurance, Reaction & Barrier tiers to SS-rank levels resulting in -60 Fatigue lost each turn active.
Name: Nightmare Transformation: Ultimate Evolution Form Classification: Taijutsu Rank: SSS-Rank Class: Supplementary Range: Self
Description: This form is the strongest of Nightmare Transformation forms, the only shown users of this transformation is those who truly reach enlightenment through training and a life of countless battles. It is named as the Ultimate Evolution. It's implied and a fact that the user can choose the color of their biological body in this form once chosen it is final while the energy pouring off of their body is a golden and swirls out like a tornado however it can be compressed into their body to completely erase the aura to visible sight, when swirling out any one with kinetic sensory capable dojutsu that look at it are blinded for the entire topic due to the intensity of the constant release. In this Ultimate Evolution form it is said that the Nightmare Transformation outclasses the famous Super Saiyan God form due to using Fatigue as a source which is physical unlike Chakra thus granting the user Samurai Lvl Tiers. However the overwhelming power the form presents comes at a great cost, the form is very taxing on the user's stamina which causes their stamina to drop increasingly fast the longer they are in the form, and as such the state cannot be held for long periods of time unless one has access to unlimited stamina reserves. As a result the Nightmare Transformation is known as the burning off of this present stamina from T.A.T user's stamina system in a method similar to the Sayian or Eight Gates technique. Unlike the primitive Eight Gates or The advanced Sayian technique however it does not open the gates to allow an increased flow no, instead increases the rate at which stamina depletes similar to the opening of a tap. When active the user rapidly loses stamina equal to -15 for each tier being boosted from their total stamina limit each of the users post boosting their Strength, Speed, Defense, Endurance, Reaction & Barrier tiers to SSS-rank+ levels resulting in -90 Fatigue lost each turn active. Based on the user's age the maintenance price can be lengthened to not trigger each of the user's turns, in addition due to this technique being capable by both True All Taijutsu user's and Pseudo True Taijutsu users those who are True All Taijutsu get this modifier doubled further lengthening the amount of time before they need to pay the maintenance price again post activation. Color: (Insert Color Here) Age of User - No of Turns to pay Maintenance Price (T.A.T) Under Prime - Every 2 Turns (Every 4 Turns) Prime - Every 3 Turns (Every 6 Turns) Over Prime - Every Turn (Every 2 Turns)
*********************** - Perfect Disorder:
25 D-ranks 25 C-ranks 20 B-ranks 20 A-ranks 6 S-ranks 4 SS-ranks 1 SSS-rank _____________ 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die. Stamina
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| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Jah Technique Scrolls 13th August 2015, 11:43 am | |
| Made edits to it, and approved. *********************** - Past is Past:
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| | | Chidi
Posts : 1079 Join date : 2012-10-04 Age : 31 Location : Amsterdam
| Subject: Re: Jah Technique Scrolls 16th August 2015, 5:57 pm | |
| - Dance Of The Kushala Daora:
Name: Dance of the Kushala Daora Classification: Fighting Style Rank: N|A Class: All Classes Range: All Ranges
Description: A speed and momentum based dance or fighting style, Pharaoh Fist for short is a unique form of taijutsu using a concept known as the Zero-Hundred-Zero principle. Starting motionless, the user would increase their speed immensely with extreme acceleration, and then stop their movement immediately. The force generated is carried away from the user's body, allowing perpetually unlimited range of Taijutsu techniques. However, the style comes with a major drawback; the amount of constant movement and braking, when used in a constant amount can cause the user's body to tire fast, predominantly in the areas they use to attack, although it does put strain over the entire body with stamina drain. Because of its nature, it can be confused with Ninjutsu, and regarded as such repeatedly. However, with the lacking use of chakra, it is far from such; making it ideal against those that might be capable of absorbing techniques, and unknowing to what a technique actually is. Considering how it acts, it is also associated with the Fūton nature; and it does, in fact, affect the techniques gravely. Whether it be a boost, or a disruption. It should also be noted that to utilize this style properly, brutal training is required, focusing on the legs and tendons of the body a great deal. Flexibility, reactions, and speed; all acting as vital parts for the Pharaoh Fist. Physical techniques which utilize this style as a base are able to be re-trained in order to allow the user to utilize them at a boosted level for an additional fatigue price equal to the normal rank of the technique up. When boosted the physical technique is preformed with a boost to its rank up to 1-rank above the usual rank of the technique.
Name: Kushala Daora Dance: Push Classification: Taijutsu Rank: D-rank (Retrained: Additional Fatigue Trigger = 1 Fatigue) Class: Offensive Range: Short Range
Description: This technique was created to emphasize the ability of power in the style of Dance. The user rushes themselves forward at the pace of their speed tier, stopping as they push their hand or foot against an opponent. The momentum and energy transfers through, pushing the opponent back dependent on the amount of energy created from the run. As the only technique actually creating contact by the user, it is mainly used to create an opening, and act as a feign for the remainder of how the user will fight. The knock back is 10 feet at D rank speed adding 10 feet with each rank above D in speed. Rank of Speed - Knockback - Strength Needed to Negate knockback D - 10 feet - D C - 20 feet - C B - 30 feet - B A - 40 feet - A S - 50 feet - S SS - 60 feet - SS SSS - 70 feet - SSS
Name: Kushala Daora Dance: Fall Classification: Taijutsu Rank: D-rank (Retrained: Additional Fatigue Trigger = 1 Fatigue) Class: Offensive Range: Mid Range
Description: The most basic technique of the style of Dance, this focuses on the user learning how to displace the energy, and release it. Creating momentum from falling off a point, the user focuses their energy as they fall, near to landing. The energy creates a cushion, saving them from the fall, and launching them back upwards an amount with enough power. If used correctly, this can be made to seem as if the user is descending on a set of invisible stairs, seemingly hopping down. The energy can also be used offensively, as if they were to land on someone the damage they would suffer is equal to the user's speed tier.
Name: Kushala Daora Dance: Point Classification: Taijutsu Rank: D- Rank (Retrained: Additional Fatigue Trigger = 1 Fatigue) Class: Offensive Range: Short Range
Description: Created to teach those who learn the style of Dance how to control the power, it is done by the user running forward equal to the speed tier of the user, and casting out a single finger or any of the other limbs they have as they stop. The force sent outward is very pinpoint, and, with enough, can obviously be strong. Yet, as a basic technique, it usually has very little power, if any at all without proper knowledge of where the power comes from. The power is equal to the user's amount off speed generated before they have stopped.
Name: Kushala Daora Dance: Grind Classification: Taijutsu Rank: C-rank (Retrained: Additional Fatigue Trigger = 2 Fatigue) Class: Offensive Range: Mid Rank
Description: The user runs forward, kicking outward as they stop, flipping (sideway, forwards, or backwards) as the kick emerges. With the flip, they twist their body, landing on a single hand. The energy, transferred by the kick and flip, produces a rotational projectile from the leg needing a wind displacement sensory technique to notice the projectile, allowing it to 'grind' the opponent who are not able to notice it. The nature of the attack makes it mostly act as a knock-back, and with enough speed and/or force, friction burns, or even possibly cutting them. As with the other techniques of the style, it is largely dependent on the user's skill as to how it will preform. It acts, mainly, as a test to show that one is ready to begin truly learning past the basics of this Dance Style. The projectile moves at speeds equal to the users speed and deals damage equal to the user's speed generated by friction burns and cutting damage when the user uses speed above B rank speed. Rank of Speed - Knockback - Strength Needed to Negate knockback D - 5 feet - D C - 10 feet - C B - 15 feet - B A - 20 feet - A S - 25 feet - S SS - 30 feet - SS SSS - 35 feet - SSS
Name: Kushala Daora Dance: Road Classification: Taijutsu Rank: C-rank (Retrained: Additional Fatigue Trigger = 2 Fatigue) Class: Offensive Range: Short Range
Description: Dashing forward, the user drags a foot over the ground as they stop, forming a single-lane shockwave trailing behind them, reminiscent of spikes rupturing from the earth needing a wind displacement sensory technique to notice it. Because of the way the technique is conveyed, it doesn't have as much power as the other techniques without a considerable extra amount of speed or strength pumped into it. However, it can be greatly varied, and a master of the technique can even kill opponents with it. The base concept of it, however, is quite simple: uproot and damage the opponent's feet, and prevent them from making a move. This tech moves one rank below the user's speed or strength tier but deals damage one rank above.
Name: Kushala Daora Dance: Deva Step Classification: Taijutsu Rank: C-rank (Retrained: Additional Fatigue Trigger = 2 Fatigue) Class: Offensive Range: Short Range
Description: The user runs forward, and stops, pushing against the ground with a single foot, releasing the energy as a direct shockwave. The energy, releasing itself in a circular pattern near the size of the user's foot, they are launched forwards at high-speeds, equivalent to that of the run previously taken. However, because it acts as a single step, it can act as a jump-start, allowing the person to leap beyond their physical boundaries for speed, creating a massive acceleration burst. This technique often acts as an amplifier for other techniques of the style, or as a way to run away. With the amount of strain it can put on the body if used repeatedly, it is regarded as a dangerous, albeit extremely useful, technique of the fighting style. Up's the user's speed one rank for one post but cost an extra 2 of fatigue.
Name: Kushala Daora Dance: Wall of the Lions Classification: Taijutsu Rank: C-rank (Retrained: Additional Fatigue Trigger = 2 Fatigue) Class: Offensive/Defensive Range: Short Range
Description: The user runs, accelerating to their max speed tier almost instantaneously. Stopping, they press their body outwards, releasing the entirety of the energy directly from their full body, forcing out a wall of it. Dependent on the amount of energy generated, projectiles may be fully stopped in their tracks, or at least slowed down, as would any physical attack. However, because of an opponents physical strength, this wall can only prevent as much energy as it has used. For example, if a punch uses the same amount of energy the wall did, they are both canceled out, without any recoil. However, if the punch is weaker, the one who punched receives a recoil of physical damage equivalent to however much more the wall had. The wall's moves at C rank with strength equal to the users speed tier. The opponent needs an equal rank wind displacement sensory technique to see he wall.
Name: Kushala Daora Dance: Shell Classification: Taijutsu Rank: C-rank (Retrained: Additional Fatigue Trigger = 2 Fatigue) Class: Offensive Range: Long Range
Description: The user launches themselves forward, and stops after reaching their max speed tier. As they stop, they release a forward kick, or hand their hand spread out, and release all of the energy through the attack. The energy is released as a direct shell of the user's hand (5 fingers more or less) or foot, and dependent on the amount of energy released needing an equal rank wind displacement sensory technique to notice the shell, the range of the shell can depend greatly. The released energy can shatter rock, or with a substantial amount of physical strength, even bend metal. If this comes into contact with a projectile, or physical attack, the energy is transferred into it, negating any energy in the opposite direction of this attack, up to the power of the shell itself. Like most techniques in the line, speed affects the strength as it is equal to the users speed tier.
Name: Kushala Daora Dance: Ivy's Sickle Classification: Taijutsu Rank: B-rank (Retrained: Additional Fatigue Trigger = 3 Fatigue) Class: Offensive Range: Mid Range
Description: The user runs forward, pressing close to the ground. Stopping, they stand forward immediately, pushing the energy from their run directly into their hands. Pushing one hand forward and the other hand to the side, the hands collide, transferring the energy outwards in a forward, yet outward fashion. Not as a projectile, but more as a 'sickle', this acts to curve at an enemy, like a pincer movement. Dependent on the amount of energy generated, the 'sickle' can travel up to an entire circle, returning to the user's original position. However, because of the intense energy transfer from the hands, intense friction is formed, and can burn the user's palms if they are not careful. At D-C rank speeds it goes halfway before dissipation at B-A speeds it curve's back to the user in a full circle hitting the target twice. The projectile moves at Crashing Ground speed but deals damage equal to the user's speed tier needing an equal rank wind displacement sensory technique to notice the projectile.
Name: Kushala Daora Dance: Pressure Blade Classification: Taijutsu Rank: B-rank (Retrained: Additional Fatigue Trigger = 3 Fatigue) Class: Offensive Range: Mid Range
Description: The user excels forward, stopping as they swivel their leg outwards in a kick. Rotating the kick in an arc, the energy is transferred along the arc of the kick, transmitting it outwards in a gigantic, flat form. The projectile, or 'blade', is extremely fast, and carries the energy of the run and kick, providing a sickle-like formation from the arc it originated from, carrying the most power at its center. The amount of energy it carries increases as it cuts through the air, unlike most of the techniques. Yet, against air resistance, it can be dispersed, or, in an opposite fashion, have its power increased. The technique has great cutting power, capable of separating someone from their limbs. However, unlike the other techniques, because of its lack of surface area, projectiles nor attacks can be absorbed, and the energy can be disturbed rather easily, if hit. This attack gains one rank in power and strength every 20 feet capping at 80 feet for distance, it deals damage one rank below the users speed but moves equal rank at the start of the technique. An opponent would need an equal rank wind displacement sensory technique to notice the projectile or "blade".
Name: Kushala Daora Dance: Hermit's Nail Classification: Taijutsu Rank: B-rank (Retrained: Additional Fatigue Trigger = 3 Fatigue) Class: Offensive Range: Mid Range
Description: The user accelerates quickly, stopping as they kick outwards. Within the second they stop, using a massive amount of speed, the user repeatedly kicks in the space of that single second, producing what appears to be a typhoon of kicks. Because of the massive energy output from this, it is released into multiple objects aligning with each kick, in the form of a cone. Because of the nature of the attack, multiple 'nails' can be produced to a mass effect. Due to the shape of the energy, it can pierce equal ranked without releasing much of its own force, only dispersing once the entire projectile collides. With the nature of the creation of the projectile, it is easy for the user to over-do the technique, and cause the muscles in their thighs and calves to tear. When it comes into collision with projectiles, energy is sacrificed to merely push it into another direction. The damage is equal to the users speed tier while they all move at Crashing Ground speeds and naturally the user can send 15 at one time anymore and his body would need to put more will into the technique. An opponent would need an equal rank wind displacement sensory technique to notice the projectile or "nails".
Name: Kushala Daora Dance: Ark's Blade Classification: Taijutsu Rank: A-rank (Retrained: Additional Fatigue Trigger = 4 Fatigue) Class: Offensive Range: Long Range
Description: The user excels forward, stopping as they swivel their leg outwards in a kick. Rotating the kick in an arc, the energy is transferred along the arc of the kick, transmitting it outwards in a gigantic, flat form. The projectile, or 'blade', is extremely fast, and carries the energy of the run and kick, providing a sickle-like formation from the arc it originated from, carrying the most power at its center. Then, the user accelerates quickly, spinning to re-create the energy of the previous 'blade'. Slashing it across the other 'blade' a cross is formed, merely being two 'blades', although with more area and impact force needing an equal rank wind displacement sensory technique to see them coming. The blades' moves at Vacuum Release speeds but deals S rank damage.
*********************** - Perfect Disorder:
25 D-ranks 25 C-ranks 20 B-ranks 20 A-ranks 6 S-ranks 4 SS-ranks 1 SSS-rank _____________ 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die. Stamina
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| Subject: Re: Jah Technique Scrolls 17th August 2015, 2:23 pm | |
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| | | Chidi
Posts : 1079 Join date : 2012-10-04 Age : 31 Location : Amsterdam
| Subject: Re: Jah Technique Scrolls 18th August 2015, 4:48 pm | |
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Name: First Reaction Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: Cypher naturally have better reaction speed and have inbuilt senses which allow them to detect small changes and point out things that seem out of the ordinary. This sense of battle grants them the ability to react to D-rank speeds even if they don't possess speed tiers and detect opponents who are being hidden by D-rank hiding techniques. In addition when they do possess speed tiers it gives them the ability to react to speeds up to 1 rank above their own as long as it doesn't exceed their rank.
Name: Silent Killing Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: As the name suggests, this technique is a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user is very silent, it cannot be defended against unless possess Reaction Tiers equal to D-Rank to defend. The user will often slit their opponent's throat, preventing any cry that might give them away. Skilled users are capable of tracking and killing opponents through sound alone.
Name: Flickering Afterimage Style Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: This is another extremely simple technique that doesn't show much potential until used with other techniques of the Supplementary Flickering Afterimage style. The actual technique is a type of dodge or illusion if you will, obvious due to the side to side moving to make it more difficult to hit the user. The power of this shows up when it is used before an Afterimage technique where upon use the user's technique has its number of afterimages increased by double and upped one rank by doubling the amount of Fatigue the afterimage technique uses. Rank - # of Afterimages seen - Reaction + Defense Tiers to negate D - 2 - D + D C - 4 - C + C B - 8 - B + B A - 12 - A + A S - 16 - S + S SS - 20 - SS + SS SSS - 24 - SSS + SSS
Name: Subconsciously Awakened Classification: Taijutsu Rank: D-rank (Retrained: Additional Fatigue Trigger = 1 Fatigue) Class: Supplementary Range: Short Range
Description: A technique where the subconscious mind, where the subconscious body reacts just as they are attacked while flanked or while their back is turn. The body reacts in such a way to where they are capable of withstanding so much. This technique makes it where the user is incapable of being surprised attacked, a sudden second sense kicks in as their body screams out to them yelling at them telling them to move, duck, dodge or anything else within that manner. If an opponent comes to a user at a moments notice, and attacks with a sword, or a club, the user gains the urge to dodge to the left, or to the right, where they are capable of reacting before the action is completed. This works on whenever they are being attacked. This technique however has a major flaw. The user is capable of dodging only whenever the opponent's rank is equal or lower to that of the rank of the technique they know. This means that a D-rank user that knows this technique can not use this against an opponent that is C-rank Rank or higher. This drawback can be overcame if one has Reaction Tiers allowing one to use this against C-rank, if one has C-Rank reaction Tiers they can use this on B-Rank characters.
*********************** - Perfect Disorder:
25 D-ranks 25 C-ranks 20 B-ranks 20 A-ranks 6 S-ranks 4 SS-ranks 1 SSS-rank _____________ 13 C-ranks, 9 B-ranks, 7 A-ranks, 5 S-ranks, 3 SS-ranks, and 1 SSS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they die. Stamina
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| Subject: Re: Jah Technique Scrolls 18th August 2015, 8:35 pm | |
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