| | Enzo Bakuhatsu- Jutsu Checklist | |
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Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Enzo Bakuhatsu- Jutsu Checklist 27th December 2016, 1:07 am | |
| Name: Fire Style: Heat Raiser- Flicker Start Classification: Ninjutsu Rank: C-Rank (Variable chakra price, up by a rank for each C-Rank of Heat materia created starting at D) Class: Supplementary Range: Self
Description: After performing the needed hand signs, Enzo combines both his body heat and fire chakra in order naturally produce heat material. When this is Jutsu is performed, Enzo will look as if a bit of steam is emitting from his body. This allows Enzo to perform an act similar to a match lighter for Exothermic explosions, and with the natural absorption of fire chakra allowing for Endothermic explosions. Each rank of chakra produces a C- rank of fire materia per P.t, depending on the chakra dedicated to the technique. This materia can be used to mitigate the cost of either Jutsu.
Chakra Price- Materia P.T Production D- 1 p.t C- 2 p.t B- 3 p.t A- 4 p.t S- 5 p.t SS- 6 p.t SSS- 7 p.t
Name: Wind Style- Wind Feeling Jutsu Classification: Ninjutsu Rank: C Class: Supplementary Range: Mid
Description: After some hand signs, Enzo lightly surrounds himself with wind chakra that acts as a C rank wind displacement technique. This means that from a 40 feet radius, Enzo can sense any disturbance such as a hand sign performing, whole body movement, or anything airborne. This sensory Jutsu can be countered by a B rank or higher air stillness Jutsu, or being out of the 40 feet distance. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 27th December 2016, 3:56 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 2nd January 2017, 2:21 am | |
| I would like to set aside a small section to get a few things in order regarding summons jutsu passives so that they can be evaluated properly and lessen clutter.
Name: The Tapir I Classification: Taijutsu Rank: C-rank Class: Passive Range: Self
Description: The tapir are a rare breed of large and herbivorous mammals. They come in a similar shape to a pig, with a short, prehensile snout. When it comes to their nature, unless being around their own kin, the tapir are exclusively solitary creatures. Because of this nature, their sense of reacting to danger and simply going out of their way to avoid anything that bothers with their peace, the Tapir boast C-rank speed and C-rank reaction tiers. The best abilities that they can boast is their amazing sense of smell with their prehensile snout. Tapir can catch scents from up to 80 feet away and differentiate the identity between those scents. Tapir also contain a sensitive set of ears that can also hear from 80 feet away. This goes in hand as basic hearing, but the Tapir's hearing is capable of picking up ultrasounds, which is mostly used to catch sounds from other animals or creatures, even if subtle, and possibly identify them.
Name: The Baku I Classification: Taijutsu Rank: C-rank Class: Passive Range: Self
Description: The Baku are quite different in comparison to their cousins, being the more supernatural variant of the breed. They are supernatural beings that devour dreams and nightmares, taking on a more chimera feral appearence of the original Tapir with alot more variations. The Baku are strong and fierce creatures, boasting C rank strength. They also have C rank barrier tiers due to their relationship with mental chakra and ailments. The abilities of a Baku is pretty special, the have the ability to "Eat" genjutsu C rank or lower and do one of two things. The genjutsu can be either broken down or added to the chakra reserves of the Baku, or can be saved to use on another target(s). If the latter is being utilized they would have to ingest the genjutsu they are holding in order to eat another one. The second ability is genjutsu identification, giving the Baku the ability to notice genjutsu from an 80 feet radius, whether they are in the genjutsu or not. This is for C rank genjutsu or lower concerning the feet. If the Baku makes physical contact with someone, they can tell if someone is in a genjutsu, no matter the rank. | |
| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 6th January 2017, 2:41 am | |
| P.S- Everything i make will not necessarily be used, but existing just in case other Bakuhatsu members fo another route. W.I.P Explosive Jujitsu C Rank - Spoiler:
Name: Explosive Jujitsu- Oogoshi Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Throw)
Description: A judo move where the user lifts their opponent over their shoulder and slams them onto the ground. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hand, they will experience C-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 10 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (D) B-Rank - + 30 Feet - Meduim S (3D) A-Rank - + 40 Feet - Medium M (C) S-Rank - + 50 Feet - Medium L (B)
Name: Explosive Jujitsu- Keylock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Blast Radius)
Description: A jujitsu joint lock where practitioner’s arms isolate and cause flexion to the shoulder, elbow, and to a lesser extent the wrist of the opponent. The technique is generally set in motion by the practitioner, using their same side hand, (i.e. to target the right hand he uses his own right hand) pinning the opponent's arm to the ground at the wrist, so that the elbow falls at a right angle with the palm facing upwards. Subsequently, the practitioner will thread his opposite hand under the opponent’s biceps, reach through and grasp his own wrist. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a C-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (20 feet), or disarmed by a C-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. The initial blast radius is 10 feet, with each P.T the target is in the hold adds 5 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free. Strength Tier - P.T before breaking with Strength Tier D Rank- 5 P.T C Rank- 4 P.T B Rank- 3. PT A Rank - 2 P.T S Rank - 1 P.T
Name: Explosive Jujitsu- Hip Throw Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Throw)
Description: A judo move where the user is in front of the target. It involves turning your hips, moving them in front and below the targets hips, with the practitioner’s hand passing behind the target’s back, usually under the target’s arm, while minimizing the amount of space between the practitioner’s back and target’s chest. The arm is then pulled to the front, lifting with the hips and bending forward while continuing the pull to the front and down, completing the move. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hand, they will experience C-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 10 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (D) B-Rank - + 30 Feet - Meduim S (3D) A-Rank - + 40 Feet - Medium M (C) S-Rank - + 50 Feet - Medium L (B)
Name: Explosive Jujitsu- Double wristlock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Close Range (Blast Radius)
Description: A jujitsu joint lock where practitioner’s arms isolate and cause flexion to the shoulder, elbow, and to a lesser extent the wrist of the opponent. The application is similar to the top wristlock, except that it is reversed. The opponent's wrist is grabbed with the hand on the same side, and the opposite arm is put behind the opponent's arm, again grabbing the target's wrist. By controlling the opponent's body and cranking the arm away from the attacker, pressure is put on the shoulder joint, and the joint elbow. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a C-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (20 feet), or disarmed by a C-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. The initial blast radius is 10 feet, with each P.T the target is in the hold adds 5 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free.
Strength Tier - P.T before breaking with Strength Tier D Rank- 5 P.T C Rank- 4 P.T B Rank- 3. PT A Rank - 2 P.T S Rank - 1 P.T
Name: Explosive Jujitsu- Single Handed Arm Throw Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Short Range (Throw)
Description: This Judo Technique serves as a counter to hand-held weapons. The user catches the wrist of the opponents weapon holding hand first, grab's their opponent's arm, then turns to face the other direction and pulls the opponent over their shoulder. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. For Weapon countering, the intercepting radius includes that of the weapon's length before factoring in the distance from the opponent. Where the opponent was touched by the user's hand, they will experience C-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 10 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +5 Feet - Small (N/A) C-Rank - + 10 Feet - Humanoid (D) B-Rank - + 15 Feet - Meduim S (3D) A-Rank - + 20 Feet - Medium M (C) S-Rank - + 25 Feet - Medium L (B)
Name: Explosive Jujitsu- Achilles lock Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Short Range (Blast Radius)
Description: A jujitsu joint lock that is a compression lock that involves pressing the Achilles tendon into the back of the ankle or lower leg. It is typically performed by wedging a forearm, especially a bony part of it, into the Achilles tendon, while leveraging the foot and the leg over the forearm serving as a fulcrum. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a C-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (20 feet), or disarmed by a C-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. For this lock in particular, the side affect of those caught in the explosion adds numbness to the leg, lowering their speed tier by 1 rank involving the use of the legs to the same amount of p.t that the victim was kept in the hold. The initial blast radius is 5 feet, with each P.T the target is in the hold adds 5 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free.
Strength Tier - P.T before breaking with Strength Tier D Rank- 5 P.T C Rank- 4 P.T B Rank- 3. PT A Rank - 2 P.T S Rank - 1 P.T
Name: Explosive Jujitsu- Ashi guruma Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (Grab), Short Range (Throw)
Description: This Judo Technique serves as a counter to strength tiers, actually using them against the opponent. Ashi Guruma is executed by trapping the victim's trailing leg to make their torso twist and fall about an oblique axis formed by the user's tripping leg. Utalizing the oblique axis in such a manner can allow the user to use the target's strength tiers as a substitute for the users own strength tiers. This technique is capable of intercepting movement of Bullet Release speeds when an opponent is within 2 ft of the user, if they are within 1 ft then it is capable of intercepting C-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hands/feet, they will experience C-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 10 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +5 Feet - Small (N/A) C-Rank - + 10 Feet - Humanoid (D) B-Rank - + 15 Feet - Meduim S (3D) A-Rank - + 20 Feet - Medium M (C) S-Rank - + 25 Feet - Medium L (B)
B Rank - Spoiler:
Name: Explosive Jujitsu- Crouching Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: This is one of the three jujitsu stances available to those who use Explosive Jujitsu. The user bends their knees and spreads their arms outward raising their center of gravity and slightly leaning forward in order to balance themselves in preparation for grabbing opponents. The Crouching stance is very powerful and assists in the delivery of power through the body to either the arms or the legs. Allowing for more shifting or side-to side mobility (1 Tier Level Higher) and allowing one to preposition themselves quickly however they suffer in regards to moving away or towards an opponent (1 Tier Level lower). This allows better movement interception in regards to increasing the grab range of the user to double it's original range. However due to adopting a grab friendly pose it causes strike based fighting styles to have their range halved in comparison as the user's pose is not well suited towards their use. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Explosive Jujitsu- Ground Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description:This is one of the three jujitsu stances available to those who use Explosive Jujitsu. This results in the user bending over with their hands touching the ground while both legs are completely bent thus making them a smaller target yet capable of quickly moving if need be. The Ground stance essentially causes half of one's body-weight to be balanced on each foot making shifting movement more difficult (1 Tier Level Lower), however vaulting forward or backward become much easier to pull off (1 Tier Level Higher). Forward-weighted or backward-weighted stances place most of body weight on either the rear or the lead foot, respectively. The Forward-weighted Ground Stance (lead foot) is more aggressive, allowing for stronger and longer hold times when preforming Locks targeting the Upper Body doubling the time (P.T) it takes for a victim to break free from them, however lowering Throws, which rely on using one's own strength to fling an opponent', by Half the usual throwing distance. The Backward-weighted Ground Stance (rear foot) is more passive, allowing for stronger and longer hold times when preforming Locks targeting the Lower Body doubling the time (P.T) it takes for a victim to break free from them, however lowering Throws, which rely on using the opponent's strength to fling an opponent, to Half the usual throwing distance. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Explosive Jujitsu- Jiu Stance Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self
Description: This is one of the three jujitsu stances available to those who use Explosive Jujitsu. The Jiu stance will have the feet pointed forward, thighs parallel to the floor, with the buttocks pushed out, and the back "arched up" to keep the upper body from leaning forward. In this stance, the user is more geared towards throws rather than movements or locks, with their throw distance being doubled, on the other hand due to the awkwardness of this stance it is more defensive than the others suffering penalties to the user's movement outside of preforming Jujitsu techniques by 1 Tier Level Lower. On the other hand it isn't as effective at retaining Locks with the duration a victim can use strength to break out of them being halved, though in comparison after being thrown they sustain 1-rank Higher in Fall damage. When the user does not possess any speed tiers this technique has an activation delay as the user moves their body into the right positioning however with additional skill the delay is reduced while if the user has B-rank or above speed their is no delay and the stance is changed immediately. This delay is halved when switching from a stance into no stance at all due to not needing precise positioning when lacking a stance. Skill Level - Activation Delay (P.T) D - 5 C - 4 B - 3 A - 2 S - 1
Name: Explosive Jujitsu- Ōuchi gari Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Grab), Close Range (Throw)
Description: A judo move where the user reaps The victim's left leg with their right leg from the inside while pulling down. The reaping action of the variation is either a hooking or lifting motion, and the left hand can be used to lift or block the victim's other leg while reaping the other. This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hand, they will experience B-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 15 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +15 Feet - Small (N/A) C-Rank - + 30 Feet - Humanoid (3D) B-Rank - + 45 Feet - Meduim S (C) A-Rank - + 60 Feet - Medium M (B) S-Rank - + 75 Feet - Medium L (A)
Name: Explosive Jujitsu- Circle Throw Classification: Taijutsu Rank: B-rank (Half of Fall Damage Dealt back as Recoil) Class: Offensive Range: Contact (Grab), Short Range (Throw)
Description: This is one of the more rare Judo throws that has more of a high risk for the practitioner, but a high-end game reward. The circle throw is performed by the user gripping the opponent high and falling backward as in a backward roll. Once the opponent is off balance forward, the user plants a foot low on the victim at waist level and applies strong pressure, rolling onto his own back with uke above him. This causes the victim to flip over the user and land on their back. The final position is both practitioners are on their backs, head to head. This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. Where the opponent was touched by the user's hand, they will experience 2 sets of B-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. However, the throw sacrifices the stability of being upright, which leaves the user prone on the floor at the end of execution. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 15 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (3D) B-Rank - + 35 Feet - Meduim S (C) A-Rank - + 40 Feet - Medium M (B) S-Rank - + 55 Feet - Medium L (A)
Name: Explosive Jujitsu- Rotational Wristlock Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Grab), Close Range (Blast Radius)
Description: A jujitsu joint lock where the practitioner obtains wrist control by grabbing and twisting the hand. The wrist joint does not allow rotating motion, and the force is transferred to the forearm causing radioulnar rotation, eventually resulting in a joint lock on the radioulnar joint. Once the radius and ulna have been brought to their extreme positions, further twisting motion will put severe torque on the wrist. This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a B-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (30 feet), or disarmed by a B-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. The initial blast radius is 15 feet, with each P.T the target is in the hold adds 3 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free.
Strength Tier - P.T before breaking with Strength Tier D Rank- 10 P.T C Rank- 8 P.T B Rank- 6. PT A Rank - 4 P.T S Rank - 2 P.T
Name: Explosive Jujitsu- Bicep Slicer Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Grab), Short Range (Blast Radius)
Description: A jujitsu joint lock that is a compression lock that involves pressing the biceps into the humerus. An effective biceps slicer can be applied by putting an arm or leg as a fulcrum on the opponent's arm at the inside of the arm by the elbow, and flexing the opponent's arm over the fulcrum. This will result in the biceps and forearm being pressed into the fulcrum. The biceps slicer becomes most effective as a compression lock when the bony parts of the limb such as the shin or any of the bones in the forearm are forced into the biceps of the opponent. This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. Where the opponent was touched by the user when initiating and completing the lock, Explosive release energy starts to seep inside of their bodies, effectively turning them into a B-rank Hybrid bomb, dealing damage to the victim and those around them. That explosive energy stays on the target until detonated by the user, detonated if the user is a certain distance away from the opponent (30 feet), or disarmed by a B-rank chakra expulsion technique that's strong against explosion release. The amount of time (P.T) that the target is placed in the hold racks up the explosion's blast radius functioning similar to an activation time. For this lock in particular, the side affect of those caught in the explosion adds numbness to the arms, lowering their strength tier by 1 rank involving the use of the legs to the same amount of p.t that the victim was kept in the hold. The initial blast radius is 15 feet, with each P.T the target is in the hold adds 3 feet to the technique. The lock will eventually be broken out of if a victim has strength tiers which depending on the user's own strength tiers can prevent those who have lower strength from breaking free.
Strength Tier - P.T before breaking with Strength Tier D Rank- 10 P.T C Rank- 8 P.T B Rank- 6. PT A Rank - 4 P.T S Rank - 2 P.T
Name: Explosive Jujitsu- Uki Goshi, Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Grab), Short Range (Throw)
Description: This Judo Technique serves as a counter to strength tiers, actually using them against the opponent. To execute the throw, the person throwing pulls the person being thrown up and forward putting them off balance. The user places the other round their back while turning so that the side of their hip are in close contact with the uke and pulling the victim's arm around. The user then twists the victim around using their back and hip as a pivot point. The users leading leg barely blocks the victim's leading leg and user is initially slightly sideways to the victim rather than completely giving their back, the throw is completed afterwards. This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. The victim's strength tiers (if they contain any) are used by the user as a substitution for their own strength tiers when the throw is performed. Where the opponent was touched by the user's hands/feet, they will experience B-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 15 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (3D) B-Rank - + 30 Feet - Meduim S (C) A-Rank - + 40 Feet - Medium M (B) S-Rank - + 50 Feet - Medium L (A)
Name: Explosive Jujitsu- Kosoto gake Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Grab), Short Range (Throw)
Description: This Judo Technique serves as a counter to hand-held weapons. The user quickly steps into the guard of the opponent, catches the wrist of the opponents weapon holding hand first while situating themselves to the side of the victim and reaches around their back to grip their face or neck; the user then moves backwards, forcing the victim off balance. The inside leg is reaped by pushing the back of the knee with the closest foot This technique is capable of intercepting movement of Crashing Ground speeds when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting B-rank++ Speeds and grabbing said target. For Weapon countering, the intercepting radius includes that of the weapon's length before factoring in the distance from the opponent. Where the opponent was touched by the user's hand, they will experience B-Rank hybrid internal explosive damage due to it seeping in through contact and/or sweat glands. The speed of which the target is thrown matches the speed stat of the user performing the technique, which leaves the target to be thrown as far as 15 feet. Strength Tiers aren't needed to throw and use this technique, but there is a distance modifier when Strength comes into play.
Strength Tier - Distance Thrown - Size of Target (Fall Dmg Sustained) D-Rank - +10 Feet - Small (N/A) C-Rank - + 20 Feet - Humanoid (3D) B-Rank - + 30 Feet - Meduim S (C) A-Rank - + 40 Feet - Medium M (B) S-Rank - + 50 Feet - Medium L (A)
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| | | Guest Guest
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 11th January 2017, 2:23 am | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 11th January 2017, 6:24 am | |
| Name: Fire Style: Heat Raiser- Muscular Endurance Classification: Ninjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: After performing the needed hand signs, Enzo combines both his body heat and fire chakra, funneling it into his muscles. Since heat increases muscle growth, supplying a specific amount of fire chakra will give Enzo strength tiers equivalent to the chakra he puts in, capping at S rank chakra. That price will have to be paid each P.T. However, if enzo has endurance tiers equal to the strength he gains, that price will be each round instead. Once the Jutsu is active, Enzo would bulk up slightly, along with being noticeably warm to the touch.
Name: Morpher- Kunai Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: Contact
Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the use is able to makeD-rank Kunai from any material they are able to morph. The kunai are a foot long, each dealing D Hybrid explosive damage on impact. The explosions created are as big as the Kunai, and the elemental damage in question is mostly dependent on the material that was used. This technique costs no chakra, but there is a 2 P.T cooldown before another round of Kunai can be made. The amount of Kunai made is dependent on the users rank.
D- 1 C- 2 B- 3 A- 4 S- 5
Name: Morpher- Shuriken Classification: Ninjutsu Rank: C-rank Class: Supplementary Range: Contact
Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the user is able to make C-rank Kunai from any material they are able to morph. The Shuriken are a foot long, each dealing C Hybrid explosive damage on impact. The explosions created are as big as the Kunai, and the elemental damage in question is mostly dependent on the material that was used. This technique costs no chakra, but there is a 4 P.T cooldown before another round of Kunai can be made. The amount of Kunai made is dependent on the users rank.
D- 1 C- 2 B- 3 A- 4 S- 5
Name: Detonative Illusion- Aftermath Classification: Genjutsu Rank: B-rank Class: Supplementary/Offensive Range: Mid Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time. Once the explosion happens, those who were caught in it starts to experience the aftereffects of being caught in the explosion. The first thing that happens is a constant ringing in the inflicted's ear, that shuts out all other sounds and feigns damage to their vestibular system, affecting their balance to even stand upright and move efficiently, making the inflicted actions terribly sluggish. This makes their movements at - 1 tier Their noses would be filled with a lingering burning sensation as if something is still on fire, cutting off their sense of smell. Finally, the inflicted is cut off from using pain to break out of the genjutsu, along with \any damage being done to them as long as they are under this genjutsu will be matched with mental damage equivalent to it.
Name: Detonative Illusion- Waist Down Classification: Genjutsu Rank: C-rank Class: Supplementary/Offensive Range: Short Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time. Once the explosion happens, those who were caught in it will notice that all of the feeling in their lower body will be completely gone. Not only does this cutoff pain from exiting this genjutsu, but the the inflicted will basically be prone, unable to stand and use their lower body whatsoever. There is also a slight ringing sound in their ears, feigning the illusion of shot ear drums and impairs their hearing. D-Rank barrier tiers or C-Rank endurance tiers negate the immobility
Name: Detonative Illusion- Tear Gas Classification: Genjutsu Rank: C-rank Class: Supplementary/Offensive Range: Short Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time. Once the explosion happens, those who were caught in it will experience something akin to tear gas. For starters, there would be a slight ringing sound in the ears, Feigning the illusion of shot ear drums and impairs their hearing. The second thing that happens is that the inflicted will immediately stat to tear up with a burning sensation inside their throats, nostrils, and eyes. This takes away their sense of smell, as well as their ability to break out of the genjutsu via pain. They will have difficulty breathing and chest pain, toppling over and remaining immobile for the duration of the genjutsu. D-Rank barrier tiers or C-Rank endurance tiers negate the immobility
Name: Genjutsu- False Advertisement Classification: Genjutsu Rank: C-rank Class: Supplementary Range: Mid Description: This is a sight based genjutsu that is triggered by a swaying combative motion by the user. What this does is that the inflicted will have their perception of depth manipulated by the user, which also locks in dojutsu so that it can't be detected by it. at all times, The user will be seen as 20 feet away from the opponent when perceived by sight. When attacked by close combat when this technique is in use, it will be incomprehensible as to how the attack occurred to the inflicted if they are trying to watch by sight. This works on regular sigh, but not dojutsu.
Name: Demonic Illusion: Diversion method Classification: Genjutsu Rank: C Class: Defensive Range: Mid
Description: This illusion is used as a means to escape a bad situation or as a diversion a finisher. It begins by the enemy launching an attack on the user, ninjutsu, genjutsu, taijutsu, etc. Any form of attack that requires the enemy to look at the user's body. The user weaves the genjutsu around himself so that when the enemy looks at the user to attack they are instantly caught in the genjutsu. When caught in the illusion the enemy sees their attack hit/effect the user in the way they wanted it to and continues for a post after that, before the illusion wears off. While in reality the user has either dodged the attack and fled or dodged and is readying a counter attack.
Name: Summoning Illusion: Terror Incarnate Classification: Genjutsu Rank: C Class: Supplementry Range: Mid
Description: This illusion is a genjutsu that is placed on whatever summon that the user brings out. The summon will be seen as a creature of terror, something out of their wildest nightmares, which makes them freeze in place and being unable to move every other round. As the illusion continues to go on, the inflicted sanity level will go down by -1. If the summon was dismissed without the genjutsu being disarmed, whenever the user summons another creature, it will also be perceived as a different monster of terror by the inflicted and continue to eat away at the sanity limit.
Name: Enzo's Self Throwing Technique Classification: Taijutsu Rank: C-Rank Class: Supplementary/Defensive Range: Self
Description: After becoming well versed in Explosive Juiutsu, Enzo has figured out a way to shift his body weight in a particular direction as an air movement technique. This technique revolves on a combination of strength and speed tiers, and follows through the mechanics throwing system under humanoid. The speed of Enzo's Self throw will be at his natural speed tier, as well as matching the distance of that speed tier. In addition to that, that particular self throw will be double the distance due to Enzo being of a humanoid stature. Strength tiers falls in line with the light weight distance modifiers.
Name: Demonc Illusion- Repeat Offender Classification: Genjutsu Rank: C Class: Supplementry Range: Mid
Description: This genjutsu is infused with a valid throwing projectile, as well as the opponents seeing the action of the user throwing a projectile at them. Regardless of the result of the throw, the opponent would now see a projectile like it coming at them from any direction they look at, hitting theiir body. When this happens, the opponent will experience C rank mental damage. Under this genjutsu, a trigger happens when a projectile is thrown at them, with the opponent experiencing the same projectile hiting the mark the round after with them experiencing C rank mental pain. The reason why this genjutsu s so effective is because of how discreet it is. The effects only start happening once a projectile is thrown, and they could be under the genutsu for a while without knowing. | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 16th January 2017, 7:48 am | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 19th January 2017, 4:18 am | |
| Name: Hakagakure Taijutsu- Earth Sense Classification: Taijutsu Rank: C Class: Supplementary Range: Long
Description: For natives or ex natives of Hakagakure, they would have to be used to being underground for long periods of time, as well as being aware of the changes of their underground utopia of a village. This allowed them to have a heightened sense of touch whenever they make contact with the ground, giving the user a vibration sensory technique. The user now has C-rank vibration sensory with distance that's based upon Enzo's ninja rank. This Cost's Enzo -2 stamina every round when it's in use. The technique is disrupted if the user doesn't stay absolutely still.
Rank- Distance D- 40 Feet C- 80 Feet B- 120 Feet A- 160 Feet S- 200 feet
Name: Leaf Drop Classification: Taijutsu Rank: C Class: Offensive Range: Short Range
Description: The user delivers a falling kick, strong enough to bring the environment to crumble down. This jutsu has both a basic use and an anti-air usage dropping the target straight down with the power of the kick. The default damage is the same rank of the technique, but the damage can be higher depending on the strength tiers. The target can experience extra fall damage equivalent to the height they were knocked down from.
D Rank Damage- 10 Ft C Rank Damage- 15 Ft B Rank Damage- 20 Ft A Rank Damage- 25 Ft S Rank Damage- 30 Ft
Last edited by Enzo on 26th January 2017, 1:35 am; edited 3 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 25th January 2017, 3:59 pm | |
| Earth Sense - Change the class from Passive to Supplementary, and make it so that the user must pay a -2 Stamina price per Turn this technique is active. They must also stand absolutely still or the technique is distrupted and they lose their Vibration Sensory. Also, the distances stated are not Mid distances. For distance information, please see this thread. Either raise the Range to Long, or decrease the distances to fit Mid. Leaf Drop - Fall damage is based on the height of the victim. Starting at 10ft in the air, the victim sustains a D-Rank of fall damage, with every 5ft adding another rank of damage, though it caps at S. | |
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| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 26th January 2017, 3:51 am | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 17th February 2017, 12:34 pm | |
| Signature-
Name: Explosive Kung Fu Classification: Fighting Style Rank: A-rank Class: Supplementary Range: Contact (Grapples), Short (Throw Distance Modifier), Varies (Strikes)
Description: Explosive Kung Fu is a combination of Explosive Juijutsu and Strong Fist, something that Enzo Bakuhatsu made in order to find his own true path of martial arts. This new martial arts causes extreme external and internal damage by the nature of Gouken and the jujitsu, requiring a Defense+Strength Tier+ chain to mitigate the physical damage dealt internally, and Defense+ tiers to negate external physical damage. This is due to the contact force being made to the target and the nature of the opponent rolling in the air after impact and the markings left on the opponent. Strong Fist techniques and Explosive Juijutsu techniques can benefit from this martial art as well, since this is derived from their combination allowing it's user to preform grapples after landing strikes and vice versa. Overall, this is a mixture of Grappling/Striking which sweeps the target in a rag doll motion without the ability to counteract unless they possess an air movement technique & Strength tiers at least Equal-rank+ (I.e D-rank technique requires D+ Strength) if no strength tier check is specified within the technique. It was made so that even those without strength tiers can use it effectively to dish out damage and while Shadow of the Dancing Leaf is in effect the user's grabs have their movement speed interception raised by 1 Tier Level. Upon hitting both the user's grapples and strikes turn the victim into a bomb, capable of being detonated following the philosophy of Explosive Jujitsu. If used with throws, the throw uses this chart as an additional distance modifier to the technique. Rank of Explosive Kung Fu Technique - Strength Req. to Negate Knock-back (Additional Throw Distance) D - D+ (5ft) C - C+ (10ft) B - B+ (15ft) A - A+ (20ft) S - S+ (25ft) | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 17th February 2017, 1:33 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 18th February 2017, 9:17 pm | |
| Name: Explosive Kung-Fu: Storm Wheel Classification: Taijutsu Rank: B-rank (-3 Stamina) Class: Offensive Range: Contact (Grab), Short (Strike), Mid (Throw)
Description: This is one of the unique throws of explosive Karate which really shows the mettle of the combined martial art. Enzo grabs his opponent and loops one of his arms under his opponent's legs, lifting him up in what appears to be a typical judo throw. Upon throwing his opponent on the ground, however, Enzo supplements this with a turn and sharp kick or punch that sends the opponent spinning in a rotational form. With the grab the user is capable of intercepting movement of Crashing Ground (B+) speed when an opponent is within 3 ft of the user, if they are within 1 ft then it is capable of intercepting B++ tier levels to grab said target. Where the opponent was touched by the user's hands/feet, they will experience two sets of B-Rank damage, one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is thrown is at crashing ground, however like most taijutsu which incorporate the Strong Fist the user is capable of using higher tiers for greater proficiency in both the grabbing and striking aspect of this technique. The base throw without any modification leaves the target to be thrown as far as 15 feet and can be utilized to great effect both while on the ground and while airborne to act in place of a B air movement technique.
Name: Explosive Kung-Fu: Rejecting Climate Classification: Taijutsu Rank: C-rank (-2 Stamina) Class: Defensive/Offensive Range: Short (Palm Thrust), Long (Knock-back)
Description: This is one of many unique strikes that involves the use of Enzo's new martial arts. This is useful for countering an incoming strike moving at C-rank speeds or below and strike back with a double palm thrust moving at bullet release speeds, however with higher tiers like most Strong Fist related technique it can be preformed at greater proficiency. Where the opponent was touched by the user's hands, they will experience two sets of C-Rank damage, one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is knocked back is at Bullet Release speeds, which leaves the target to be blown back as far as 40 feet. This technique actually punishes an opponent who has strength tiers as the force in their strike is used against them when in relation to the knock-back inflicted upon them, which increases the chance of them hitting another object or technique to sustain collision (Physical) damage. Strength Tier - Distance Increase - Size of Target (Collision Dmg Sustained) D-Rank and None - +5 Feet - Small (N/A) C-Rank - + 10 Feet - Humanoid (D) B-Rank - + 15 Feet - Meduim S (3D) A-Rank - + 20 Feet - Medium M (C) S-Rank - + 25 Feet - Medium L (B)
Name: Explosive Kung-Fu: Grasp Breaker Classification: Taijutsu Rank: C-rank (-2 Stamina) Class: Offensive Range: Contact (Grab), Short (Throw)
Description: This is one of many unique strikes that involves the use of Enzo's new martial arts. This involve whether the opponent is using hand signs or weapons. This user would grab the particular body part in question that involves the use of weapons or handsigns and squeeze tight with a dynamic grip to either injure the hand or disarm them before tossing the opponent away. This technique is capable of intercepting C-rank+ when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting C-rank++ tiers to grab said target. Similar to those technique related to Strong Fist this can be preformed at higher proficiency with higher tiers. Where the opponent was touched by the user's hands/feet, they will experience two sets of C-Rank damage,one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is knocked back is at Bullet Release speeds, which leaves the target to be blown back as far as 10 feet. For Weapon countering, the intercepting radius includes that of the weapon's length before factoring in the distance from the opponent. | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 20th February 2017, 4:19 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 20th February 2017, 11:17 pm | |
| Name: Explosive Release- Body Replacement Technique Classification: Ninjutsu Rank: C-Rank Class: Supplementrary/Offensive Range: Short
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach using the Body Flicker Technique, the moment an attack hits. This technique differs with the normal body replacement technique in that unlike the original which is used to replace with solid objects this technique can be used to body replace with an Explosion Release energy, allowing it's use to be much more diverse than the original technique. The fixed explosion is dependent on the rank of the ninja, matching that rank for the power and speed of the explosion itself.
Ninja Rank- Explosion's Power- Explosion's Speed D - D Rank Power - D Rank Speed C - C Rank Power - C Rank Speed B - B Rank Power - B Rank Speed A - A Rank Power - A Rank Speed S - S Rank Power - S Rank Speed
Name: False signal Genutsu- Pain Amplifier Classification:Genjutsu Rank: C-rank Class: Supplementrary/Offensive Range: Short
Description: This is a genjutsu that's initiated after initial contact was being made from Enzo touching the opponent in any kind of way, and works well with his taijutsu. At first, the person would feel a noticeable irritation in the area tat was initially touched at first. After that, the opponent's body would ache all over, with the genjutsu sending a false signal to the body of being in a mildly serious condition, experiencing C rank mental pain that's masked by the opponent's pain receptors as overall body pains per round Due to this, even more pain can't break the opponent out of this genjutsu, and it hardly goes noticeable as a genjutsu. The reason why this genjutsu is powerful is that any sort of damage that the opponent experience will transfer over to mental pain as well, which will also be masked as overall body pain. Additional damage dealt to the victim of C-Rank or higher adds an additional C-Rank of mental pain each round, stacking like combination jutsu, up to a maximum of S.
Last edited by Enzo on 24th February 2017, 10:24 am; edited 5 times in total | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 23rd February 2017, 3:16 pm | |
| - Mod Edit:
Body Replacement - Rank Varied, not chakra price, so C-Rank deals C-Rank damage at C-Rank speeds, B-Rank deals B-Rank damage at B-Rank speeds etc.
Pain Amplifier - Additional damage dealt to the victim of C-Rank or higher adds an additional C-Rank of mental pain each round, stacking like combination jutsu, up to a maximum of S.
Approved | |
| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 30th March 2017, 4:05 am | |
| Name: Gas Leak Classification: Genjutsu Rank: C Class: Supplementary Range: Long
Description: This genjutsu can actually be initiated in two different ways, as well as standing as Enzo's favorite. It can either be blow out discreetly as an exhale Compellent, giving off a simple impression of a bakuhatsu that just breathes out gasoline, or be tacked on with any sort of explosion that's caused by enzo. This includes the hybrid taijutsu explosions, explosive release jutsu, and morpher related explosions. For starters, the opponent simply smells gasoline as if there was a gas leak in the area or something, or cause by an explosion. After that, they would start to experience the scent based genjutsu effects of gasoline poisoning. For starters, the smell of gas would cut off their sense of smell. The next thing that happens is body convulsions, a severe headache, difficulty breathing, and fatigue. This actually, causes the opponent to experience two sort of status effects. The first one is the poison status effect with the use of the headaches, experiencing C rank mental pain per p.t. The second is the dizzy status effect, only to be countered by C rank or higher reaction tiers. Opponent falls unconscious after SS rank mental pain is experienced under this genjutsu, simulating a gasoline poisoning overdose. This can be offset with proper barrier tiers. Barrier tiers of B-Rank or higher negate the unconcious effect.
Name: Explosive Release: Chakra Mode Classification: Nintaijutsu Rank: A-rank (Activation Price) Class: Supplementary/Offensive Range: Self
Description: The user wraps their body in a layer of Explosive Release chakra using the destructive chakra flow to give the user an explosive physical peak. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knockback of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations) | |
| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 1st April 2017, 4:32 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 11th July 2017, 12:37 am | |
| Name: Spear Redirection Style Classification: Fighting Style Rank: D-Rank Class: Supplementary Range: Short Description: As a way to manipulate the cursed spear that Enzo has in his possession, he uses his chakra. Chakra price can be paid per post total to control its movements completely, with the price being equal to the strength that's needed to control it. The price also determines how far it is capable of moving away from Enzo, it will not be allowed full range of movement when it is fully reigned in. With endurance tier's, Enzo can increase the post time of how he could manipulate it before paying another chakra price.
Chakra Cost - Simulated strength tiers- Distance- Endurance Tiers- Manipulation P.t before next chakra upkeep D Rank Chaka- D Tier - 5 ft -D rank endurance- 1 p.t C rank chakra - C tier- 10 ft- C rank endurance -2 p.t B rank chakra - B tier- 15 ft- B rank endurance -3 p.t A rank chakra - A tier- 20 ft- A rank endurance -4 p.t S rank chakra - S tier- 25 ft- S rank endurance -5 p.t
Name: Bakuhatsu Style- Explosive Release: Exothermic Chakra Mode Classification: Nintaijutsu Rank: A Rank Class: Supplementary/Offensive Range: Self
Description: The user wraps their body in a layer of Exothermic Explosive Release chakra, based upon the Bakuhatsu's chosen style. A chakra price is paid for the first initial activation, with chakra being the remaining upkeep price. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knock back of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. The A rank knockback needs an a tier chain of Endurance +Strength to be resisted. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations). That status effect is paired with the users propelling movement, physical attacks, taijutsu, and nintaijutsu. An A rank of chakra needs to be paid to select a status effect. However, with another A rank of chakra, the status effect can be changed. The chained status effects primarily go into a single tier check, but for an B rank blood price, the check is bumped up to a tier chain resistance check for a single post.
Type of Status Effect - Effect Description- Single Tier Check- Blood Price Tier Chain Stun - Victim is stunned for 4 p.t- Endurance - (Endurance+ Sam Endurance) Knock-Back - Victim is knocked back 20 feet- Strength - (Endurance+Strength) Burn - Flamable objects within a 5 ft raidus are set ablaze, sustaining B rank damage per p.t (total) - Defense- (Endurance+Defense) Dizzy - Victim is Dizzied for 4 p.t, incapable of moving at max tiers without fallin over- Reaction - (Endurance+Reaction)
Name: Bakuhatsu Style- Explosive Release: Endothermic Chakra Mode Classification: Nintaijutsu Rank: A-rank (Activation Price) Class: Supplementary/Offensive Range: Self
Description: The user wraps their body in a layer of Explosive Release chakra using the destructive chakra flow to give the user an explosive physical peak. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knockback of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations) Due to A bakuhatsu's chosen style in Endothermic explosions, this chakra mode also grants the ability to break and shatter or otherwise destroy non-living things such as structures, weapons, armor or items that the user comes into contact with. Living beings take -1 rank below of damage this way when in contact, but this technique bypass Endurance Tiers or the Chakra Resistance of non-living objects unless one possesses A rank or higher Endurance+Defense+Strength Tiers or simply A rank or higher Chakra+Strength Tiers. Living weapons also count towards this effect. Depending on the rank of the user, multiple types of fire related materia (B-Rank) can be used to mitigate half the cost for this technique to a B rank chakra price.
Rank of User - Type of Heat based Materia D - Fire C - Heat B - Blaze A - Explosion (Exothermic) S - Yugure
Name: Sweat Shop Reactor Classification: Kinjtusu Rank: S-rank Class: Supplementary Range: Self Description: Through the use of focusing his body on producing sweat at will because of his mastery over explosive kung fu and juijutsu, Enzo can produce sweat and knit them into his Taijjutsu/Nintaijutsu techniques, increasing the power and damage, as well as allowing them to go up one stage in range. The amount of stamina that's committed to using this technique goes as follows, adding additional power up to the technique based off of the multiple denominations are displayed by a chart below. The damage itself tallies together as the overall damage in the damage check, with the stamina price only being paid if there is a damage check in the first place.
Stamina Cost- Bonus Damage Multiplier -2 Stamina - 1.5x -4 Stamina- 2x -6 Stamina - 2.5x -8 Stamina- 3x -10 Stamina- 3.5x
Name: Morpher- Foldable Fuma Shuriken Classification: Ninjutsu Rank: B-rank Class: Supplementary Range: Contact
Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the user is able to make B-rank Shuriken from any material they are able to morph. The Shuriken are three feet long, each dealing B Hybrid explosive damage on impact. The explosions created are as big as the Shuriken, and the elemental damage in question is mostly dependent on the material that was used. This technique costs no chakra, but there is a 6 P.T cooldown before another round of Kunai can be made. The amount of Shuriken made is dependent on the users rank.
D- 1 C- 2 B- 3 A- 4 S- 5
Name: Morpher - Multi Creation Technique Classification: Ninjutsu Rank: D-rank Class: Supplementary Range: Contact
Description: Normally, Morpher techniques come with a cool down and don't require chakra to make. However, when chakra is being used to make the morphed construct, the user can use a specific amount of chakra in order to increase the productivity of how many constructs are made depending on the size. Each sized has a fixed multiplier depending on that size, adding into the paired sum of the created morphed construct.
Chakra Price- Size- Sum Multiplier D Rank - (Tiny) - x5 C Rank- (small) - x4 B Rank - (Humanoid) - x3 A Rank- (Medium S and Medium M)- x2 S Rank- (Medium L and Medium XL) - 1X
Name: Blood Sweat Classification: Kinjtusu Rank: D-rank Class: Supplementary Range: Self Description: Going along with the skill of using his sweat to prime detonations, Enzo learned how to simulate his capillary blood vessels that feed the sweat glands, causing them to exude blood. This can usually be done by putting his body under extreme physical stress of friction by the use of physical feats, contacts that he makes in order to put himself in that feeling. Depending on the blood price paid during confirmed hits, Enzo's hits are converted to spiritual explosive instead. The blood price paid is dependent of the rank of the technique, and the price is only paid during a confirmed hit.
Rank of Technique- Blood Price Conversion D - D rank C- 3 D ranks B - C rank A- B rank S- A rank
Name: Fire Style- Thermoception Classification: Ninjutsu Rank: A-rank Class: Supplementary Range: Long Description: After forming signs, the user gains the ability of an A rank themal sense. This allows them to perceive the infrared spectrum (i.e. temperature), allowing them to see temperature variations in objects, people/creatures, and environment from up to 80 feet away. Even the target's lack of temperature is able to be sensed with this technique. However, Those with an A rank temperature shielding technique, or that are out side the 80 feet mark, are safe from being sensed. | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 24 Location : The pits of Hell probably
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 27th July 2017, 11:58 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 6th August 2017, 10:49 pm | |
| Name: Morpher- Bomb Tag Classification: Ninjutsu Rank: B-rank Class: Supplementary Range: Contact
Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the user is able to make B-rank bomb from any material they are able to morph. The bomb tags are two inches long (tiny) and are one of the Morpher techniques that doesn't immediately explode upon impact. They are able to be detonated by will of the user and are able to be placed on any surface, each tag dealing B Hybrid explosive damage upon activation. The explosions created by the tags comes at a fixed range of five feet, and the elemental damage in question is mostly dependent on the material that was used. However, the tag can be placed on other morphing techniques to bolster their explosive capabilities, adding to the range and the damage as a combined damage check. This technique costs no chakra, but there is a 6 P.T cooldown before another round of bomb tags can be made. The amount of bomb tags made is dependent on the users rank.
D- 1 C- 2 B- 3 A- 4 S- 5
Name: Bombardier Dash Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Mid
Description: This Taijutsu technique is one of the more situational techniques that Enzo uses at his disposal, but definitely comes in handy when it comes to the explosions that he makes. using the force of the explosion, Enzo can allow it to propel himself as a form of a distance modifier when a form of movement is in use or intended use. Enzo utilizes the blast radius of the explosion as a distance modifier for his own movement, depending on the explosions Substance Volatility. However, this can only be used within the radius of the explosion in order to piggy bank off it's force. This can be used with air movement techniques as well. overall, This is a useful technique to either avoid explosions that he can't soak or increases Enzo's travel distance.
Name: Hand Of Deception Classification: Taijutsu Rank: C-rank Class: Supplementary Range: short range
Description: Taking a book out of armen's style, Enzo also learned how to pick up on the style of snatching things off a person or placing it on a person without them noticing with the mere touch. This technique can be used by the user if they are within 10ft of the target(s). If the target is in range, attempt to make any kind of physical contact anywhere on the target(s). During this post the user may not spoiler this technique unless the target(s) touched has reaction tiers that equal or more than the speed tier that was utilized to use this technique. By the beginning of the next post, if the target(s) acknowledge that any physical contact had been made between the user, one of two things happen. Either three things can be placed upon the target, or taken off the target without them noticing. Taking off only counts towards 3 items from the target(s) person that had not been mentioned in his/her post prior to this effect when it comes to banking the items. if this technique is used against armed opponents, the end result would count as a disarm if the opponent doesn't contain a C rank dexterity taijutsu.
Last edited by Enzo on 8th August 2017, 12:45 pm; edited 1 time in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 8th August 2017, 12:18 pm | |
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| | | Jinnouchi
Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 9th August 2017, 11:42 pm | |
| Name: Offsetting Sound- Detofield Classification: Genjutsu Rank: B Class: Supplementary Range: Long
Description: This is a sound based genjutsu that can actually be tacked on to an explosion of any kind. After an explosion being heard from the intended victim(s), a shuddering ring would be felt in the eardrums. After that, the opponent would be put in dizzy status effect, with the explosion being treated as a blunt force trauma to the ear drums For that point on, whenever an explosion is heard, the opponent would experience a dizzy spell, equaling 1 p.t for each explosion heard, causing them unable to move at max tiers without falling over. B Rank barrier tiers or reaction tiers equal to the speed that they are trying to move negate the genjutsu effect completely. This genjutsu can inter-grade with any denotative illusion, taking on as one of the conditions of the hearing portion of the technique. If the sound of the explosion trigger was actually the same explosion that the target was caught in, this genjutsu can't be broken out via pain.
Name: Explosive Kung-Fu: Gakaten Classification: Taijutsu Rank: A -rank (-4 Stamina)+ B Rank blood Class: Offensive Range: Short (Palm Thrust), Long (Knock-back)
Description: In regards to this technique, it represents one of the highest levels of explosive kung fu that's hard for opponents to recover from. This is one of many unique strikes that involves the use of Enzo's new martial arts. This is useful for countering an incoming strike moving at A-rank speeds or below and strike back with a single palm strike at Vacuum release speeds, however with higher tiers like most Strong Fist related technique it can be preformed at greater proficiency. Where the opponent was touched by the user's hand, surprisingly, they will experience one set of A rank damage of internal hybrid, dealing explosive release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. However, in exchange for the second explosion, after the internal check, the opponent's cells will ionize, preventing it's healing and starting a Necrois period. Each P.t, the target will be met with A rank necorsis internally if they fail a check, which is the same as the check for the internal damage (A rank spirit tier. ) The Necrosis period depends on Enzo's P.T Rank. This Necrosis can be healed with either A rank medial Kinjutsu or an S Rank medical ninjutsu technique that specializes in healing necrosis.
Ninja Rank- Necrosis P.t D Rank- 1 P.T C Rank- 2 P.T B Rank- 3 P.T A Rank- 4 P.T S Rank- 5 P.T
-Signature- Name: Kyukaze (Signature) Classification: Ninjutsu Rank: A-Rank Class: Offensive (Slicing varies on speed) Range: Short Description: This technique channels a large amount of Wind chakra to the user's hand after making hand seals guide in both activation and the flow of chakra. This jutsu is transparent, but the amount of concentrated wind chakra is so great that it can be felt by people within a 10 foot radius, as well as felt by wind sensory. The high concentration of wind produces a sound reminiscent of a raging windstorm, hence the name. Once the technique is completed, the user charges forward and thrusts the Kyukaze 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 slicing ability increases with the speed of the user and without a Time-Slowing Dojutsu or a wind displacement sensor that's mid to long range, the user is locked in place confined to running in a straight line to strike an opponent due to this technique dragging the user forward with it's momentum boosting them; for the duration of this technique to equate Samurai Levels of speed hence the assassination aspect. Slicing damage equates to the amount of blood loss that's experienced by being hit by this technique, and it will continue unless stopped or healed in some way. Speed Tier of User - Kyukaze Slicing Dmg - Blood Loss Per P.T - Wind Release Dmg Inflicted by Kyukaze None - N/A- N/A - N/A D - D -N/A - N/A C - C - D - D B - B -3D- C A - A - C- B S - S - B- A
Name: Explosive Kung-Fu: Typhlosion Turn Classification: Nintaijutsu Rank: A rank (-4 Stamina)+ B Rank Chakra Class: Offensive Range: Short Range, Contact (Knock-back)
Description: This technique is considered as one of Enzo's finishing moves, combining his brand new taijutsu with his explosive release chakra. The first thing that Enzo does is stretch out both his arms, having them facing opposite sides as he has his explosions gain him rotational turbulence. At the same time, Enzo leaks out his explosive release chakra in order through his sweat pores as he continues this, reaching a cyclone effect of explosive energy that initial A rank speeds. However, as per rules of explosive kung fu, this can be initiated at higher tiers of speed. Enzo's speed. The cyclone of explosive energy is 20 feet in length and deals two sets of explosive release hybrid damage of A rank internal and A rank external. Interception is based upon how close enzo is to the targets, which is displayed in the chart below. This is the only technique where confirmed impact doesn't need to be confirmed for the stamina to be paid up front for ignition of the nintaijutsu. However, sweat shop and blood sweat can be used in conjunction with this technique with the usual hit confirmed requirements. Knockback for this jutsu is 4 feet A rank speeds, if not using a higher level of speed for rotation.
Distance between Targets - Interception Within 20 Feet- 1 Tier level below user's speed Within 15 Feet - Equal Speeds Within 10 Feet- 1 tier lv above speed Within 5 Feet- 2 tier lv's above speed Within 1 Foot- 3 tier lv's above speed
Last edited by Enzo on 16th August 2017, 12:26 am; edited 4 times in total | |
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Posts : 836 Join date : 2016-12-24 Age : 22
| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 15th August 2017, 3:14 pm | |
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| Subject: Re: Enzo Bakuhatsu- Jutsu Checklist 16th August 2017, 12:29 am | |
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