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| Ying-Yang Coordination (Deva's Techs) | |
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Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Ying-Yang Coordination (Deva's Techs) 7th March 2018, 3:30 pm | |
| - Kenjutsu:
Name: Iai Cross Classification: Kenjutsu Rank: C-Rank Class: Offensive Range: Contact
Description: Even the most simple of strikes of Iaido have a wasted movement, the sheathing of the sword after the strike being unused. Iai Cross seeks to remedy this but loses a lot of range as a result of making the attack successful. With this, the user steps forwards with the draw, delivering a slash across their opponent before sheathing their sword, using the backswing to deliver another slash just apart from the first, delivering an 'X' shaped wound. The amount of damage each slash does is determined by how close the user is to the victim and if the first hit is successful, the second requires either pain resistance or a barrier tier to dodge due to the pain of the first. The speed of each strike is determined by the user's tiers.
Distance(feet) - Damage Dealt - Barrier Tier 10 - D - D 5 - C - C 3 - B - B 1 - A - A .5 - S - S
Note, .5 can only be done with phasing or pseudo-intangibility.
- Taijutsu:
Name: Peregrine Falcon Drop Classification: Taijutsu Rank: C-Rank Class: Offensive Range: Contact(Grab), Mid(Fall)
Description: A simple technique with devastating consequences, the Peregrine Falcon Drop is a taijutsu technique that can only be used when both victim and user are airborne. Once done the user shifts behind the opponent and presses against them, raising their own legs to lock them around the victim's neck to hold them in place. They then fall to the ground and the initiator uses their positioning to drive the victim head first into the ground. This technique can interrupt mid-air speed tiers or techniques unless the victim possesses an aerial movement technique higher than C-Rank. If caught, they then require a C-Rank grab escape technique or strength higher than the user's, the damage dealt being physical equal to the user's strength. However there is a multiplier of damage depending on how high they fall but the higher falls cause recoil to the user's legs.
Fall Distance(ft) - Damage Multiplier - Recoil Taken 20 - 2x - 3 D 40 - 3x - C 60 - 4x - B 80 - 5x - A 100 - 6x - S
- Yaksha:
Name: Baby Black Salamander Training Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Yaksha is a black salamander the most dangerous breed within the Salamander contract, although he is only small, considered a baby unlike his mother, Akuma. He possesses C-rank Reaction Tiers, can move at Bullet Release Speeds. All Salamanders are naturally immune to fire of varying levels depending on their breed, black salamander's are notable due their innate resistance to flames being the greatest among the Salamander Tribe being immune to flames or burning based damage of Fire, Blaze, Ghost Fire & Yugure Flames. In addition all types of Salamander possess a venom gland which converts their blood into a toxic substance near a set location in their body (Lungs) allowing them to release their poison from various parts of their body. Black Salamander venom's special property is that it is flammable in addition to dealing hybrid damage each post (total) it is in a victims system like a normal poisonous substance, in addition it is capable of being harvested as a materia in which case it serves as a VI Grade Carve.
Name: Salamander Style: Poison Ball Classification: Kugujutsu/Ninjutsu Rank: C-Rank (-4 Stamina on use+C-Rank Chakra) Class: Offensive Range: Short-Mid (Launch), AoE(Explosion)
Description: Taking a deep breath, Yaksha mixes the vaporous poison from his lungs with his chakra to unleash a ball of toxic sludge at an opponent. This ball launches forwards at C-Rank speeds to strike an opponent, when it strikes it detonates in a ten foot radius around the point of impact. This deals C-Rank chakra based damage if it strikes an opponent dead on and it blinds them for 4 PT unless they possess C-Rank reaction tiers. It then leaves behind a puddle of toxic fumes that poisons anyone that steps over them. This causes them to take a C-Rank of internal hybrid damage each round unless healed by a C-Rank poison extraction technique or they possess C-Rank endurance tiers, in which case they only take a single count of damage. As Yaksha grows older, the area of effect of this technique and the endurance required to resist it, rises.
Age - Area of Effect(ft radius) - Endurance to Resist Baby - 10 - C Young - 20 - B Adult - 30 - A Elder - 40 - S Boss - 50 - S++
Name: Earth Release: Toxic Mud Technique Classification: Kugujutsu/Ninjutsu Rank: C-Rank (-4 Stamina and C-Rank chakra each use) Class: Offensive/Supplementary Range: AoE
Description: Yaksha mixes his earth nature with the toxic vapours from his lungs before opening his mouth and unleashing a torrent of thick, black mud. This mud spills out across the ground, making it difficult for people to walk, requiring at least C-Rank strength to avoid a speed drop that is dependent on Yaksha's age. In addition, the toxic vapours means that anyone within the technique become poisoned, taking 3 D-Ranks of internal hybrid damage each post that stacks for each post the victim stands within the mud. This can be healed with a C-Rank poison extraction technique or B-Rank endurance to take only a single count of 3 D-Ranks of internal damage. Lastly, this mud is incredibly flammable and can be set alight with any fire-based technique, causing it to lose its poisonous properties however it spreads out the damage across the entire area of effect of the mud. Anyone caught in the mud as this happens takes double the initial damage of the fire-type technique but then it settles and they take the damage each round they are in the flames. This mud lasts for only a while, determined by Yaksha's age.
Age - Speed Drop - Duration(rounds) Baby - 1-Rank - 5 Young - 2-Ranks - 10 Adult - 3-Ranks - 15 Elder - 4-Ranks - 20 Boss - 5-Ranks - 25
- Combination Techniques:
Name: Salamander Synchronisation: Great Poisonous Fireball Classification: Combination Technique Rank: B-Rank Class: Offensive Range: Short(Flamethrower), Short-Mid(Orb), AoE(Detonation)
Description: A technique activated by Deva using his Blaze Release: Great Fireball Technique to engulf the orb of poison created by Yaksha's Salamander Style: Poison Ball. This enhances the flames due to the flammable nature of Yaksha's toxin and results in a black orb of vaporous flame leaping towards the opponent at B-Rank speeds. When this strikes the ground of a target it explodes into burning toxic vapour in a twenty foot radius that lingers for 10 PT unless put out by a B-Rank Ghost Water technique or an A-Rank water technique due to being comprised of blaze release. This burning vapour is incredibly dangerous as it lingers, causing anyone in the area to take C-Rank Blaze Release damage each PT they remain in the range and if breathed in, it is even worse. The burning toxin is introduced into the body, causing the victim to take a B-Rank of internal blaze release hybrid damage each round that they are left untreated, requiring a B-Rank poison extraction technique that is neutral or strong against Blaze Release to remove, although A-Rank endurance tiers causes them to take only a single count of A-Rank internal damage. This can be further enhanced with additional chakra prices from both Yaksha and Deva, increasing the damage of the technique, however it loses its ability to be turned into a flamethrower due to Yaksha being unable to maintain a constant stream of poison.
Additional Chakra - Additional Damage each PT D - C C - B B - A A - S S - S( and grants piercing)
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
Last edited by Blade on 18th April 2018, 7:41 pm; edited 1 time in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 33 Location : Lost in time...I guess?
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 20th March 2018, 1:49 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 2nd April 2018, 5:01 pm | |
| - Taijutsu:
Name: Tenshi Fist: Thorn Great Flash Classification: Taijutsu Rank: B-Rank Class: Defensive/Offensive Range: Self, Short
Description: Compared to Strong Fist, Tenshi Fist is much more aggressive, following the disciplines of the Mishura in order to ensure victory by overpowering an opponent, even in a graceful manner. Due to this, simply disarming an opponent isn't enough and with the strength and prowess granted by the user's dojutsu, they are able to instead strike a weapon with the intent to shatter it rather than simply knock it out of someone's hands. When this technique is performed, the user lashes out with a lateral kick, aiming to strike the weapon in the opponent's hands to shatter it. Their dojutsu prowess determines the speed they can outmatch and the rank of weapons they are able to destroy with this technique, unless they possess physical resistance, in which case they count as one rank higher.
Dojutsu(Raiden, Kyou, Advanced TS) - Speed Tier Capable of being matched - Weapons Shattered Activation - D, D+, D++ - D, C, C(With resistance) Mashin or Joukai Activation/1st - C, C+, C++ - C, B, B(With Resistance) Mashin or Joukai 1st/2nd - B, B+, B++ - B, A, A(With Resistance) Mashin or Joukai 2nd/3rd - A, A+, A++ - A, S, S(With Resistance) Mashin or Joukai 3rd/4th - S, S+, S++ - S, SS, SS(With Resistance)
Name: Tenshi Fist: Thorn Great Whirlwind Classification: Taijutsu Rank: B-Rank(3 stamina per kick) Class: Offensive Range: Short
Description: Starting from a low stance, the user delivers a kick to the opponent's chin, knocking them into the air using their strength. The distance they can launch an opponent is dependent on the strength of their dojutsu as the enhanced prowess and physical abilities enable greater rising power. They then follow the opponent, attacking multiple times to cause the opponent to rise into the air, each kick dealing only a C-Rank of damage as they rise, no matter the strength of the Mishura. The final attack is always a heel drop, sending the opponent to the ground, causing them to take damage dependent on how high they fell from. In order to escape from this after the first kick has landed, opponents need a midair movement technique of B-Rank or higher in addition to speed greater than the Mishura's. Lastly, the number of kicks able to be chained is dependent on the Mishura's rank.
Dojutsu(Raiden, Kyou, Adv. TS) - Height Per Kick Activation - 2, 4, 6 Mashin or Joukai Activation/1st - 4, 6, 8 Mashin or Joukai 1st/2nd - 6, 8, 12 Mashin or Joukai 2nd/3rd - 8, 10, 12 Mashin or Joukai 3rd/4th - 10, 12, 14
Rank/Fall Height(ft) - Number of Kicks - Damage Sustained D/10 - 2 - 3 D C/20 - 3 - C B/30 - 4 - B A/40 - 5 - A S/50 - 6 - S
Name: Tenshi Fist: Thorn Stinging Classification: Taijutsu Rank: B-Rank Class: Offensive Range: Contact
Description: Using their visual prowess, the Mishura is able to determine the weakness in materials and even the body. This allows them to accurately target such, focusing the strength of their strike into two fingers in order to penetrate through the defense and damage the opponent even if normally they would be impervious. With this technique, the user steps forwards and slams their fingers into an opponent, punching straight into them to inflict B-Rank damage, the defense piercing granted being determined by their dojutsu. In addition to this, the hole left over by the fingers being ripped out causes the opponent to lose 3 D-Ranks of blood each round they aren't healed by a B-Rank medical technique.
Dojutsu(Raiden, Kyou, Adv. TS) - Piercing Gained Activation - D, C, C(Bypassing) Mashin or Joukai Activation/1st - C, B, B(Bypassing) Mashin or Joukai 1st/2nd - B, A, A(Bypassing) Mashin or Joukai 2nd/3rd - A, S, S(Bypassing) Mashin or Joukai 3rd/4th - S, SS, SS(Bypassing)
Name: Tenshi Fist: Thorn Break Classification: Taijutsu Rank: B-Rank Class: Defensive/Offensive Range: Contact
Description: Unlike the technique that this is based on, Leaf Break, the Thorn Break is a counter attack alternative able to be utilised due to the exceptional visual prowess of the Mishura dojutsu. Rather than breaking out of grabs, this technique counters grabs by dodging the initial grab, using their perception abilities to see the grab and moving out of the way. The normal method is leaping upwards over the grab before slamming both feet into the opponent's chest and using that as a springboard to launch themselves backwards, vaulting far through the air to get out of range of any further grabs. The grabs that they can avoid and the distance of the vault is dependent on the user's dojutsu. The opponent then requires B-Rank or higher strength to avoid being slammed into the ground as the Mishura vaults backwards, causing them to take a B-Rank of physical damage as they slam into the dirt.
Dojutsu (Kyou, Raiden, Advanced TS) - Grab Escape Equivalent - Vault Distance(ft) Activation - D, C, C(With Muscle Tension) - 10 1st/Mashin or Joukai Activation - C, B, B(With Muscle Tension) - 20 2nd/Mashin or Joukai 1st - B, A, A(With Muscle Tension) - 30 3rd/Mashin or Joukai 2nd - A, S, S(With Muscle Tension) - 40 4th/Mashin or Joukai 3rd - S, SS, SS(With Muscle Tension) - 50
- Shurikenjutsu:
Name: Mishura Style: Rajska Sage Flower Nail Pitch Classification: Ninjutsu/Shurikenjutsu Rank: B-rank (3 D-ranks of Chakra Per Projectile) Class: Supplementary/Offensive Range: Mid
Description: With this technique, the user launches shuriken with one hand before breathing out blaze infused chakra onto them as they launch forwards. This not only grants them B-Rank chakra damage on contact but transmits the burning quality of Blaze Release with them upon striking an opponent. This sets them alight for a number of PT dependent on their endurance tiers, causing them to take recurrent C-Rank chakra damage unless the flames are put out by a B-Rank technique strong against Blaze Release. The Mishura's mastery of this technique, allows them to increase the number of projectiles they can imbue at once based on the stage of their dojutsu
Dojutsu Stage(Itsu, Kyou, Advanced) - Projectiles Imbued at Once Activation - 1,2,3 1st - 3,4,5 2nd - 5,6,7 3rd - 7,8,9 4th - 9, 10, 11
Endurance Tiers - PT Burning None - 4 D - 3 C - 2 B - 1 A - Immune
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
Last edited by Blade on 2nd April 2018, 5:47 pm; edited 1 time in total | |
| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 2nd April 2018, 5:22 pm | |
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| | | Guest Guest
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 2nd April 2018, 5:59 pm | |
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| | | Blade
Posts : 3780 Join date : 2012-05-06
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 14th April 2018, 7:28 pm | |
| - Juinjutsu:
Name: Base Curse: Melt Curse Classification: Juinjutsu Rank: D-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is D-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. C-Rank equipment with heat resistance are immune to this but C-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 2 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Melt Curse Level 2 Classification: Juinjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is C-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. B-Rank equipment with heat resistance are immune to this but B-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 4 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Melt Curse Level 3 Classification: Juinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is B-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. A-Rank equipment with heat resistance are immune to this but A-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 6 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Melt Curse Level 4 Classification: Juinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is A-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. S-Rank equipment with heat resistance are immune to this but S-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 8 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Melt Curse Level 5 Classification: Juinjutsu Rank: S-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is S-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. SS-Rank equipment with heat resistance are immune to this but SS-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 10 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Melt Curse Level Max Classification: Juinjutsu Rank: SS-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Melt' appearing within it. Once this is complete, this curse can be placed on an item, piece of armour or weapon that the victim possesses. Once this is done, if the weapon is SS-Rank and doesn't possess heat resistance, it will melt instantly, with heat resistance it will take 5 PT to melt the weapon if the curse is not removed. SSS-Rank equipment with heat resistance are immune to this but SSS-Rank equipment without heat resistance will melt in 10 PT, being destroyed completely if they are melted. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 12 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Classification: Juinjutsu Rank: D-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least D-Rank physical force they will experience either an additional 10 feet of knockback or just 10 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending a C-Rank of chakra to expel the curse from the body or by having C-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 3 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Level 2 Classification: Juinjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least C-Rank physical force they will experience either an additional 20 feet of knockback or just 20 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending a B-Rank of chakra to expel the curse from the body or by having B-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 6 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Level 3 Classification: Juinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least B-Rank physical force they will experience either an additional 40 feet of knockback or just 40 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending an A-Rank of chakra to expel the curse from the body or by having A-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 9 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Level 4 Classification: Juinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least A-Rank physical force they will experience either an additional 60 feet of knockback or just 60 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending an S-Rank of chakra to expel the curse from the body or by having S-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 12 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Level 5 Classification: Juinjutsu Rank: S-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least S-Rank physical force they will experience either an additional 80 feet of knockback or just 80 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending an SS-Rank of chakra to expel the curse from the body or by having SS-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 15 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Concussion Curse Level Max Classification: Juinjutsu Rank: SS-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Concuss' appearing within it. Once this is complete, it can be placed on an opponent. When an opponent with this curse on them is struck by at least SS-Rank physical force they will experience either an additional 100 feet of knockback or just 100 feet of knockback if the force would not normally knock them away. The user of this curse designates a direction for the knockback when placing this curse. This can be removed by spending an SSS-Rank of chakra to expel the curse from the body or by having SSS-Rank strength to lock one's self in place to prevent the knockback. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 18 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Classification: Juinjutsu Rank: D-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of D-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of 1 D-Rank each round. This curse can be removed by expelling it through spending a C-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 1 modifier attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Level 2 Classification: Juinjutsu Rank: C-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of C-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of 3 D-Ranks each round. This curse can be removed by expelling it through spending a B-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles, of C-Rank or higher. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 2 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Level 3 Classification: Juinjutsu Rank: B-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of B-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of a C-Rank each round. This curse can be removed by expelling it through spending an A-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles, of B-Rank or higher. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 3 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Level 4 Classification: Juinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of A-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of a B-Rank each round. This curse can be removed by expelling it through spending an S-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles, of A-Rank or higher. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 4 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Level 5 Classification: Juinjutsu Rank: S-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of S-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of an A-Rank each round. This curse can be removed by expelling it through spending an SS-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles, of S-Rank or higher. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 5 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
Name: Base Curse: Tearing Curse Level Max Classification: Juinjutsu Rank: SS-Rank Class: Offensive/Supplementary Range: Touch
Description: The user creates a triangle in the palm of the hand to initiate this curse, with the kanji for 'Tear' appearing within it. Once this is complete, it can be placed on an opponent. When this curse is placed on an opponent it weakens their muscles to the application of specific levels of force, in this case it is the use of SS-Rank speed or strength. If they use either of these tiers, they will start to bleed internally at a rate of an S-Rank each round. This curse can be removed by expelling it through spending an SSS-Rank of chakra and the bleeding can only be healed by internal medical techniques or through making incisions to get to the muscles, of SS-Rank or higher. Like all Curses, this can be further modified with Curse Modifiers to increase the power and versatility of this technique. This curse can have a maximum of 6 modifiers attached to it, which must be equal rank or below the curse in question, and are placed outside of the Triangle. Curse Modifiers do not alter the final rank of the technique.
- Yaksha:
Name: Salamander Style: Earth Release - Toxin Pit Technique Classification: Kugujutsu/Ninjutsu Rank: C-Rank(-4 Stamina + C-Rank Chakra) Class: Offensive/Supplementary Range: Short(Placement), Mid(Hole Area)
Description: After performing his hand-seals, Yaksha touches the ground and creates a pit-trap within 5 feet of where he touched. This pit trap is covered with a very thin layer of earth to keep it hidden from normal eyesight, requiring either X-Ray vision or C-Rank vibration sensory to detect the hole before stepping on it. Upon an opponent hitting it, the hole opens up under them, the size of it and the reaction required to avoid it being dependent on Yaksha's size. This pit is filled with a black, vaporous fog of Yaksha's poison that causes 3 D-Ranks of internal hybrid damage each PT that someone is stuck in it and breathing it in. The walls of this pit are smooth and are covered with a film of soaked in poison, meaning that anyone trying to climb or walk out up the walls ups the damage to C-Rank internal hybrid each PT. This toxin is also highly flammable, causing any Fire-Based Release technique launched into the pit to double in damage and consume the vapour, usually reducing anyone within the pit to chunks.
Size - Pit Diameter/Depth(ft) - Reaction Required Baby - 5/10 - D Young - 10/15 - C Adult - 15/20 - B Elder/Large - 20/25 - A Boss/Colossus - 25/30 - S
*********************** ~A message to all~ I am always available to help if you need it! Just send me a message here or on Discord, hope you enjoy your time here.
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| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 15th April 2018, 4:12 pm | |
| Talked to you about the concussion curse in the c-box already so with that:
1/2 *********************** - Indra T. Erlang:
- Roark Hokkai:
- Amara Jiko:
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| | | PunkPrincess Admin
Posts : 2110 Join date : 2010-07-23 Age : 32
| Subject: Re: Ying-Yang Coordination (Deva's Techs) 15th April 2018, 4:50 pm | |
| Yeah it's typical Blade 'why am I not this good', can't personally see anything to change so...
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| Subject: Re: Ying-Yang Coordination (Deva's Techs) | |
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