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| Elias D.A.R.K | |
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Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Elias D.A.R.K 28th July 2018, 1:23 pm | |
| Personal Info Name:Elias D.A.R.K(Doublestackums-Abbababalu-Rikigaku-Kaironokuma) Alias: "The Boy With Many Faces", "The Failed Legacy", "The Iron Dancer" Age: 14 Gender: Male Height: 5'10 Weight:125 Zodiac Sign: Pisces Personality: - Spoiler:
Troublemaker: - Spoiler:
Elias much like his ancestors has a knack for getting into big trouble. Although he'd protest that most of the time it isn't his fault; his professors always count on him to do something that'll warrant his expulsion before the day ends. This trait in his personality had lead to his removal from the Academy's early admission program at the age of 6. Eli showed much greater potential than his ancestors did in their youth, so the board decided to test him for early admission. But Eli blew it when he decided to pull up Ms. Applebottom's skirt during a heated debate between him and another applicant about Ms. Applebottom being a woman and not a man in a skirt. His application was immediately revoked and he brought shame to his entire family earning the title as , "The Failed Legacy".
Natural Athlete: - Spoiler:
Elias is normally the type to scoff at hard work, but secretly put in more work when left alone. Maybe this could be why he's regarded among-st his friends as a natural athlete. He is quick at adapting movements, and really big on adding his own swagger on things. Because of this he comes off as confident knowing that any physical activity that he tries, that he'll come off looking pretty cool at the very least.
Compulsive Trash Talker: - Spoiler:
"Yo mamma!" Elias is often found with his friends being teased about his freckles, the texture of his hair, the light but colored complexion of his skin tone. When he was younger, this use to bring him to tears but after some advice from his loving father he had learned at that young age to 'clap' back. Unfortunately its become part of his personality, from being young and calling people "poppy head" to "U overgrown Bitch!". Sometimes he even claps at those who stare at him too long, or do a double take to better understand his strange appearance. Needless to say if you're in a room with Eli do not stare too long or he will fire up on your ass.
Strong Spirited: - Spoiler:
Elias never wants to be seen as lesser. This may have something to do with a personality trait passed down through the Doublestackums family and picked up by Elias from being raised with his mother. But no matter what it is, the moment he is looked down on he switches gears and exhibits his natural talent in finding a way to use what he has to overcome what he doesn't. This doesn't necessarily translate into a competitive spirit, since he is different from his ancestors in the sense that he doesn't find motivation in competition. But whenever his worth is in question, he gets "motivated" and becomes a totally different and determined individual.
Identity Crisis: - Spoiler:
This maybe a trait that Elias and his ancestors do not share. The closest thing to an identity crisis that had been recorded in his ancestor was the crisis Armenezra had with his morality after murdering multiple enemies when he was still an adolescent. But although the Doublestackums family was half blanc and half black to begin with, they were mainly dark in complexion. So his ancestors down to his line identified mainly as White or Black people. Elias' mother is from the Doublestackums family line and she is very white skinned with a few ebony features, but at first glance she looks like most white people. Elias' father is from the Kaironokuma clan and has darker skin, but Eli is a strange yellowish-brown complexion. He looks white compared to a dark skinned person and brown compared to a white person. He also has little freckles that can be seen primarily on the fair skin people and coarse-kinky hair almost like the darker skinned people. As small and insignificant as this may seem its been a problem for him growing up. He doesn't fit in with any crowd and although his charisma and trouble brewing shenanigans has earned him a seat at any social table, he is usually the outsider of every crowd and treated as such.
Lover of Music and Dance: - Spoiler:
This is the most defining interest about Elias. He loves to dance and listen to music. He's often saying that dance saved his life and can be found dancing almost all the time at. When asked why he dances so much he mentions the music in his head being so amazing. This often makes him look like a complete weirdo since he is dancing around with no music playing out lout. But to Elias when he hears the music in his head and he dances to the beat, his whole life becomes aligned.
Appearance:- Spoiler:
Kid Eli - Spoiler:
Teen Eli: - Spoiler:
Young Adult Elias: - Spoiler:
History:- Spoiler:
The Beginning: At some point in history, everything that was built by the Medjay had been destroyed.Over a century of legacies, culture, government, and technological advancements lost. The last traces of the medjay scattered in the DNA of children that have now returned to the shinobi world and their way of living. The father of Medjay, Armenezra now has legacies that can be found in his grand-daughter Himiko- Armina Doublestackums-Abbababalu- Rikigaku, who married a Kaironokuma clan member and strayed away from a law passed by radicals. Much like her ancestors the Doublestackums Four who only adapted that middle name as a sign of rebellion against the Rikigaku way; Himiko Doublestackums Rikigaku along with her husband adopted the name Abbababalu(a farmer who gave her much guidance). Now her son Elias Doublestackums-Abbababalu-Rikigaku-Kaironokuma is one of the latest of the Doublestackums family. The Legend of the Medjay maybe lost, but never gone.
History Repeats Itself: After over a century since the Medjay civilization was lost, radicals attempt to keep that culture alive within their children by teaching them the old ways, and keeping them out of shinobi programs. Members of the old life went as far as keeping their mating prospects limited to only clans that defected to the medjay way. Some were able to keep with that life style, and some strayed away from that manipulative rule, but all kept the teachings within their house holds. But Himiko, Daughter of Romenezra Doublestackums(Son of Armen, Rokubi Host) discovered her son's(Elias) amazing talent when he was the age of four. She discovered his knack for learning and picking up on things rather quickly and by the age of six Elias learned his first jutsu and was able to show proficiency in taijutsu forms. So against the Medjay teachings she consulted with the board of education at the time and applied her son for early admission into the academy.
The Pressure: Unfortunately as the story goes, Elias did not get into the academy after a stunt pulled in the middle of his examination. This brought shame to his mother and relatives alike. Since that day he's been given many titles pertaining to his infamous reputation. Titles such as Eli, The Failure and Eli, The Failed Legacy. Since that day Eli's mother has been strict on him, punishing him heavily on even the slightest mistakes that he makes in school. Despite her forcefulness Eli has a unique fascination for the medjay culture and shares his mother's hopes that he'd be the one to bring back the medjay civilization even though, they can not solicit that publicly.
Escape: Living with all the stress placed on him, from being an heir to the rikigaku clan, and born of the Kaironokuma clan; Elias was prone to many mental breakdowns. He'd catch anxiety attacks and run out on important testings, and graduation ceremonies. It was during one of his mental breakdowns that he met a group of friends from a little back alley in Nazogakure known as the Skreets. There he learned a lot about what it meant for the darker skinned people in society. He learned many things from the skreets albeit most of those things were detrimental but the most beneficial thing that he learned was how to dance. From those days on the skreets to now he dances every chance that he gets. He found ways to even incorporate dancing into his way of combat and since then he has grown alot as a person and a shinobi. His father even went as far as enlisting him into a dance academy, as long as he promises to stay on his apex in his studies and education. With a heart full of hope and a head full of beats Elias may be the Medjay's savior.
Ninja - Cypher Info Village:Nazogakure Rank: Chunin A-rank Missing Nin Clan: Rikigaku - Kaironokuma Adapt DNA: Jiko - Erlang Chakra Nature:High Earth,Lightning, and Pulse Reactor Core: Elementless Primary Weapon:- Spoiler:
Name: Rikigaku Tamer Type: Whip Rank: D,C,B,A,S How Many: 1 at AS-Genin, 2 Chunin + Appearance: The Rikigaku tamer is a curved cylinder which have a finger grip pattern and a spiral point at the top. Special Ability: When chakra is cycled through the Tamer the spiral point unravels manifesting a jagged whip comprised of pure ambient chakra. Rikigaku can use this to fight as it deals raw chakra damage according to the rank however it's real purpose is used on creatures. When it comes in contact with them it can used to become a collar before causing the creature to be tamed according to the strength. D Tamers can tame small creatures only. C Tamers can tame small and Medium (S) creatures only, B Tamers can tame Small & Medium (S,M,L, XL) only. A Tamers can tame Small, Medium and Large (S) only. S-rank Tamers can tame Small, Medium, Large only.
Secondary Weapon:- Spoiler:
Equipment Name: Elias' Kaironokuma Gourd Type of Equipment: Gourd Rank: D (Can get refitted every rank up to equal user's rank) How Many: 1 Appearance: A bluish-grey metallic gourd which is made via the use of Techno and keyed to the specific Kaironokuma's DNA due to part of their own body being used in it's creation. It has a cracked appearance and a darkened bluish-gray cork an remains attached to the user via electromagnetism equal to it's rank which can be cut off by channelling chakra into it. Often customized to suit it's owner, this Kaironokuma's own gourd has a (insert custom design & shape)
Special Ability: N/A *Like all Gourds it acts as a storage device, in this case it can be filled with things typically being used to store Iron Sand to give the Kaironokuma an additional source of Iron Sand materia aside from their ability to produce it from the atmosphere. However it can be used to store dirt, gold dust, silver powder and even Lead Sand. It can store things on three levels which determines how heavy it is when picked up by anyone other than the Kaironokuma it was made for. This is due to part of their flesh in a techno state being used to comprise it resulting it in being lightweight as if it were part of their body when carried by them. The First level the gourd is at minimum capacity which is 12 D-ranks worth (2 C-ranks or 1 B-rank) of Iron Sand, possessing a weight of 5. The Second level the gourd is at half capacity which is 24 D-ranks worth (6 C-ranks, 3 B-ranks, 2 A-ranks or 1 S-rank) of Iron Sand, possessing a weight of 10. Finally the Third level the gourd is at full capacity which is 48 D-ranks worth (8 C-ranks, 4 B-ranks, 2 A-ranks or 1 S-rank) or Iron Sand, possessing a weight of 20 or D-rank strength to pick up without being slowed by 1-rank due to it's weight.
Weight: +3 (Empty), +5 (Minimum Capacity), +10 (Half Capacity), +20 (Full Capacity) *Note All this only applies for anyone but the Kaironokuma the gourd was made for. Slots: N/A No of Refittings None
- Specializations:
1)Trap Specialist 2)Earth Specialist
- Signatures:
1)Stone Dance 2)Lodestone Fist 3)Dirty Paws 4)Modification Sealing Method: Chaos Control 5)Rhythm: Art of One Thousand Steps: Iron Dance 6)Barrier Trap: Full Counter
- Exclusive:
1)Digital Code: Digital Matrix 2) 3)
Last edited by Elias on 12th December 2023, 12:49 pm; edited 15 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 1st August 2018, 1:23 am | |
| Legacy Passives: - Spoiler:
- D-rank:
Name:Rhythm Classification: Ninjutsu Rank:D Class: Passive Range: Self Description: Elias is a very smooth but abnormal dancer and not many people can't understand why. The simplest explanation given is that, "its in his chakra". The Medjay much like shinobi believe that chakra is the energy that flows through a connection between the Physical and Spiritual faculties in the body. In the Medjay practice it is explained that there are seven energy centers of the human body and are aligned in an ascending column from the base of the spine to the top of the head. The seven energy centers from the top of the head to the base of the spine are Sahasrara(spiritual), Ajna(awareness), Vishuddha(communication), Anahata(love/healing), Manipura(wisdom/power), Svadhishthana(sexuality/creativity), Muladhara(trust). Chakra's function is to spin and draw in energy to keep the spiritual, mental and physical health of the body in balance.Eli's chakra spins in a rhythmic way which does not prevent him from molding chakra like any normal shinobi. But because of its rhythmic flow when Elias utilizes chakra his techniques and body involuntarily starts to move to that same continuous but constantly changing rhythm which many describe as dancing. With rhythm in play, Eli's movements and the execution of his techniques becomes very unpredictable to those around him, with all but the most advanced perceptions falling victim to said unpredictability. This works against those dependent on reaction tiers alone due to the many false movements, feints in trajectory and strikes drawing their attention away and making it difficult to discern the techniques designated point of impact. Because of this muscle tension cant be used to avoid attacks and techniques done with Rhythm. Dojutsu with time slowing effects can be used to see movements but requires the user to also have reaction tiers one rank lower than the speed of Eli's techniques or movements; while reaction tiers+ of the same rank as the strike or technique's moving speed can be use for a proper dodge.
- C-rank:
Name:Earth Born Classification: Ninjutsu Rank:C Class:Passive Range: Self Description: Elias Dark has an unique affinity to earth unlike many people have seen before, even for a Kaironokuma member. From the age of four when those around him were barely capable of entering the academy, he was capable of molding the earth around him through chakra. This is further seen in the way he moves; seeming trackless and without drag as if he was surfing through the surface. After further development and understanding of his talents he's discovered that at will he can cause shifts in the surface around him to move along at high speeds. This can be used without Eli moving a muscle, but when used with his speed tiers he can outpace even samurai(++ tiers) without hitting recoil due to the boost being external. But he risks taking physical damage two tiers levels higher if he runs into a hard object or solid strike while using this method for high speed. This level of synchronization between Eli and the surfaces that he stands on extends as far as providing him with a form of sensory. Granting him the ability to detect and understand the different types of movement happening on the ground and below it up to a certain radius. Through weekly training Elias can increase his sensory's capabilities as well as the speed in which the ground can move him along. Weekly Training(1000 ea.) - Ground Shifting Speed- Speed Enhanced 0 Training - N/A - N/A 1 Training - D - +1 Tier Level 2 Training - C - +2 Tier Levels 3 Training - B - +3 Tier Levels 4 Training - A- +4 Tier Levels 5 Training - S- +5 Tier Levels Weekly Training(1000 ea.) - Sensory Range - Traceable Speed(On Ground/ Below Ground) 0 Training - N/A - N/A / N/A 1 Training - 10ft - D-rank / D-rank + 2 Training - 15ft - C- rank/ C-rank + 3 Training - 20ft - B- rank/ B-rank + 4 Training - 25ft - A - rank/ A-rank + 5 Training - 30ft- S-rank/ S-rank +
- B-ranks:
Name: Displacement Armour Classification: Taijutsu Rank: B Class: Passive Range: Self
Description: It is well known that the cyphers Displacement aura is used to amplify one's attacks, but has anyone ever thought about its defensive properties. This is one of the few self-improving taijutsu's Kozzen's created using the cypher technique. He will force his displacement aura to solidify outside his entire body until it shrouds his entire body, protecting him from physical damage equal to his rank. However, this can be increased up by one rank if he chooses to pay a stamina price to facilitate the increase in defensive capabilities. This armour can be broken for sure, and if so it will cost double his rank's stamina price to recreate it. Rank of Armour - Stamina price to increase D - 2 C - 4 B - 6 A - 8 S - 10
Name: Elemental Displacement Aura Add-on Classification: Nintaijutsu Rank: B Class: Passive Range: Self
Description: Being born of the same lineage of one of the gods of Pandora, Ka Jiko, Kozzen had been born with the innate ability to should himself in the same kind of physical shielding that his great-grandfather used to protect his life more often than not, the Displacement Armour. And being the grandchild of that man, Kozzen was also born with the ability to reinforce that very armour with any of the Jiko elements that they have gained in their life, with each element adding on a separate ability at the chakra price equal to the users rank. Listed elemental abilities below. Only 1 Elemental ability may be active at a time. And if it's broken while one is active, it costs chakra equal to the user's rank to recreate in addition to the stamina of recreating the original armour. Phase - Ability to Negate chakra based Damage. Vapour - Silicon: Capable of imbuning the armour with the vapour of the gathered gem/crystal materia, and utilizing the abilities said materia creates. Psionic - Telekinesis: Creates a telekinetic barrier around the body capable of defending against chakra based technique equal to the user's rank. Matter - Grants protection from chakra based techniques that deal piercing damage.
Rikigaku Passives: - Spoiler:
- D-rank:
Name:Digitize Classification: Fuinjutsu/Barrier Ninjutsu Rank: D-rank Class: Passive Range: Self Description: All Rikigaku clan members have learned to access a unique network which allows them to transmit physical items into digital code within a unique sealing network. It typically is located in a bar-code on their body and by cycling chakra to or merely physically tapping or placing ones blood on the bar-code the network is able to be accessed. This network allows them to store weapons, armor, consumables, lobos and golems being able to manifest them into this plane at will in combat at equal rank speeds at the base level. At Academy Rank one can Digitize 5 items and with every rank this increases by 5 capping out at 25 items at Sannin rank.
Name: Capability Interface Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self Description: This is a unique ability taught to Rikigaku clan members at birth to resonate their soul with weapons and creatures to learn their capabilities in terms of chakra nature, special abilities (weapons) and tiers (creatures) with a mere glance. This gives them a noticeable advantage against weapon users and creatures encountered in the wild as they can rarely get caught off guard by new threats.
- C-rank:
Name: Rikigaku Art: Organoid Matrix Classification: Barrier Kinjutsu(Fuinjutsu) Rank: C-rank Class: Passive Range: Self Description: This technique is a branch of the Rikigaku's Digitize passive, creating an extension that acts as a pocket dimension wherein the user is capable of storing their Organoids in stasis until they are needed. The user can draw their Organoids from this storage by touching one of the bar codes on their person, the creation appearing at speeds equal to their rank with a modifier based on their level (Low = Normal, High = Tier+, Elite = Tier++). The user is capable of storing 5 Organoids at base, though each rank up they can increase this number by +1 through a 500 Word Weekly training, to a maximum of 10 Organoid Slots.
Kaironokuma Passives: - Spoiler:
- D-rank:
Name: Push Classification: Taijutsu Rank: D Rank Class: Passive Range: Self (Palms & Soles of Feet) Description: The Kaironokuma clan has the ability to "push" objects using ghostly white paw prints that are released by the paw print mutations on their hands and feet (Caused by their kekkai genkai) at varying extreme speeds (Swift release - Vacuum Release.). This justu has much potential and is the base for all of their Push techniques.The justu goes up in strength with their Rank. This justu is merely a template in which the rest of their push justu is based on and as such doesn't require chakra on its own. A Kaironokuma is able to increase the repelling force of their Paw Prints by completing a weekly 1000 Word Training topic allowing said paw prints to simulate Strength Tiers when "Pushing" objects. When a Kaironokuma utilizes their "Push" techniques with normal speed tiers instead of their Paw Print Strength the object is moved at speeds 1-rank below the speed the Kaironokuma used (capping at Vacuum Release Speeds). However when both Speed and the Paw Print's "Strength" are both used in conjunction with each other objects are moved at speeds 1-rank above the speed the Kaironokuma used (capping at Ripping Discord speeds). No. of Trainings - "Strength" Tier Gained -Max Push Speed - Size of Object Pushable Bar Techniques
1 - D - C - Tiny
2 - C - B - Small
3 - B - A - Medium (S)
4 - A - S - Medium (M) 5 - S - SS - Medium (L)
Name: Techno Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self Description: The Kaironokuma clan has the ability to turn their skin into an odd bluish metal. Although their body still receives damage normally, while in this form they are granted the ability to transform their body parts into different weapons and the like. This justu is the basis for all the Techno justu. The conversion results in the body part turning into a bluish metal while they lack pain receptors in the converted body part. Depending on the amount of their body converted into organic metal it can be maintained for a set amount of time with a form resulting in a cooldown depending on the rank of the technique used. However depending on the user's skill level (rank) they are able to maintain their body in it's changed form for 1 posts (total) starting at D-rank with each rank up adding +1 capping out at 5 posts (total) at S-rank. When techniques make use of this ability to produce weapons their classification is always either Kinjutsu/Kenjutsu, Kinjutsu/Kyujutsu, or Kinjutsu/Shurikenjutsu etc. Rank of Technique - Cooldown in Posts (Total) - Body Part Modifier (Posts Total) D - 1 - Extremity (Finger, Toe) = +12 C - 3 - Organ (Eye,Heart, Lung) = +10 B - 5 - Appendage (Hand, Foot) = +8 A - 7 - Limb (Arm, Leg) = +6 S - 9 - Lower Torso (Legs, Waist) = +4 SS - 11 -Upper Torso (Chest, Arms, Head) = +2 SSS - 13 - Entire Body = +0
Name: Iron Sand Classification: Kinjutsu Rank: D Class: Passive Range: Varies Description: The Kaironokuma clan has the ability to generate "iron sand" from the atmosphere by altering the magnetic forces of the atoms. The amount of Iron sand generated varies with rank. They also posses the ability to mold the sand into any shape they want even creating weapons out of it. Now any techniques utilizing Iron Sand have a chakra & an Iron sand amount price this is either equal or in ratios of 2:1 or 1:2 (e.g B-rank Iron Sand Technique can either cost C-rank Chakra & C-rank Iron Sand, B-rank Chakra & D-rank Iron Sand or D-rank Chakra & B-rank Iron Sand). Kaironokuma are also capable of saturating the amount of iron sand in their possession for a blood price cost 1-rank below their skill level (capping at A-rank) in exchange for doubling the amount of iron sand produced at the cost of losing Fatigue as long as the amount of iron sand is over their usual Max amount. Rank - Amount Produced Each Post (Total) - Max Amount - Saturated (Fatigue Loss Each of the Users Posts) D - 1 D - 1 A - 1 S (-1) C - 2 D - 1 S - 1 SS (-2) B - 4 D - 1 SS - 1 SSS (-3) A - 1 C - 1 SSS - 2 SSS (-4) S - 1 B - 2 SSS - 4 SSS (-5)
Name: Atomic Metal Classification: Ninjutsu Rank: D-rank Class: Passive Range: Self Description: The Kaironokuma clan has the ability to alter the composition of non-animate objects into metal due to messing with the electromagnetic forces that exist in atoms. In addition they can manipulate any non-organic metal into any shape and form they wish. The user being able to manipulate non-animate objects as well as non-living weapons, former human puppets, organoids & Lobos, depending on the user's rank. When manipulating non-metals into metals the chakra is utilized to permanently shift the material into another type of Materia allowing it to be used in place of raw materials for constructing things. Modifications now will all require chakra prices in order to manipulate them into creating new types of metal from being a non-metal with the purity of the metal created requiring more chakra to create, the higher the purity the more durable,magnetic, or conductive the metal created is. User Rank - Non-Metal Conversion Chakra Price - Metal Purity Modifier (Chakra Cost/Rank of Raw Material) D - D - Below 10% (C/D) C - D - 11-25 % (B/C) B - C - 26-50 % (A/B) A - B - 51-75 % (S/A) S - A - Above 75 % (SS/S)
Jiko Passives: - Spoiler:
Name: Intuitive Aptitude Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: This is the innate ability of the non-elemental Jiko clan members to learn and process information at a higher rate than normal individuals. This aspect to learning allows them to pick up information and techniques far easier than most allowing them to learn past the usual limits of their rank. As long as they are non-elemental the Jiko clan member is able to learn the full amount of techniques given to their rank regardless of the conditions set. Nonetheless, they still must adhere to the rank limits. In addition, non-elemental Jiko clan members are unable to awaken however can retrain this passive (Weekly Training) in order to gain the effects of those passives available to their elemental counterparts upon reaching the requirements to unlock their own elements. Retraining Word Count - Able to Gain Effects of 1000 - 1 Elemental Passive 1000 - 2 Elemental Passives or 1 Elemental Passive & 1 Branch Passive (if applicable) 1000 - 3 Elemental Passives, 2 E.P & 1 B.P (if applicable) or 1 E.P & 2 B.P (if applicable) 1000 - 3 E.P & 1 B.P or any combination of E.P or B.P which totals up to 4 (where applicable) 1000 - 3 E.P & 2 B.P or any combination of E.P or B.P which totals up to 5 (where applicable)
Ninja Starters: - Spoiler:
- D-rank:
Name: Body Replacement Jutsu Classification: Ninjusu Rank: D-rank Class: Supplementary Range: N/A 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.
Last edited by Elias on 13th March 2021, 12:29 pm; edited 25 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 5th August 2018, 3:11 pm | |
| Kaironokuma Techs: - Spoiler:
Pull: - Spoiler:
Name: Pull Classification: Fighting Style Rank: C Class: Offensive Range: Contact (To establish Charge), Mid (Effect)
Description: Requires Contact with the victim in order to establish the "Charge" after which Pull Technique can be used on the victim. Using the white paw prints on the user's hands &/or feet the user drags the victim towards or away from the user within a certain radius. This radius increases with the user's skill level and when utilizing Pull on a target they sustain defense bypassing internal damage unless they possess Endurance Tiers equal to the rank of the Pull technique being used. Victims are "Pulled" with electromagnetic force depending on the strength of the Paw Print using the Push training's to calculate the speed and force at which victims are dragged by Pull techniques. This jutsu serves as a gateway for other Pull based techniques. Rank - Push Trainings - Force Dragged - Size Capable of Being Dragged (Bar Techniques) D - 1 - D - Tiny C - 2 - C - Small B - 3 - B - Medium (S) A - 4 - A - Medium (M) S - 5 - S - Medium (L)
Metal Puppetry: - Spoiler:
D-rank: - Spoiler:
Name: Metal Puppetry Classification: Fighting Style Rank: D-rank Class: Supplementary/Offensive Range: Short-Long Description: Metal Puppetry was founded on the basic of applying the Kaironokuma's natural ability to manipulate iron and other metals via their Iron Sand Control, alter the composition of non-metals into metals and finally convert their own body into organic metal. It was discovered fairly early on that they had an innate skill in the art of Kugujutsu due to these factors however they distinguished themselves by utilizing puppets comprised of metal rather than the traditional use of wood. The Kaironokuma Clan's puppetry incorporates almost every aspect of their other combat styles.
Name: Shellcode Fist - Figurine Control: Swift Doll Classification: Kugujutsu (Taijutsu) Rank: D-rank Class: Supplementary Range: Self (Eyesight & Figurines) Description: Based on the principles of the Shellcode Fist fighting style, the user has learned to focus their mind to work in sync with their vision much like the base style it is based on, as a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Swift Release speeds when switching focus from one thing to another which works hand in hand with their Figurine manipulation increasing the speed that all Metal Puppetry techniques being used are formed at to this level. For a Kaironokuma Puppeteer this works in place of or alongside their speed tier, though most rarely train their own natural speed in favor of this due to reliance on their Figurines to protect them. But for those that do train two sets of speed tiers, namely the Shellcode Fist as well as normal speed tiers it results in the formation of their Figurine techniques being on par with Tenmetsu Style Samurai's Swift Release, while when combined with any variant of strings to be utilized alongside Puppetry their Metal Puppetry techniques they are capable of moving at D-Rank++ Speeds though at a 2x Stamina price if they do not possess D-Rank Endurance.
Name: Shellcode Fist - Figurine Evolution: Ninja Model Classification: Kugujutsu (Taijutsu) Rank: D-rank Class: Supplementary Range: Self (Figurines) Description: The Kaironokuma Puppeteers have modified not only their own utilization of their innate endurance to suit their own purposes but that of their Clan's as well, as this technique is geared towards doing three things: applying Techno to their Figurines, increasing the duration of Techno for Figurines while decreasing the cooldown, and finally being able to render specific Techno modifications permanent in their Figurines. Due to being the first level, this technique allows Techno to be slotted into Small and Medium sized puppets. It also increases the duration of all Techno modifications by +2 while decreasing the cooldown by -1. This level allows Techno slots to be made permanent in Small Puppets only, completely removing the duration and cooldown while making it so that the empty slot is completely consumed by the modification. This requires a joint chakra and metal sand price (must be the same metal the puppet is composed of) based on the type of Small Puppet. This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques. Small Puppet Type - Chakra + Metal Sand Price Trap - D + 3 D Standard - 2 D + 4 D Recon - 3 D + 5 D Guerrilla - 4 D + C
C-rank: - Spoiler:
Name: Shellcode Fist Classification: Fighting Style Rank: C-rank Class: Supplementary Range: Varies Description: The Shellcode Fist is a modification of the primary fighting style the Kaironokuma have employed to manipulate their Iron Sand to attack foes, though refined and fine-tuned in order to optimize its use for puppetry. Through this style the puppeteer can manipulate their puppets in one of three ways the first being using their eyes to guide their puppets which can be refined by further Shellcode Fist techniques, the puppeteer can assist this movement through using their hands to guide and command their puppets. Their puppet manipulation only becomes faster when they utilize hand movements making their Kugujutsu techniques and thus puppets' speed on par with Samurai Level speed. Furthermore when strings are used in conjunction with the one's hands and eyes, their puppetry speed is nearly unrivaled, outspeeding even that of Samurai Level movement (Tier++) however without Endurance Tiers equal to the rank of the Shellcode Fist used this is tiring to perform (2x Stamina depleted). This fighting style has a secondary function as well, utilizing the Kaironokuma's inherent Endurance Tiers in order to modify their puppet's slots, with the tiers working to determine what size of puppets can be slotted with Techno, an increase to the duration of the Techno modification, a reduction to the cooldown for the Techno modification and finally the ability to render the modifications permanently active in certain sizes of puppets.
Name: Metal Puppetry: Wire Strings Classification: Kugujutsu Rank: C-rank Class: Supplementary Range: Short-Mid Description: Those within the Kaironokuma Clan have learned how to apply their Kugujutsu to ninja wire to a higher degree than the normal application. Normally one either manipulates the puppet manually with the wire strings or they run their chakra strings through metal wire to give it more tensile strength albeit being more visible due to the metal wire's composition. The Kaironokuma Clan however uses Pulse Release - Iron Sand: Strings as it's puppetry medium while using Circuit Fist: Iron Sand Control to transfer their degree of control of their Iron Sand to their manipulation of said strings which applies to the puppets in question. Due to being comprised of Iron Sand it is very flexible in combat as other techniques most notably Iron Sand: Clones & Pulse Release: Iron Sand Shadow Clones can utilize this technique to control puppets. Likewise rather than being vulnerable to being cut due to being comprised of Iron Sand any of the strings can be severed and simply reconnect via electromagnetism as long as chakra remains in the Pulse Release - Iron Sand: Strings technique. Depending on the user's skill level the maximum distance said puppets can be manipulated (string length). Rank of User - Max Puppet Distance D - 7 C - 15 B - 25 A - 35 S - 45
Name: Shellcode Fist - Figurine Control: Bullet Doll Classification: Kugujutsu (Taijutsu) Rank: C-rank Class: Supplementary Range: Self (Eyesight & Figurines) Description: Based on the principles of the Shellcode Fist fighting style, the user has learned to focus their mind to work in sync with their vision much like the base style it is based on, as a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Bullet Release speeds when switching focus from one thing to another which works hand in hand with their Figurine manipulation increasing the speed that all Metal Puppetry techniques being used are formed at to this level. For a Kaironokuma Puppeteer this works in place of or alongside their speed tier, though most rarely train their own natural speed in favor of this due to reliance on their Figurines to protect them. But for those that do train two sets of speed tiers, namely the Shellcode Fist as well as normal speed tiers it results in the formation of their Figurine techniques being on par with Tenmetsu Style Samurai's Bullet Release, while when combined with any variant of strings to be utilized alongside Puppetry their Metal Puppetry techniques they are capable of moving at C-Rank++ Speeds though at a 2x Stamina price if they do not possess C-Rank Endurance.
Name: Shellcode Fist - Figurine Evolution: Monk Model Classification: Kugujutsu (Taijutsu) Rank: C-rank Class: Supplementary Range: Self (Figurines) Description: The Kaironokuma Puppeteers have modified not only their own utilization of their innate endurance to suit their own purposes but that of their Clan's as well, as this technique is geared towards doing three things: applying Techno to their Figurines, increasing the duration of Techno for Figurines while decreasing the cooldown, and finally being able to render specific Techno modifications permanent in their Figurines. Due to being the first level, this technique allows Techno to be slotted into Small, Medium and Humanoid (excluding Human) sized puppets. It also increases the duration of all Techno modifications by +3 while decreasing the cooldown by -2. This level allows Techno slots to be made permanent in Medium Puppets in addition to the types of lower levels, completely removing the duration and cooldown while making it so that the empty slot is completely consumed by the modification. This requires a joint chakra and metal sand price (must be the same metal the puppet is composed of) based on the type of Medium Puppet. This technique serves in place of Endurance Tiers in terms of End Tier checks however lacks the other uses of endurance tiers in regards to mitigating damage from chakra based techniques. Medium Puppet Type - Chakra + Metal Sand Price Scout - C + 2 C Standard - C + 3 C Separating - 2 C + 4 C Vehicle - 2 C + 5 C Blitz - 3 C + 6 C
B-rank: - Spoiler:
Name: Base Seal: Figurine Formula Lvl 1 Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Self (Skin), Contact Description: Req. Pulse Release: Iron Sand – Figurine Merge. This is a unique storage seal created by the Kaironokuma clan, or more specifically the puppeteers within that clan as a means to store the Figurines in their possession. The user creates a seal the size of a bowling ball with the Kanji for “Figure” in the center which allows the storage of Figurines inside of it. To store one the Figurine(s) must be touched and a tattoo appears on the Kaironokuma in question resembling a stick figure version of the Figurine. When a Figurine is stored they dissolve into grains of Iron Sand (or its variants) before streaming into the seal and forming the tattoo which is the storage seal. While they remain stored these tattoos glow, though it can only be detected by those who possess B-rank or above Chakra Sensory if the puppeteers bare skin is seen. When a Figurine is unsealed they emerge from this seal in a puff of smoke just like a normal summoning. Likewise every Figurine Seal can be further modified by the use of Modification Seals, this particular seal has 3 before the max limit is reached and it can be no longer modified.
Name: Metal Puppetry: Puppet Figurine Classification: Kugujutsu Rank: B-rank (Variable Materia Price) Class: Supplementary/Passive Range: Self (Puppet), Contact Description: This is the technique converts a normal generic Puppet into a Puppet Figurine which is a Kaironokuma specific modification to the creation of puppets. This combines the original type of puppet with a set amount of metal materia typically obtained by the Kaironokuma in bulk in preparation for the fusion process. The aspiring puppeteer then places their hands on both the puppet and the metal materia and utilizing Atomic Metal in addition to a chakra price fuses them together creating something new. Puppet Figurines (which are called Figurines for short) are smooth with no faces, joints or anything of the sort merely being the same shape and size as the original puppet the metal was grafted onto, except now they are completely comprised of the grafted metal(s) while keeping the original empty slots of the original puppet. When this technique is utilized to convert puppets into metal the Kaironokuma is capable of manipulating with Circuit Fist: Iron Sand control, they become able to manipulate the puppets using their Circuit Fist completely bypassing the need for wire or chakra strings or even hand movements. Similar to Circuit Fist: Iron Sand Control their puppet manipulation only becomes faster when they utilize hand movements making their Kugujutsu techniques and thus puppets speed on par with Samurai Level speed. Furthermore when strings are used in conjunction with the three their puppetry speed is unrivaled, outspeeding even that of Samurai Level movement (Tier++) however without Endurance Tiers equal to the rank of the Circuit Fist used this is tiring to perform (2x Stamina depleted). Depending on the rank of the individual different types of puppets can be converted into Puppet Figurines by this technique, and upon being converted these Figurines consume Puppet Slots just like normal. Rank – Figurine Type Unlocked (Materia Req.) – Composition (Grafting Price) D – Trap (D), S. Small (2 D), – 1 Metal Only (D-rank Bld + C-rank Chk) C – Scout (C), S. Medium (B) – Up to 2 Metals (C-rank Bld + B-rank Chk) B – Recon (3 C), S. Humanoid (A) – Up to 3 Metals (B-rank Bld + A-rank Chk) A - Battle (3 B), Wall (S) – Up to 4 Metals (A-rank Bld + S-rank Chk) S – S. Large (SS), S. Titanic (SSS) – Up to 5 Metals (S-rank Bld + SS-rank Chk) *Note: When Grafting more than one metal, the end product is always an Alloy of the metals in question, while the total materia requirement can be fulfilled by the total amount of metal material equating the requirement. Each metal added has it’s own grafting price.
Name: Shellcode Fist - Figurine Control: Crashing Doll Classification: Kugujutsu (Taijutsu) Rank: B-rank Class: Supplementary Range: Self (Eyesight & Figurines) Description: Based on the principles of the Shellcode Fist fighting style, the user has learned to focus their mind to work in sync with their vision much like the base style it is based on, as a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Crashing Ground speeds when switching focus from one thing to another which works hand in hand with their Figurine manipulation increasing the speed that all Metal Puppetry techniques being used are formed at to this level. For a Kaironokuma Puppeteer this works in place of or alongside their speed tier, though most rarely train their own natural speed in favor of this due to reliance on their Figurines to protect them. But for those that do train two sets of speed tiers, namely the Shellcode Fist as well as normal speed tiers it results in the formation of their Figurine techniques being on par with Tenmetsu Style Samurai's Crashing Ground, while when combined with any variant of strings to be utilized alongside Puppetry their Metal Puppetry techniques they are capable of moving at B-Rank++ Speeds though at a 2x Stamina price if they do not possess B-Rank Endurance.
A-rank: - Spoiler:
Name: Pulse Release: Iron Sand Shadow Clone Classification: Ninjutsu/Kugujutsu Rank: A-rank (C-rank Chakra Price & A-rank Iron Sand Per Clone) Class: Supplementary Range: Varies Description: This technique allows the user to make a shadow clone comprised of Iron Sand. Because it is a shadow clone, it is able to perform techniques and interact with the environment due to it having physical substance; and also evenly distributes the user's chakra to each clone. If the clone is injured, it will revert to its natural iron sand state, at the same time engulfing whatever it is touching. Due to being comprised of the Shadow Clone it shares the tiers with the original, yet it balances it with the durability of the Iron Sand: Clone and it's ability to utilize the Iron Sand comprising it to preform Iron Sand techniques to deal physical damage rather than chakra based damage due to only using iron sand materia. Yet they are still able to use the chakra comprising them to use some of the user's chakra based techniques, their true use however is when being used with puppetry. Due to being autonomous each Iron Sand Shadow Clone has it's own slot limit which is based on the user's skill level to determine it's size thus allowing a Kaironokuma Puppetry user to field more puppets than their usual counterparts without succumbing to mental strain. If they lack enough slots they can share control over a puppet in order to manipulate it and they likewise can succumb to mental strain which causes them to dispel, unless the user has barrier tiers to mitigate it's effect. Most consider this a trade off for those capable of learning this technique (Pseudo Kugujutsu Path) being unable to create human puppets. Rank of User - Clone Puppetry Slots (Each) - Size of Target Engulfed (Iron Sand Materia Used) D - 1 - Small C - 2 - Humanoid B - 3 - Medium (S) A - 4 - Medium (M) S - 5 - Medium (L)
S-rank: - Spoiler:
Name: Metal Puppetry: Figurine Merge Classification: Kinjutsu/Kugujutsu Rank: S-rank (S-rank Chakra + Variable Iron Sand Price) Class: Supplementary Range: Self (Figurine) Description: This technique is unique as it is meant for use alongside Metal Puppetry despite utilizing aspects of Iron Sand based combat. The Kaironokuma puppeteer directs a set amount of their Iron Sand (or its variants) and uses it to surround one of their Figurines altering its composition even further than before. The Figurines are now comprised of numerous grains of whatever metal they are comprised of giving them the default appearance of being solid only because these individual grains are densely packed together. This gives the Figurines immunity to physical based damage as if struck with enough force to break the puppet it simply disperses into Iron Sand and depending on the puppeteers level of Shellcode Fist will end up reforming after sometime. Upon sustaining Chakra/Mental based damage however some of the iron sand comprising the Figurine can be spent to repair the damage to it’s form making them only capable of being destroyed by Hybrid, Spiritual or Natural based damage as long as they have enough iron sand to constantly repair their bodies. Furthermore if the puppeteer has Iron Sand – Clone or Pulse Release: Iron Sand Shadow Clone upon a Figurine being merged with Iron Sand these puppets are capable of performing the user’s Iron Sand based techniques. The only difference is that they now deal Pulse Release Hybrid based damage & have cool-downs during which the Iron Sand required for the use of the technique are not able to be utilized in other techniques as well as for repairing sustained damage. Once merged with a Figurine the Iron Sand comprising them does not register on the Iron Sand passive in regards to strain, but at the same time can not be utilized as a potential price for normal Iron Sand techniques. Depending on the size of the Puppet each can have a maximum amount of Iron Sand comprising their body. Size of Puppet (Type) – Max Iron Sand Comprising – Rank of Iron Sand Technique (Cool-Down) Small (Trap, S. Small, Recon) – B, 2 B (A), 3 B (S) – D (3 P.T) Humanoid (Standard, Battle) – A, 2 A (S) – C (5 P.T) Medium (Scout, Standard) – S, 2 S (SS) – B (7 P.T) Large (Wall, Standard) – SS, 2 SS (SSS) – A (9 P.T) Titanic (Standard) – SSS – S (11 P.T)
Rikigaku Techs: - Spoiler:
- Bionics:
- B-ranks:
Name: Rikigaku Art: Organic Origins Classification: Kinjutsu/Fuinjutsu Rank: B-rank (C-rank blood price each seal placed) Class: Supplementary Range: Short
Description: The user of this technique initiates it by placing a seal, the design of which is the Kanji for "Egg" within a shape of the user's choosing, on a creature as well as a weapon in their possession. This is treated as a Base Seal, with 6 Modification Slots, it is unique in the fact that it's modification slots can be a higher rank than the Base Seal albeit taking more slots than normal (Equal Rank = 1 Slot 1-rank Higher = 2 Slots, 2-ranks Higher = 3 Slots). To place the Base Seal, they must expend a C-Rank of their Blood or, in the absence of said vitae, a C-Rank Recoil Price. Once the seals are placed, the user then pays a Chakra Price dependent on the "Vitality" of the creature in question sealing the creature within the weapon and morphing it into an Organoid Egg. Eggs convert the weapon they were made from into an organic version of whatever materials it was made out of (i.e. metal, glass etc) and thus are now capable of being picked up by Life Sensory, though only those revolving around sensing life contained within or tied to Seals, while they are incapable of being detected by Weapon Sensory that is not specifically designed to target Rikigaku creations. Larger or more powerful creatures require sturdier and more complex weapons to contain them, with their size determining the required rank of the weapon. Creature Vitality - Chakra Price to Seal Full Vitality - S Three-Quarters Vitality - A Halved Vitality - B Quartered Vitality - C Near-Empty Vitality - 3 D Empty Vitality - N/A (Sealing Ineffective)
Creature Size - Weapon Rank Small - D-Rank Humanoid - C-Rank Medium - B-Rank Large - A-Rank Colossus (or Awakened: Giant) - S-Rank Titanic (or Awakened: Enlightened) - SS-Rank God Beast - SSS-Rank Mythical God Beast - Z-Rank *Note: Sub-Species are treated as 1-rank Higher whereas Rare Species are treated as 2-ranks Higher when they share the same size as their Base Species.
Name: Rikigaku Art: Organic Awakening Classification: Kinjutsu Rank: B-rank (Blood Price Varies) Class: Supplementary Range: Self(Organoid) Description: Takes up 1 Modification Slot from Organic Origins. This is the second stage of Organoid Evolution, the "Egg" progressing into a "Larvae". It is initiated by the user spilling an S-Rank of Human, Nova, Zireh, Beast, Angel or Demon Blood onto the seal on the weapon, the Kanji shifting to that of "Larvae" as it happens. The entire S-Rank need not be supplied at once, though the blood must all be of the same classification or else the technique will not succeed. In the case of the blood of Hybrids, it will count as the blood of their dominant class however if they are Co-Dominant, True Tri or True Quad Hybrids their Blood will count as whichever the user desires. The blood of Acolytes counts as Demonic or Angelic Blood depending on which side they are aligned to. Upon the blood being supplied, the Organoid "hatches", granting it an element that corresponds to one of the chakra natures available to the creature sealed within it. The Organoid goes through no outwards changes, but it gains the sentience of a small child with the ability to communicate with those around it as such. The Organoid Larvae is granted an increased durability as well, doubling its original Raw Durability (i.e. a weapon with C-Rank Raw Durability will now have 2 C-Ranks). This grants a special effect to it's Base Seal which raises it's rank dependent on the maturity of the Organoid (Egg = B, Larvae = A, Chrysalis = S & Adult = SS) with the number of slots increasing by +2 each growth (caps at 12).
- A-ranks:
Name: Rikigaku Art: Organic Growth Classification: Kinjutsu/Fuinjutsu Rank: A-rank Class: Supplementary Range: Self(Organoid) Description: Takes up 2 Modification Slots from Organic Origins. This is the third stage of Organoid Evolution, with the "Larvae" progressing into a "Chrysalis". It is initiated by the user donating 1 S-Rank of either Chakra, Blood, Nen, Stamina, or Natural Energy to the seal. Alternatively the user is capable of donating 1 B-Rank each of Stamina, Blood and Chakra to the seal, any of the above options causing the Kanji within the seal to shift to "Chrysalis". In this stage, the Organoid gains a second element which corresponds to one of the chakra natures belonging to the creature sealed within, while in the absence of a second nature the user is capable of giving it one of the Primary Natures (Must possess the Element Sealing Method of the specific element) or choosing to not give it one at this stage. While the Organoids have matured in this stage, they are completely silent and do not speak to their wielder or anyone else for that matter, storing their power for their future evolutions. At this stage, the Organoid gains a passive resistance to Weapon Destruction Techniques not aligned to the Rikigaku Clan, being immune to all those equal to their user's rank and below. In this stage, the Organoid becomes truly useful in combat, as they are granted Elemental Weapon Techniques aligned to their element(s), 5 in total (3 C-Ranks and 2 B-Ranks). This is the only stage in which the user must actually wait until they can progress the Organoid, as they need to be able to store power. This time is based on the user's rank. Rank - Wait Time D - 5 IC Topics or 1 OOC Month C - 4 IC Topics or 3 OOC Weeks B - 3 IC Topics or 2 OOC Weeks A - 2 IC Topics or 1 OOC Week S - 1 IC Topic or 5 OOC Days *Note: Weapon Techniques refers to the jutsu type aligned to the weapon type the Organoid is (i.e. Staff or Sword would be Kenjutsu, Bow would be Kyujutsu etc)
Tiers: - Spoiler:
Endurance: - Spoiler:
Name: Ninja Way Classification: Taijutsu Rank: D-rank Class: Supplementary Range: N/A Description: Every human has a code of ethics which define themselves. It is because of that their natural stamina has been hardened. Because of that D-rank techniques do half as much damage as they would towards the other races as they do towards humans.
Name: Monk Way Classification: Taijutsu Rank: C-rank Class: Supplementary Range: N/A Description:An advanced code which grants the user immunity to D-rank chakra-based attacks and C-rank chakra based attacks do half as much damage as they would towards others as they would towards the user.
Speed: - Spoiler:
Name:Dance Dance :Swift Release Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self Description:The user focuses his/her chakra tweaking their chakra gates allowing them to move at incredible speeds to avoid getting hit by attacks. In Elias' case, this technique translates as a form of Kinesthetic awareness. Kinesthetic awareness is the ability to be aware of one’s own body parts (muscles, tendons, joints), position (posture), and movement (tension/relaxation of muscles, shifting of weight, movement of the body through space). Dancers who have developed kinesthetic awareness, or body awareness, are more likely to be able to perform the various movements of dance safely, to have a good sense of balance, and to respond to stimuli appropriately (judge correctly where to move while dancing in a group). This translates into D-rank speeds for running and body movement, D-rank balancing
Name:Dance-Dance: Bullet Release Classification: Taijutsu Rank: C-Rank Class: Supplementary Range: self Description:An advanced version of Dance-Dance: Swift Release. In Elias' case, this technique translates as a form of Kinesthetic awareness. Kinesthetic awareness is the ability to be aware of one’s own body parts (muscles, tendons, joints), position (posture), and movement (tension/relaxation of muscles, shifting of weight, movement of the body through space). Dancers who have developed kinesthetic awareness, or body awareness, are more likely to be able to perform the various movements of dance safely, to have a good sense of balance, and to respond to stimuli appropriately (judge correctly where to move while dancing in a group). This translates into C-rank speeds for running and body movement, C-rank balancing.
Reaction: - Spoiler:
- D-rank:
Name: First Reaction Classification: Taijutsu Rank:D-rank Class:Supplementary Range:N/A
Description: Cypher naturally have better reaction speed and have inbuilt senses which allow them to detect small changes and point out things that seem out of the ordinary. This sense of battle grants them the ability to react to D-rank speeds even if they don't possess sped tiers and detect opponents who are being hidden by D-rank hiding techniques. In addition when they do possess speed tiers it gives them the ability to react to speeds up to 1 rank above their own as long as it doesn't exceed their rank.
- C-rank:
Name: Second Reaction Classification: Taijutsu Rank:C-rank Class:Supplementary Range:N/A
Description: Cypher naturally have better reaction speed and have inbuilt senses which allow them to detect small changes and point out things that seem out of the ordinary. This sense of battle grants them the ability to react to C-rank speeds even if they don't possess sped tiers and detect opponents who are being hidden by C-rank hiding techniques. In addition when they do possess speed tiers it gives them the ability to react to speeds up to 1 rank above their own as long as it doesn't exceed their rank.
- B-rank:
Name: Third Reaction Classification: Taijutsu Rank:B-rank Class:Supplementary Range:N/A
Description: Cypher naturally have better reaction speed and have inbuilt senses which allow them to detect small changes and point out things that seem out of the ordinary. This sense of battle grants them the ability to react to B-rank speeds even if they don't possess sped tiers and detect opponents who are being hidden by B-rank hiding techniques. In addition when they do possess speed tiers it gives them the ability to react to speeds up to 1 rank above their own as long as it doesn't exceed their rank.
Barrier: - Spoiler:
- D-rank:
Name: Chakra Shield Classification:Taijutsu Rank:D-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against D rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
- C-rank:
Name: Chakra Barrier Classification: Taijutsu Rank:C-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against C rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
- B-rank:
Name: Chakra Guard Classification: Taijutsu Rank:B-rank Class:Supplementary Range:Self
Description: This is the natural ability of an Entity to reduce the damage from mental based attacks in battle. This allows them to defend themselves against B rank mental based attacks unconsciously as they now deal half as much damage as they would when used against other races.
Puppetry: - Spoiler:
Name: Chakra Strings Classification: Kugujutsu Rank: D-Rank Class: Supplementary Range: Short-Mid Description: This is a technique that is usually used by puppet users to allow them to control their puppets in battle. Since these strings are constructs made from very concentrated chakra, they can be seen by people besides the user. Interestingly, as well as pulling objects towards them with the strings, the user can also "push" objects away from them as well, and even get moving objects like buzz saws chakra can also be transferred via the strings, such as to activate some abilities in puppets. The chakra strings can also be attached to other objects, allowing the user to control, or at the very least disrupt other things. This technique is limited to one string per finger for normal humans and initially starts with a String to Slot Ratio of 1:1 with more experienced puppeteers being able to use one chakra thread to access and control multiple slots. Rank - String to Slot Radio (String:Slot) - Max Distance of Chakra Threads - Max No. of Chakra Strings for Puppetry D - 1:1 - 7ft - 2 C - 1:2 - 15ft - 4 B - 1:3 - 25ft - 6 A - 1:4 - 35ft - 8 S - 1:5 - 45ft - 10
Ninjutsu: - Spoiler:
Name: Lightning Release: Spark Hammer Classification: Ninjutsu Rank: C Class: Offensive Range: Mid Description: The user will begin by utilizing chakra flow to gather lightning release chakra into their hand of choice. This is usually marked by the hand beginning to give off a small amount of sparks to the naked eye. However, if viewed by those with chakra based vision they will see a large amount of brigh sparks being emitted, the brightness of chakra making them blind for two posts unless they posses a C- rank endurance or chakra tier. If they posses a D rank endurance or chakra tier then the post count is 1 post. The user will then punch the air, forcing the lightning chakra out into the shape of a five foot wide ball of lightning in a straight line for twenty feet at bullet release speeds.
Name:Stone Dance Classification: Fighting Style Rank: D Class: Supplementary Range: Varies Description: This fighting style utilizes the Earth Born legacy passive and utilizes Eli's natural affinity to earth in his attacks. Furthermore his connection to earth enables him to utilize earth release techniques specifically formulated for this style without hand seals. This can be done in two methods the first being using their eyes to shape and/ or guide the earth or by standing on the ground.
Taijutsu: - Spoiler:
- Tempo:
D-rank: - Spoiler:
Name: Rhythm: Tempo Ajna Classification: Taijutsu Rank:D Class: Fighting Style Range: Self Description: ♪♫ Watch the tempo, Watch the tempo ♫ ♬. Tempo Ajna is a technique that can be taught to friends and allies. Tempo Ajna or Tempo for short focuses on pace and awareness. This technique can not be taught by anyone who does not have "Rhythm" the legacy passive. This technique allows those who can not understand movements done with the Rhythm passive to still be able to collaborate with those using that passive by following the tempo. Therefore allowing teammates the possibility of learning combination techniques with their own techniques and techniques that use rhythm. This in no way grants those without rhythm an understanding of movements and attacks done with said passive, but does give them a sense of pace. Those with rhythm and tempo can now increase their perception of how fast the rhythmic pattern of their chakra flows. Resulting in those who heavily rely on their vision to perceive attacks and techniques done with rhythm one rank faster or one tier level slower than it actually is. When this happens "Flinch-Ajna" or "Lag-Ajna" can be triggered.
Name: Rhythm:Flow-Tempo Ajna Lvl.1 Classification: Taijutsu Rank:D[-1 stamina] Class: Supplementary Range: Self Description: When skilled practitioners of the Rhythm passive chains together rhythm based techniques, it becomes gradually difficult for their target(s) to keep up. This makes techniques with "Rhythm" in their names that are used in sequence of each other to require tier checks one tier level higher. This can only take effect if the target(s) failed the tier check prior to the next technique in the sequence. This chain effect can not work if the sequence is broken or interrupted. This technique does not stack and would require more advanced versions to increase the penalty on failures.
C-rank: - Spoiler:
Name: Rhythm: Flinch-Ajna Lvl 1 Classification:Taijutsu Rank:C Class: Supplementary Range:Varies Description: In the event that a user possessing Rhythm and Tempo Ajna attempts to make the target(s) flinch by speeding up the perception of their attacks through the increase in tempo this technique follows suit. When flinching the target(s) will take the designated hit(s) unless they can pass the following check. The target(s) within 5ft of Elias must possess Barrier tiers equal to the user's rank to avoid flinching and reaction tiers one tier level higher than the speed of the attack to dodge in time.
Name: Rhythm: Lag-Ajna Lvl 1 Classification: Taijutsu Rank:C Class: Supplementary Range: Varies Description:In the event that a user possessing Rhythm and Tempo Ajna attempts to make the target(s) flinch by slowing down the perception of their attacks through the decrease in tempo this technique follows suit. When lagging the target(s) will take the designated hit(s) unless they can pass the following check. The target(s) withing 5ft of Elias must possess time slowing dojutsu above activation to avoid lagging and reaction tiers one tier level higher than the incoming attack to dodge.
Name: Rhythm: Flinch-Flow-Ajna Lvl.1 Classification: Taijutsu Rank:C[-2 stamina] Class: Defense Range: Self Description: ♪ ♫ Teach me how to dougie, T-teach me how to dougie ♫ ♪ .The Rhythm passive makes the user's body unconsciously move in such an erratic way that even with tempo its difficult to anticipate his/her movements. When the user increases the perception of their body movements through Tempo and becomes the target of an attack this technique comes into play. Due to the user's erratic movements, attackers within 5ft must possess barrier tiers equal to the user's rank to avoid being fooled by the user's body. If the attacker avoids being fooled they will then require speed two tier levels higher than the user's moving/dancing speed or better for their attack to be successfully. In the event that the attacker does not meet the requirements, they can then be subjected to "Flinch" named techniques.
Name: Rhythm: Lag- Flow- Ajna Lvl.1 Classification: Taijutsu Rank:C[-2 stamina] Class: Defense Range: Self Description:♪ ♫ All my bitches love me, all my- all my bitches love me♫ ♪ .The Rhythm passive makes the user's body unconsciously move in such an erratic way that even with tempo its difficult to anticipate his/her movements. When the user slows down the perception of their body movements through Tempo and becomes the target of an attack this technique comes into play. Due to the user's erratic movements attackers within 5ft must possess time slowing dojutsu above activation to avoid being fooled by the user's body. If the attacker avoids being fooled they will then require speed two tier levels higher than the user's moving/dancing speed or greater for their attack to be successfully. In the event that the attacker does not meet the requirements, they can then be subjected to "Lag" named techniques.
Name: Rhythm: Flow-Tempo Ajna Lvl.2 Classification: Taijutsu Rank:C[-2 stamina] Class: Supplementary Range: self Description: When skilled practitioners of the Rhythm passive chains together rhythm based techniques, it becomes gradually difficult for their target(s) to keep up. This makes techniques with "Rhythm" in their names that are used in sequence of each other to require tier checks two tier level higher. This can only take effect if the target(s) failed the tier check prior to the next technique in the sequence. This chain effect can not work if the sequence is broken or interrupted. This technique does not stack and would require more advanced versions to increase the penalty on failures.
Last edited by Elias on 28th March 2021, 4:12 pm; edited 22 times in total | |
| | | Sid
Posts : 2229 Join date : 2016-03-30 Age : 25 Location : The pits of Hell probably
| Subject: Re: Elias D.A.R.K 8th August 2018, 3:58 pm | |
| Approved *********************** ~~~~~~~~~~~~ | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 30th August 2018, 2:24 pm | |
| Rhythm: - Spoiler:
Name: Rhythm: Pas de Deux Classification: Fighting Style Rank:D Class: Supplementary Range:Self Description: Pas de Deux, "step of two" is a rare fighting style which utilizes the Vishuddha aspects of the Rhythm legacy passive. In the Medjay studies of chakra, Vishuddha is one of the seven energy centers that deals with communication. In terms of Rhythm this energy center translates into body language/communication through dance. Depending on the dancer's skill level they can use their trained eye to pick up small details on the way someone moves in order to understand and mimic their physical way of being(the way they carry themselves,posture and movement). Given enough time the skill dancer can flow with a target's body movements as if they were completely in-sync like dancers following the same choreography . This is done by the rhythm passive reacting to small details the user picks up about a target's movements to match their tempo to that of the target's. Despite being called the step of two with greater skill the user can use this fighting style on more than one opponent at a time. Although the user follows the movements of their opponents, mimicking the movements of a target from a different race(Nova, Zireth, and Faunas) will count as two targets rather than one. This of course only applies if the target isn't half human. Rank - No. of targets D-rank - 1 target C-rank - 1 targets B-rank - 2 targets A-rank- 2 targets S-rank - 3 targets
Stone Dance: - Spoiler:
D-ranks: - Spoiler:
Name:Stone Dance: Lodestone Shards Classification: Ninjutsu/ Shurikenjutsu Rank:D Class: Offensive Range: 0-20ft Description: This technique utilizes the Stone Dance fighting style to form up to five rhythmically vibrating Lodestone shards from the ground below. These shards are the same size as kunai and can be used to throw or wield in combat. When a shard pierces through a target they cause a D-rank amount of blood loss per post. Due to the composition of these shards, they embed into a target's skin adding a D rank amount of magnetism for each shard that makes contact. These shards can be used along side earth style technique. When used in other techniques these shards take up a durability of equal rank to that technique but have a D-rank durability when used alone. This applies to the amount of blood lost and magnetism affecting the target as well. When these shards have been successfully embedded into a target's skin, that target can still remove the shards from their body. If removed with strength that will double the bleeding for one round, while removing these shards delicately with any form of medical technique will work fine. Rank of Technique Used: Blood Lost, Magnetism, Shards Durability D-rank: 1D, D, D C-rank: 2D, C, 3D B-rank: 3D, B, C A-rank: 4D, A, B S-rank: 5D, S, A
Name: Stone Dance: O'Surprise (pt.1) Classification: Shurikenjutsu Rank:D Class: Supplementary Range: Contact Description: ♬ ♫ Surprise, surprise. I told you lies. I thought the truth would set you free. ♫ ♬ A sleight of hand like technique that utilizes the Stone Dance fighting style to secretly store deadly weapons or items within stone dance techniques. This gives a tricky edge to the stone dance style but can be overcome through X-ray vision D-rank or better. The user must have the items accessible from their bank, or any other form of storage to prime them for this technique. Items stored within stone dance techniques cap at small in size and the number of items that can be stored is dependent on the user's rank. Rank : Max Number of Items Stored per use D-rank: 2 C-rank: 3 B-rank: 4 A-rank: 5 S-rank: 6
Name: Stone Dance: Thousand Eyes(pt.1) Classification: Ninjutsu Rank:D Class: Supplementary Range: Description:♫ ♪ I lie awake and watch it all. It feels like a thousand eyes. ♪ ♫ When active this technique manifests itself like a multitude of stone eyelids opening and closing up at different times as if they're following a pattern. This technique allows the user to manifest these eyes wherever there are earth based constructs to increase the sensory range of the user's Earth Born Passive by 5ft so long as all the user's constructs aren't destroyed.
Name: Stone Dance: Silent Grounds(pt.1) Classification: Nintaijutsu/ Ninjutsu Rank:D Class: Supplementary Range: self Description: ♫ ♬ You've been hit by, You've been struck by, a smooth criminal. ♬ ♫ This technique serves as a concealment for Stone Dance user's and their Stone Dance techniques. When learned this technique permits the user and stone dance techs to move along without making any sound/vibrations on or beneath the ground. This concealment does not prevent anything from being sniffed out , tasted or sighted. Rather it does prevent that which it conceals from being hears or detected by vibration and sound sensory that are not C-rank or better.
C-rank: - Spoiler:
Name: Stone Dance - Earth Release: Chakra Strings Classification: Kugujutsu Rank: C-rank Class: Supplementary Range: Short to Long Description: This technique came together through the incorporation of chakra strings and Elias' stone dance fighting style. Unlike basic chakra strings, these strings can come from the puppeteer's finger tips or sprout out from any of the puppeteer's earth style techniques. Due to the implications of the Stone Dance style these strings look as if they were dancing. If used properly these strings can give greater range to how far an object/puppet can travel despite using the same length as the original chakra strings. When these strings sprout from Elias it can do so at the speeds depending on the Earth Born Passive's ground shifting speed. On the other hand when sprouting from the ground or earth style techniques, these strings sprout at speeds equal to Eli's rank. Rank - Number of Strings - Max Distance D-rank - 2 - 12ft C-rank - 4- 20ft B-rank - 6- 30ft A-rank - 8- 40ft S-rank -10- 50ft
Name: Stone Dance: Dancing Bulls Classification: Ninjutsu Rank: C-rank Class: Offensive Range: 0-40ft Description: ♪ ♫ Tonto! Jump on it, Jump on it! ♫ ♪. A fun technique utilizing the stone dance style to spawn dancing bulls at C-rank speeds. They are then launched at up to three different targets(if capable of producing multiple bulls)at speeds one rank lower to the Earth Born passive's ground shifting. Much like their name implies, these bulls are constantly dancing making their movements unpredictable. This forces targets to require reaction tiers one rank lower than their incoming speeds to avoid being hit. If that target does not have sufficient reaction tiers, the target can still avoid being hit through time slowing dojutsu(or at-least a C-rank vibration sensory tech) + speed tiers equal to the bull's incoming speed to avoid being hit . These Bulls maybe tricky in movement, but can be easily destroyed by any form of C-rank damage that is good against Lodestone earth release. If contact is made between the bull(s) and the target(s) a C-rank amount of chakra damage will be dealt followed by a 10ft knockback each time. Until destroyed these bulls will consistently rush at their designated target(s). This forces the target(s) to deal with the bulls properly or risk taking a hit for each of their posts from the moment they were spawned. Rank : Number of Bulls per Use D-rank: 1 C-rank: 2 B-rank :3 A-rank: 4 S-rank: 5
Name: Stone Dance: O'Surprise (pt.2) Classification: Ninjutsu/Shurikenjutsu Rank:C Class: Offensive Range:Varies Description:♬ ♫ Surprise,surprise. It isn't all as it seems. But who knew you'd wake up from your dreams.♫ ♬ A deceptive technique that uses the Stone Dance fighting style to form sharp Lodestone shards below the ground. These shards can be formed below the user or a target that the user controls at speeds equal to the Earth Born passive's ground shifting. These shards can be split up and sent in different directions but will not move until the ground withing 20ft of the user(or a target that the user controls) is met with Strength/Force or Speed. When met with force each shard will burst out towards their destinations at speeds equal to one rank less than the force use. If hit by a shard launched with force, the target will be dealt earth release chakra damage equal to the speed in which the shard was launched(followed by a 1ft knock back). These shards can also be used to travel underground to hit targets as well. Because of this these shards can race towards underground targets at speeds equal to the Earth Born passive's ground shifting and do damage two ranks below its travel speed. All speed and damage dealt by this technique caps at S-rank. Rank : # of Shards D-rank: 2 C-rank: 4 B-rank: 6 A-rank: 8 S-rank: 10
Name: Stone Dance: Scrambled Egg Pod Shuffle(pt.1) Classification: Barrier Ninjutsu Rank:C Class: Defense Range: 80ft(AOE) Description:♬ ♫Shake that! every day I'm shufflin'. ♫ ♬ This technique is a confusion based technique that utilizes the stone dance passive to create up to 5 medium sized Lodestone pods. These pods are shaped like giant bird eggs and are connected to the ground. When closed each egg pod pulsates as if there's loud music playing inside. Each pod can be opened at the user's will and store anything up to a certain size(Medium(S)). When ready the user can trigger the shuffle sequence which will cause all pods to shuffle rapidly at speeds equal to Earth Born's ground shifting. The sequence is very random and confusing like an intense game of cups. This makes keeping up with the whereabouts of contents within an individual egg pod very difficult. It'll require for anyone other than the user to require time slowing dojutsu above stage one. If the seeker does not have those requirements , he/she can still keep track of the pods by possessing C-rank barrier tiers or better to avoid losing focus and reaction tiers one rank below the egg pod's moving speeds. Although this technique is very useful, the pods are not very durable. The pods are capable of protecting whatever is inside from any damage type(hybrid,mental, physical, and chakra) from the outside of the pod up to C-rank in stacking damage or up to D-rank spiritual/natural energy damage . Objects within the egg pods can still be damaged by attacks of any rank from the inside even after the pods are closed. These pods can be stationed anywhere within 800 sq.ft and although cross paths on occassion they will still rest 16ft(80/5) away from each other. When a pod is destroyed the distance that the pods rest from each other is always 80/ the number of pods remaining.
Name: Stone Dance: Get On Up! Classification: Ninjutsu Rank: C Class: Offense Range: 40ft Description: ♬ ♫ Get up,(get on up), stay on the scene,(get on up), like a sex machine!(get on up) ♫ ♫ This technique allows the user to uproot the earth up to 40ft in diameter and 40ft in depth. When this happens the ground being uprooted hardens at Earth Born ground shifting speeds and turns into a massive lodestone pillar. The hardening of the ground traps anything within the perimeters and causes everything on the surface to be trapped while the pillar rises. To avoid this the target's within the perimeters will require vibration sensory equal to the ground's shifting speed to determine what is happening, then find a means of escaping the radius. Once the pillar is lifted to the user's desired height(40ft max), those who were on the surface will be released from the pillar's hold. This puts those standing on the elevated ground to risk losing balance and falling off the 40ft lodestone pillar. Those who are trapped within the pillar can be freed by destroying the pillar with techniques good against lodestone earth release techs C-rank or better. Despite what happens to the pillar, its destructive power is realized for every 10ft that it gets off the ground. Wither its destroyed or dropped by the user, the giant pillar will come crashing down causing damage to those within the 40ft radius. The amount of damage dealt by the pillar's crashing varies on the height in which it had achieved prior. In the event that the pillar is dropped from a height exceeding the max elevation of this technique; additional damage can be stacked on to the max damage of this technique for every 10 feet that it exceeds the maximum height. Elevation: Pillar's Falling Speed: Damage Dealt(40ft radius) 10ft :C : C 20ft: C+ : C+3D 30ft: C++: B 40ft: B- : B+3D Elevation: V(victim) Fall Damage: Trapped V. Fall Damage. 10ft: C+ 3D:B 20ft: B: B +3D 30ft: B +3D: A 40ft: A: A+3D
Name:Stone Dance: Get Down Wit Da Rat Trap! Classification: Ninjutsu Rank:C Class:Supplementary Range:40ft Description: ♬ ♫ Rattrap we can't escape from it whoa!And it will never let you go whoa whoa ♬ ♫ This is a trap based technique that utilizes the Stone Dance fighting style to create a massive 40ft deep and 40ft wide pit. This pit opens and forms at speeds equal to Earth Born passive's ground shifting. This technique differs from the average earth style techniques that generate pits because at will the user can shut the pits. This would cause the walls to gradually close in on the victims(4 posts). If those trapped inside do not climb/ dig themselves out in time, this will cause crushing chakra damage one rank below the ground shifting speeds to whatever is trapped inside. During their four posts, a target that attempts to make contact with the wall will be met with hundreds of rat heads popping out of them. These heads squeal like rats and attempt to bite away at the victims.These rats will attempt to pull the victim(s) down and therefore would require those trapped inside to possess C-rank strength to climb to the top. The rats don't really have sharp teeth but can break unprotected skin causing a D-rank amount of blood loss every post that the victim is climbing. The trap in itself does not come as much bother to those with sufficient physical strength. Rather its the sudden fall that does the trick. Those who do not possess vibration sensory equal to the ground's shifting speed and a means of escaping the radius will be dealt C-rank physical falling damage.
Name: Stone Dance: Thousand Eyes(pt.2) Classification: Ninjutsu Rank:C Class: Supplementary Range: Description:♫ ♪ I lie awake and watch it all. It feels like a thousand eyes. ♪ ♫ When active this technique manifests itself like a multitude of stone eyelids opening and closing up at different times as if they're following a pattern. This technique allows the user to manifest these eyes wherever there are earth based constructs to increase the sensory range of the user's Earth Born Passive by 10ft so long as all the user's constructs aren't destroyed.
Name: Stone Dance: Silent Grounds(pt.2) Classification: Nintaijutsu/ Ninjutsu Rank:C Class: Supplementary Range: Close Description:♫ ♬ Annie are you ok? Are you ok? Are you ok , Annie? ♬ ♫ This technique serves as a concealment for Stone Dance user's and their Stone Dance techniques. When learned this technique permits the user and stone dance techs to move along without making any sound/vibrations on or beneath the ground. This concealment does not prevent anything from being sniffed out , tasted or sighted. Rather it does prevent that which it conceals from being hears or detected by vibration and sound sensory that are not B-rank or better.
B-rank: - Spoiler:
Name:Stone Dance: Spatial Shift(pt.1) Classification:Ninjutsu Rank:B Class: Supplementary Range: Mid(30ft around the user) Description: This technique stems off the Earth Born legacy passive and utilizes Elias' natural connection to the ground that he stands on. It utilizes his ability to shift the ground to either increase or decrease the distance between the designated target(s) and/or himself. The user can shift multiple targets at once. The amount of targets that can be shifted per post is based on the user's rank. Meanwhile the speed in which the ground can be shifted is heavily reliant on the Earth Born passive's ground shifting speed. The distance in which Elias can shift the earth around the target(s) is a maximum of 30ft from himself. The targets cannot avoid being shifted unless they possess vibration sensory equal to the ground's shifting speed to detect + reaction tiers one rank lower than the ground's shifting speed to react. Targets can also lock themselves down with strength tiers equal to the rank of the ground’s shifting speed. Depending on the user's rank and endurance tiers this technique requires repayment every x amount of rounds to remain active. Rank - RBR(Endurance Tier Modifier) - Number of Targets D-rank - 1 round (+1) - 1 target C- rank -1 rounds(+2) - 2 targets B- rank -2 rounds (+3) -3 targets A-rank -2 rounds (+4) -4 targets S-rank - 3 rounds (+5) -5 targets
Name:Stone Dance: Dancing Walls O' Surprise Classification: Ninjutsu/ Shurikenjutsu Rank:B Class: Defensive/ Offensive Range: Close Description: ♫ ♬ Wobble baby, wobble baby, wobble baby, wobble. Get in there, yeah, yeah ♫ ♬. This technique is a highly malleable wall that stands anywhere from 10-30ft in width and height. This wall sprouts up out of the ground at speeds equal to the Earth Born passive's ground shifting. Because of its malleability this technique nullifies physical/mental/chakra based damage B-rank and lower that is neutral to or weak against Lodestone earth release. Although the wall is malleable it does reclaim its original wall like shape immediately after being hit. The wall is great for its flexibility but is not indestructible. Therefore this wall will harden and crumble when put against elemental damage strong against Lodestone earth release(C-rank or better) or any damage A-rank or better. When met with force, this technique goes into it's "O'Surprise". In the event that it is destroyed with force or a technique this wall immediately becomes a barrage of lodestone shards the size of kunais. These shards race at the user's designated target(s) with force and speeds one rank lower than the technique/force used to shatter the wall. The number of shards produced follows the rules of the lodestone earth shards from the O'Surprise(pt.2) and do damage equal to its traveling speed.
Name:Stone Dance: Lego House(pt.1) Classification: Ninjutsu/ Kinjutsu Rank:B Class: Supplementary Range: AOE Description: ♪ ♬ I'm going to pick up the pieces, and build a lego house. When things go wrong we can knock it down. ♪ ♬ Lego house is a stone dance technique that uses materia from broken Earth release techniques to either repair stone dance constructs or reform them into different techniques of the same fighting style. This furthers the diversity and re-usability of stone dance techniques. When this technique is being used to reform or repair, it'll require materia equal to the damage done to the construct or materia equal to the rank of the new construct being built. To those without chakra vision, the lego house technique looks to like moving and floating rocks. But to the user and those with chakra vision this technique looks like a bunch of tiny construction workers that are constantly building and altering contructs with materia and leaving the excess materia for later use. When active it also serves as a fail safe for active stone dance techniques by allowing the user to temporarily crumble constructs to either reform them later or allow them to just become useable Lodestone materia. Techniques that enter a crumbled state through this ability can always reform without additional chakra cost so long as it reforms while this technique is still active. This does not overwrite the duration costs or time of any construct, nor does it mitigate the chakra cost of any technique, but can be used to create varies spawning points. All alterations done through this technique happens one rank slower than Earth Born's ground shifting speeds so long as the construct is not airborne. Rank - RBR(Endurance Tier Modifier) - Number of Alterations per Round D-rank - 1 round (+1) - 1 C- rank -1 rounds(+2) - 2 B- rank -2 rounds (+3) -3 A-rank -2 rounds (+4) -4 S-rank - 3 rounds (+5) -5
Name:Stone Dance: Silent Grounds(pt.3) Classification: Nintaijutsu/ Ninjutsu Rank:B Class: Supplementary Range: Self Description:♫ ♬ He came into your apartment, he left blood stains on your carpet. ♬ ♫ This technique serves as a concealment for Stone Dance user's and their Stone Dance techniques. When learned this technique permits the user and stone dance techs to move along without making any sound/vibrations on or beneath the ground. This concealment does not prevent anything from being sniffed out , tasted or sighted. Rather it does prevent that which it conceals from being hears or detected by vibration and sound sensory that are not A-rank or better.
A-rank: - Spoiler:
Name: Stone Dance: Earth Man Brawler (pt.1)Classification: Nintaijutsu Rank:A Class: Offensive/ Supplementary Range: 0-80ft Description: This technique is an extension of it's user and can be used to initiate and complete any of the user's Earth Release Nintaijutsu and Taijutsu techniques. When the chakra price is paid the earth around the user up to 80ft/800 sq.ft becomes weaponized. At will the user can have the ground sprout up dancing limbs of various sizes(S-M(XL)) that is comprised of Lodestone to strike the target(s), grab or be put against incoming attacks. They can also be used to setup, continue, and finish combinations that require the movement of the user's limbs so long as those lodestone limbs are available. These limbs resemble larger versions of the user's limbs. Much like most Stone Dance techniques the speed in which these limbs can sprout up and execute moves is solely dependent on the level of Earth Born's ground shifting speed. The user can utilize their own limbs independently from how the lodestone limbs are used. When both the user's limbs and the lodestone limbs are used together for the same purpose; the lodestone limbs gain speed enhancers equal to the tier levels granted by Earth Born and the user's speed tiers. This technique grows in effectiveness as the user grows therefore the rounds before repayment(RBR), the amount of lodestone arms/legs, and the size of the limbs that the user can bring forth is dependent on their rank. Lodestone limbs have A-rank force, strength, and durability in terms of damage it can deal/withstand(a stacking damage up to A-rank)and when used to grab targets.In terms of damage this technique does Earth Release Hybrid Based Damage. Rank -RBR(Endurance Modifier) - Limbs([x]Arms/[x]Legs)- Limb Size D-rank - 1 rounds(+1) - 1 Arm/1 Leg - Humanoid C-rank - 1 rounds(+2) - 2 Arms/2 Legs - Medium(S) B-rank - 2 rounds(+3) - 3 Arms/3 Legs - Medium(M) A-rank - 2 rounds(+4) - 4 Arms/4 Legs -Medium(L) S-rank - 3 rounds(+5) - 5 Arms/5 Legs -Medium(XL) Name: Stone Dance: Spatial Shift(pt.2)Classification: Ninjutsu Rank:A Class: Supplementary Range: 0-40ft Description:Description: This technique is the advanced version of pt.1. This version utilizes Elias' ability to shift the ground to either spin,turn or swap the positioning between designated target(s) and/or himself. This more advanced version allows for more dynamic shifting instead of the linear shifting in pt.1. Like pt.1, the user can shift multiple targets at once. The amount of targets that can be shifted per post is based on the user's rank. Meanwhile the speed in which the ground can be shifted is heavily reliant on the Earth Born passive's ground shifting speed. The distance in which Elias can shift the earth around the target(s) is a maximum of 40ft from himself. The targets cannot avoid being shifted unless they possess vibration sensory one rank higher(to detect) + reaction tiers of equal rank to the ground's shifting speed to react. Targets can also lock themselves down with strength tiers one rank higher than the ground’s shifting speed. Depending on the user's rank and endurance tiers this technique requires repayment every x amount of rounds to remain active. Rank - RBR(Endurance Tier Modifier) - Number of Targets D-rank - 1 round (+1) - 2 target C- rank -1 rounds(+2) - 3 targets B- rank -2 rounds (+3) -4 targets A-rank -2 rounds (+4) -5 targets S-rank - 3 rounds (+5) -6 targets Name: Stone Dance: Devouring EarthClassification: Ninjutsu Rank:A Class: Offensive Range: AOE Description:♬ ♫ An apocalyptic plight. More destruction will unfold. Mother Earth will show her darker side and take her toll. It's just another way to die. ♫ ♬ The earth around a stone dance user is always moving to a rhythm even if no one else can sense it. This technique is the manifestation of an aggressive and hostile earth environment that tears away at constructs and alterations done to the terrain that are not strong against Earth Release. When active a strange phenomena occurs where a massive sinkhole ranging anywhere from 40-160ft wide and 160ft deep appears 20ft infront of the user. The reason why this technique is so effective is because the sinkhole is only hollow at the bottom and allows rock to remain at the top so that people and techniques/objects made of Earth Release do not fall in. Meanwhile anything other than Earth release that isn't strong against it gets dragged to the very bottom at Earth Born's ground shifting speeds. Forcing the terrain up to 160ft to become made of Lodestone rock. Although the Devouring Earth technique is known for its aggressive changing of the terrain, it does not cause harm to opponents and allies above ground so long as they are not holding onto objects or still abiding in/on terrain that gets pulled into the sinkhole. Once the terrain is changed to all Lodestone rock , the former terrain will rest 120ft under the Lodestones. There the sunken terrain will be met with a reoccurring A-rank amount of Earth release chakra damage every PT until this technique expires . Repayment will occur every PT that the user wishes to continue the sink hole and damage the terrain. Rank - PT before repayment(Endurance Tier Modifier) D-rank - 1 round (+1) C- rank -1 rounds(+2) B- rank -2 rounds (+3) A-rank -2 rounds (+4) S-rank - 3 rounds (+5) Name: Stone Dance: Seven Souls of The Samurai Get Down Classification: Ninjutsu/ Kugujutsu Rank: A Class: Offense Range:80ft Description: ♫ ♬ We are the sleepers, we bite our tongues, We set a fire and we let it burn. ♫ ♬ A creative technique that utilizes the Stone Dance fighting style to bring forth Medium(S) dancing samurai made of Lodestone. This technique gets its name due to the seven different types of sculptures the user can choose from. Each of the sculptures possessing their own vises used for different purposes. But generally, they all have A-rank tiers in terms of strength and durability. In terms of speed they travel at Earth Born's ground shifting speeds, but can also follow the speed tier increases if used alongside Earth release chakra strings. These sculptures can also move underground one rank slower than their above ground speed, allowing for more versatility in their formations. As the user increases in rank so does this technique grow in effectiveness. Therefore the rounds before repayment(RBR), and the amount of samurai the user can produce is dependent on their rank. When damaging opponents these samurai characters deal Earth Release Hybrid Based Damage. Each sculpture requires an A-rank of Lodestone materia to create. Rank -RBR(Endurance Modifier)- Max Samurai Production D-rank - 1 round(+1) - 1 Samurai C-rank- 1 round(+2) - 1 Samurai B-rank - 2 rounds(+3)- 2 Samurai A-rank - 2 rounds(+4)- 2 Samurai S-rank - 3 rounds(+5)- 3 Samurai Name: Stone Dance: Silent Grounds(pt.4)Classification: Nintaijutsu/ Ninjutsu Rank:A Class: Supplementary Range: Self Description: ♫ ♬ You've been hit by, You've been struck by, a smooth criminal. ♬ ♫ This technique serves as a concealment for Stone Dance user's and their Stone Dance techniques. When learned this technique permits the user and stone dance techs to move along without making any sound/vibrations on or beneath the ground. This concealment does not prevent anything from being sniffed out , tasted or sighted. Rather it does prevent that which it conceals from being hears or detected by vibration and sound sensory that are not S-rank or better. Name: Samurai Get Down: Badger, The Battering RamClassification: Ninjutsu/ Kugujutsu Rank: A Class: Offensive Range: 0-80ft Description: - Spoiler:
Badger , the battering ram is the big boy, the defense smasher of the seven the samurai get down characters. Much like most characters of the samurai get down, Badger follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Spike Body: When this mechanism comes into play the character's body will spike up allowing them to use it's massive frame as a weapon to pierce through targets and defenses. This grants the sculpture's body A-rank piercing damage and now requires a technique with piercing damage A-rank or better to destroy. ✹ Snow Ball: When this mechanism comes into play, the character deals damage to target's and defenses equal to its traveling speed. If it misses , the character will continue its running and will increase in speed by +1 tier level per post until it finally hits a target to deal damage equal to its moving speed. Moving speeds cap at S++. Name: Samurai Get Down: Exmera, The ExploderClassification: Ninjutsu/ Kugujutsu Rank:A Class: Offensive Range: 0-80ft Description: - Spoiler:
Exmera , the explosive one of the seven samurai get down characters. Much like most characters of the samurai get down, Exmera follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Explosion: This mechanism is the only one that remains active from the moment that the character is created. When created the character will gradually get fatter. As the character gets fatter it accumulates a 3D-rank amount of materia every pt. When ready, the user will use chakra strings to detonate the materia inside causing an accumulative C-rank hybrid damage for every C-rank materia it has accumulated. The beauty of this mechanism is that when the user is ready to detonate the character, the damage can start from anywhere within 80ft of the character and spreads out from 20-40ft in diameter. If detonated early by an opponent destroying the character, the damage will only happen within 10ft of where it is destroyed.
Last edited by Elias on 6th December 2018, 9:24 pm; edited 2 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 29th November 2018, 1:37 pm | |
| Stone Dance: The Continuation - Spoiler:
D-ranks: - Spoiler:
Name: Stone Dance: Begotten Earth pt.1 Classification: Tajutsu Rank:D Class: Supplementary Range: Self Description:♬ ♪ Move and show me what you can do, when you step into the circle and shake like we do. ♪ ♬ This technique is a unique use of the Earth Born passive through the stone dance fighting style. This allows the user to use their natural connection with the earth around them to facilitate movements and functions in the body. Because of their natural harmonization with their physical surroundings this technique manifests itself like Endurance tiers for the user. Therefore, when the user learned this technique all D-rank Earth release techniques do only half their damage and effects. When used alongside other forms of endurance tiers the user gains damage blocking to D-rank earth release damage, akin to an Earth Release specific "Defense" Tier, leaving them only vulnerable to defense piercing & bypassing damage. When weighed down by earth based technique this technique also decreases the weight by -1x(-2x if they have two forms of endurance tiers) for the user(does not change the user's weight to others) .
C-ranks: - Spoiler:
Name: Stone Dance: Begotten Earth pt.2 Classification: Tajutsu Rank:C Class: Supplementary Range: Self Description: ♬ ♪ Move when you just can't take it and move when you just feel like breaking it. ♪ ♬ This technique is a unique use of the Earth Born passive through the stone dance fighting style. This allows the user to use their natural connection with the earth around them to facilitate movements and functions in the body. Because of their natural harmonization with their physical surroundings this technique manifests itself like Endurance tiers for the user. Therefore, when the user learned this technique all C-rank Earth release techniques do only half their damage and effects. When used alongside other forms of endurance tiers the user gains damage blocking to C-rank earth release damage, akin to an Earth Release specific "Defense" Tier, leaving them only vulnerable to defense piercing & bypassing damage. When weighed down by earth based technique this technique also decreases the weight by -2x(-3x if they have two forms of endurance tiers) for the user(does not change the user's weight to others)
Name: Stone Dance: Get On Up! Classification: Ninjutsu Rank: C Class: Offense Range: 40ft Description: ♬ ♫ Get up,(get on up), stay on the scene,(get on up), like a sex machine!(get on up) ♫ ♫ This technique allows the user to uproot the earth up to 40ft in diameter and 40ft in depth. When this happens the ground being uprooted hardens at Earth Born ground shifting speeds and turns into a massive lodestone pillar. The hardening of the ground traps anything within the perimeters and causes everything on the surface to be trapped while the pillar rises. To avoid this the target's within the perimeters will require vibration sensory equal to the ground's shifting speed to determine what is happening, then find a means of escaping the radius. Once the pillar is lifted to the user's desired height(40ft max), those who were on the surface will be released from the pillar's hold. This puts those standing on the elevated ground to risk losing balance and falling off the 40ft lodestone pillar. Those who are trapped within the pillar can be freed by destroying the pillar with techniques good against lodestone earth release techs C-rank or better. Despite what happens to the pillar, its destructive power is realized for every 10ft that it gets off the ground. Wither its destroyed or dropped by the user, the giant pillar will come crashing down causing damage to those within the 40ft radius. The amount of damage dealt by the pillar's crashing varies on the height in which it had achieved prior. In the event that the pillar is dropped from a height exceeding the max elevation of this technique; additional damage can be stacked on to the max damage of this technique for every 10 feet that it exceeds the maximum height. Elevation: Pillar's Falling Speed: Damage Dealt(40ft radius) 10ft :C : C 20ft: C+ : C+3D 30ft: C++: B 40ft: B- : B+3D Elevation: V(victim) Fall Damage: Trapped V. Fall Damage. 10ft: C+ 3D:B 20ft: B: B +3D 30ft: B +3D: A 40ft: A: A+3D
B-ranks: - Spoiler:
Name: Stone Dance: Begotten Earth pt.3 Classification: Tajutsu Rank:B Class: Supplementary Range: Self Description: ♬ ♪ Can you hear me? Stop, look, listen to my voice it was never my choice to feel all alone. ♪ ♬ This technique is a unique use of the Earth Born passive through the stone dance fighting style. This allows the user to use their natural connection with the earth around them to facilitate movements and functions in the body. Because of their natural harmonization with their physical surroundings this technique manifests itself like Endurance tiers for the user. Therefore, when the user learned this technique all B-rank Earth release techniques do only half their damage and effects. When used alongside other forms of endurance tiers the user gains damage blocking to B-rank earth release damage, akin to an Earth Release specific "Defense" Tier, leaving them only vulnerable to defense piercing & bypassing damage.When weighed down by earth based technique this technique also decreases the weight by -3x(-4x if they have two forms of endurance tiers) for the user(does not change the user's weight to others).
A-ranks: - Spoiler:
Name: Stone Dance: Begotten Earth pt.4Classification: Tajutsu Rank:A Class: Supplementary Range: Self Description: ♬ ♪ This is my home. Back up , you dont know if you've never been here. ♬ ♪This technique is a unique use of the Earth Born passive through the stone dance fighting style. This allows the user to use their natural connection with the earth around them to facilitate movements and functions in the body. Because of their natural harmonization with their physical surroundings this technique manifests itself like Endurance tiers for the user. Therefore, when the user learned this technique all A-rank Earth release techniques do only half their damage and effects. When used alongside other forms of endurance tiers the user gains damage blocking to A-rank earth release damage, akin to an Earth Release specific "Defense" Tier, leaving them only vulnerable to defense piercing & bypassing damage. When weighed down by earth based technique this technique also decreases the weight by -4x(-5x if they have two forms of endurance tiers) for the user(does not change the user's weight to others) Name:Samurai Get Down: Brutus, The BruteClassification: Ninjutsu/ Kugujutsu Rank:A Class: Offensive Range: 0-80ft Description:- Spoiler:
The strong man of the Samurai get down characters. Much like most characters of the samurai get down, Brutus follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Big Rush: This mechanism plays with the aspects of this character being a brute. Unlike the others this mechanism can only be activated under two conditions. The character would need chakra strings to activate the mechanism, and the target must be disoriented, confused, or left trick by any other technique and primed for an attack. Big rush allows this character to rush the target in their vulnerable state to make a follow up attack for the user. ✹ Earth Blade : A mechanism that can be activated through the earth release: chakra strings. When active the character will draw it's lodestone sword to defend, or attack with A-rank piercing damage. When used along side Big Rush this technique can prove to be fatal. Name: Samurai Get Down: Kaiden, The Assassin Classification: Ninjutsu/Kugujutsu Rank:A Class: Offensive Range: 0-80ft Description:- Spoiler:
Kaiden , the assassin is the quiet trump card of the seven samurai get down characters. Much like the other characters of the samurai get down, Kaiden follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Assassin's Blade: This mechanism enables this character to turn its finger tips into thin Lodestone blades. These lodestone blades grants this character A-rank piercing damage when using it's finger tips to pierce targets. ✹ Silent Grounds : A mechanism used much like the stone dance silent grounds technique. When in play the character can move anywhere in an 80ft radius without making a sound or triggering vibrations. This acts as an A-rank vibration concealment and A-rank silent moving technique. Name: Samurai Get Down: Badger, The Battering RamClassification: Ninjutsu/ Kugujutsu Rank: A Class: Offensive Range: 0-80ft Description:- Spoiler:
Badger , the battering ram is the big boy, the defense smasher of the seven the samurai get down characters. Much like most characters of the samurai get down, Badger follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Spike Body: When this mechanism comes into play the character's body will spike up allowing them to use it's massive frame as a weapon to pierce through targets and defenses. This grants the sculpture's body A-rank piercing damage and now requires a technique with piercing damage A-rank or better to destroy. ✹ Snow Ball: When this mechanism comes into play, the character deals damage to target's and defenses equal to its traveling speed. If it misses , the character will continue its running and will increase in speed by +1 tier level per post until it finally hits a target to deal damage equal to its moving speed. Moving speeds cap at S++. Name: Samurai Get Down: Tran, The TransporterClassification: Ninjutsu/ Kugujutsu Rank:A Class: Defensive Range: 0-80ft Description:- Spoiler:
Tran , the transporter is the passive one of the seven samurai get down characters. Much like most characters of the samurai get down, Law follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Lodestone Coffin: This mechanism allows the sculptures body to serve as a casket for up to two targets. When the targets are in place the sculpture reduces its size in order to crush whatever is inside of it with A-rank force. ✹ Live Burial: Much like the earth cage this mechanism brings the character underground and suffocates anything inside, except unlike the earth cage this mechanism can work on intangible bodies, causing chakra damage to intangibles that attempt to escape. Name: Samurai Get Down: Rara, The TrackerClassification: Ninjutsu/ Kugujutsu Rank:A Class: Supplementary Range: 0-80ft Description:- Spoiler:
Rara, the tracker is the trouble maker of the seven samurai get down characters. Much like most characters of the samurai get down, Rara follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Tracker: When this mechanism is in play the user will be able to use this character as an extension for their Earth Born sensory. Therefore allowing the user to detect the whereabouts of targets through the distance that this character can travel. Although Earth Born Sensory done through Rara are halved in range. ✹ Beacon: When this mechanism is activated the character becomes a beacon for other samurai get down character's to locate it's whereabouts and the location of those that it was tracking . This only works if the other characters are within 80ft of this one. Name: Samurai Get Down: Exmera, The ExploderClassification: Ninjutsu/ Kugujutsu Rank:A Class: Offensive Range: 0-80ft Description:- Spoiler:
Exmera , the explosive one of the seven samurai get down characters. Much like most characters of the samurai get down, Exmera follows the rules set in the parent tech, Seven Souls of The Samurai Get Down. When used with Earth Release: Chakra strings this character can utilize its two distinct mechanisms. ✹ Explosion: This mechanism is the only one that remains active from the moment that the character is created. When created the character will gradually get fatter. As the character gets fatter it accumulates a 3D-rank amount of materia every pt. When ready, the user will use chakra strings to detonate the materia inside causing an accumulative C-rank hybrid damage for every C-rank materia it has accumulated. The beauty of this mechanism is that when the user is ready to detonate the character, the damage can start from anywhere within 80ft of the character and spreads out from 20-40ft in diameter. If detonated early by an opponent destroying the character, the damage will only happen within 10ft of where it is destroyed. Name: Stone Dance: Enemy Sensory Overload pt.4Classification: Ninjutsu Rank:A Class: Supplementary Range: 0-80ft Description: E.S.O is a trap based technique which utilizes Stone dance and the sensory range provided by Earth Born to disrupt other forms of Earth and vibration sensory. This can only happen with Earth Born active and with the opponent's vibration sensory overlapping into the user's sensory range. This technique causes a high volume sensory overload, dealing an A-rank amount of pain to anyone (except the user) with A-rank and below earth/vibration sensory. Depending on the user's rank this technique requires a chakra price to remain active. Rank - Rounds Before Repayment(Endurance Tier Modifier) D-rank: 1(+1) C-rank: 2(+2) B-rank: 3(+3) A-rank: 4(+4) S-rank: 5(+5)
Last edited by Elias on 3rd June 2020, 1:20 pm; edited 9 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st April 2019, 11:21 am | |
| Earth Release: - Spoiler:
- D-ranks:
Name: Earth Release: Lodestone Effect Classification: Fighting Style Rank: D-rank Class: Supplementary. Range: Self (Earth Release techniques) Description: The Kaironokuma clan are notable for their utilization of electromagnetic forces, to that while they were capable of using Lightning Release to great effect to assist in such applications their earth release was lacking. That is until a member of the clan discovered Lodestone, a naturally existing rock which had magnetic properties. After constant experimentation he discovered a means to utilize earth release techniques which had the same properties of Lodestone namely the ability to magnetize Ferrous Metals. Once this technique is learned it results in all of the users current Earth Release Techniques having to be re-trained in order to be comprised of both rock and lodestone while any Earth Release techniques which are learned after are only comprised of lodestone. The result is the user's earth release techniques becoming unable to be overpowered by steel as long as it doesn't have any chakra in it while likewise having the ability to attract metallic objects are comprised of Ferrous Metal raw materials which upon being attached requires strength to forcibly pull apart. The drawback is that lodestone comprised Earth Release techniques while highly effective for counter-weaponry and better for being used against Steel Release are unable to be empowered by Water Release techniques. Rank of Earth Technique - Attraction Force (Ferrous Metals Only) D - C C - B B - A A - S S - SS
- C-ranks:
Name: Earth Release: Pull - Mineral Drain Classification: Ninjutsu/Kinjutsu Rank: C-rank (Variable Blood Price) Class: Supplementary Range: AOE Description: This technique includes the use of earth chakra and the use of the Kairnokuma Paw Print's Pull fighting style. This technique requires the user to be in contact with the ground during which all Earth Release techniques used during it's activation are weakened by 4-ranks. Can be toggled off an on however the first post it is activated the user must roll a mineral roll in the Dice Roll topic to determine which minerals are currently in the ground. Depending on the user's rank he/she can roll multiple times to determine how diverse the minerals within the ground are allowing for a maximum of 5 metallic minerals to be identified before they are able to begin the extraction process. The extraction process however takes 50 posts (total) before the mineral is extracted with each retraining of his Paw Print decreasing the number of posts required by -5. Only metallic raw materials can be extracted from the ground with this technique due to utilizing Pull to drag them up through electro-magnetism. Likewise the minerals are pulled up in the form that they are not in their pure form in order to purify the materials into being the pure version the user must pay a blood price 1-rank below the amount of raw materials pulled upward. This technique has a C-rank activation price and can be toggled on and off at will, in addition if connection to the ground is removed this techniques mining halts until connection to the ground is re-established. Rank of User - No of Rolls - Maximum Grade of Metal D - 1 - I C - 2 - II B - 3 - III A - 4 - IV S - 5 - V (When Applicable)
Name: Earth Release: Light-Weight Rock Technique Classification: Ninjutsu Rank: C (Chakra Price Varies) Class: Offensive Range: Short (Contact) Description: Contrary to its counterpart the Earth Release: Added-Weight Rock Technique, instead of making the target heavier, this technique makes it much lighter. This allows freer manipulation of the affected objects, which would normally carry considerably more weight and as such, require a greater amount of exertion to move. The technique can be used on the user or other shinobi to increase their speed, but as a consequence of using it this way, it results in the decrease of the physical force of their blows depending on the amount of chakra put into this technique the effect remains until they pay an additional price to restore it back to normal or make it heavier. This technique of course follows the recoil rules when buffing past what is normally capable by the user. Lighten - Chakra Spent - "Speed" Gained - Physical Damage Dealt Debuff 1x - D - +1 - -1 Rank 2x - C - +2 - -2 Ranks 3x - B - +3 - -3 Ranks 4x - A - +4 - -4 Ranks 5x - S - +5 - -5 Ranks
Name: Earth Release: Earth Flow River Classification: Ninjutsu Rank: C Class: Offensive/Supplementary Range: Short, Mid (Knockback) Description: After forming the needed hand seal , the user transforms the ground underneath their opponent into a river of mud, within 10 feet of the user, that throws them off balance if they do not possess a balancing technique C-rank or above and away from the user if they aren't anchored in place by C-rank strength or above. The result is the victim is sent flying, rag-dolling through the air, at Bullet Release speeds over a distance of 20 feet. The mud created by this technique can also be used as a medium for the Earth Release: Earth Dragon Bullet technique as well as other mud using techniques due to the quantity it produces. Rank - Amount of Mud Materia Produced D - N/A C - D B - C A - B S - A
Name: Earth Release: Lodestone Armor Classification: Ninjutsu Rank: C-rank (C-rank Chakra Price + C-rank Lodestone Materia) Class: Supplementary/Defensive Range: Self Description: The user first establishes contact with Lodestone while making hand seals resulting in their body being coated by a thin layer of the magnetic rock which can protect them from harm from up to a C-rank of chakra based techniques before shattering while C-rank and below physical techniques simply bounce off without affecting it. This techniques true use however is in conjunction with either Pulse Release - Iron Sand: Armor or Earth Release - Lodestone Powder: Armor where this technique acts to compound it's effect magnetizing the Iron Sand or Lodestone Powder to give it an identical magnetic charge to the Lodestone while acting as another layer of protection, or Earth Release: Earth Spear where it fuses with the former to give it an opposing magnetic charge to the lodestone to bind the two more firmly together. When used with both at the same time it does both effects while it grants three layers of protection with techniques with defense piercing only piercing through the various layers with each time the piercing damage of the technique is lowered by the rank of defense the user's armors possess. The laying always goes Earth Spear, Lodestone Armor & finally Iron Sand: Armor, or Lodestone Powder: Armor (i.e a Chidori with A-rank piercing goes through the users Iron Sand: Armor/Lodestone Powder: Armor with B-rank chakra defense, the piercing is lowered to C-rank piercing which ends up going through the Lodestone Armor but deals no damage to the Earth Spear coating the user's body).
- B-ranks:
Name:Earth Release: Lodestone Floor Classification: Rank: B-rank Class: Supplementary Range: AOE Description: The user makes hand seals before touching the ground with either their hands or bare feet resulting in the composition of the floor being changed to Lodestone. This affects the entire ground a 80ft radius around the user which unleashes an intensely magnetic charge which attracts metals to the ground with B-rank force. This includes opponents who have metal in their outfits, weapons not stored by scrolls (such as kunai, shuriken, swords), incoming projectiles moving at Crashing Ground or lower not backed by B-rank strength or above or any steel release jutsu B-rank or lower. This technique however can be used as a set up for Earth Release: Lodestone Armor as the two have opposing charges which when the Lodestone Armor is being stacked with others (Earth Spear &/or Iron Sand: Armor/ Lodestone Powder Armor) the opposing magnetic charge results in the user being repelled from the floor which clashes with gravity thus making the user "lighter" dependent on their skill level as long as they are within the confines of this technique. Rank - Repellent Force "Lightening" effect D - 2x C - 3x B - 4x A - 5x S - 6x
Name:Earth Release: Hiding in Rocks Classification: Ninjutsu Rank: B Class: Supplementary Range: Self Description: This technique allows the user to blend into rocks and then move in and out of other rocks undetected, similar to the Water Release: Hiding in Water Technique. It is shown that this technique is usable on any form of earth even rocks and dirt. As a result it concealed the user from not only sight but likewise vibration sensory technique B-rank & below. However, chakra sensory can detect them instantly if they are partially submerged though those with X-ray Vision in addition to chakra sensory can detect them even while concealed underground. While leaving concealment, the earth is slightly distorted as it raises from the ground up to reveal the user which is why chakra sensory techniques are capable of detecting the user. Depending on the type of earth the user's speed while moving through them is altered. Type of Earth - Movement Speed Soil - 2 Tier Levels Higher Rock - 1 Tier Level Higher Rock - Normal Speed Volcanic Rock - 1 Tier Level Lower
Name: Earth Release: Pull - Mineral Drain Classification: Ninjutsu/Kinjutsu Rank: B-rank (Variable Blood Price) Class: Supplementary Range: AOE Description: This technique includes the use of earth chakra and the use of the Kairnokuma Paw Print's Pull fighting style. This technique requires the user to be in contact with the ground during which all Earth Release techniques used during it's activation are weakened by 5-ranks. Can be toggled off an on however the first post it is activated the user must roll a mineral roll in the Dice Roll topic to determine which minerals are currently in the ground. Depending on the user's rank he/she can roll multiple times to determine how diverse the minerals within the ground are allowing for a maximum of 10 metallic minerals to be identified before they are able to begin the extraction process. The extraction process however takes 60 posts (total) before the mineral is extracted with each retraining of his Paw Print decreasing the number of posts required by -6. Only metallic raw materials can be extracted from the ground with this technique due to utilizing Pull to drag them up through electro-magnetism. Likewise the minerals are pulled up in the form that they are not in their pure form in order to purify the materials into being the pure version the user must pay a blood price 1-rank below the amount of raw materials pulled upward. This technique has a B-rank activation price and can be toggled on and off at will, in addition if connection to the ground is removed this techniques mining halts until connection to the ground is re-established. Rank of User - No of Rolls - Maximum Grade of Metal - Number of Metals Extracted. D - 1 - I - 1 C - 2 - II- 1 B - 3 - III -2 A - 4 - IV- 2 S - 5 - V (When Applicable) -3
Name: Earth Release: Lodestone Battle Armor Classification: Ninjutsu Rank: B-rank (B-rank Chakra Price + B-rank Lodestone Materia) Class: Supplementary/Defensive Range: Self Description: The user first establishes contact with Lodestone while making hand seals resulting in their body being coated by a thin layer of the magnetic rock which can protect them from harm from up to a B-rank of chakra based techniques before shattering while B-rank and below physical techniques simply bounce off without affecting it. This techniques true use however is in conjunction with either Pulse Release - Iron Sand: Armor(or variants like Lodestone powder) where this technique acts to compound it's effect magnetizing the Iron Sand(or variants) to give it an identical magnetic charge to the Lodestone while acting as another layer of protection, or Earth Release: Earth Spear where it fuses with the former to give it an opposing magnetic charge to the lodestone to bind the two more firmly together. When used with both at the same time it does both effects while it grants three layers of protection with techniques with defense piercing only piercing through the various layers with each time the piercing damage of the technique is lowered by the rank of defense the user's armors possess. The laying always goes Earth Spear, Lodestone Armor & finally Iron Sand: Armor(or its variants such as Lodestone Powder).
Name: Earth Release: Earth Spear Classification: Ninjutsu Rank: B (Power Varies with Chakra Price) Class: Supplementary Range: Self Description: The user flows chakra through all parts of their body causing it to become noticeably darker, which increases their defensive power to its utmost limits by making the skin as hard as diamond granting defense tiers at the cost of chakra capping out at S-rank. Furthermore, the destructive power of physical attacks is increased due to the increased defense turning all physical techniques into Nintaijutsu dealing Earth Release Hybrid damage equal to the amount of chakra put into this technique, making this a great all-purpose technique. The amount of techniques that can break through the areas hardened by the Earth Spear are close to zero, excluding its undeniable weak point: Lightning Release ninjutsu. When encased in the durable earth release chakra it costs an initial chakra price to activate however doing so results in the user being weighed down by the earth dropping one's movement speed tier dependent on how much the earth release chakra is saturated in their skin, this however can be offset through strength tiers to regain normal movement speed. Chakra Price - Defense Gained - Weight Gained (Speed Drop) - Strength Needed to Offset Weight Gain D - D - 1x (1-rank) - D C - C - 2x (2-ranks) - C B - B - 3x (3-ranks) - B A - A - 4x (4-ranks) - A S - S - 5x (5-ranks) - S
Name: Earth Release: Earth Dragon Bullet Classification: Ninjutsu Rank: B (B-rank Mud Price & B-rank Chakra Price) Class: Supplementary Range: Mid-Range (When Used in combo), Long-Range (Mud Balls) Description: This technique has two activations; the first being without Earth Flow River which requires the user to prepare mud for its use while the second being with Earth Flow River by a sufficiently skilled user. In both instances this technique creates a dragon-like head to fire balls of mud at an opponent all of which move at crashing ground speed to deal numerous counts of D-rank earth release chakra damage reaching distances of 60 feet before their momentum is halted and they sink to the ground. At activation 20 bullets can be launched and if all hit it deals stacking damage, however each additional bullet outside of those twenty costs an additional D-rank chakra price allowing the user to constantly barrage opponents if they have the chakra for it. Rank - Speed of Mud Balls Elite C & Below - B+ B (Low) - B++ B (High) - A- Elite B & Above - A
- A-ranks:
Name: Earth Release: Lodestone Arena Classification: Rank: A Class: Supplementary Range: AOE Description: The user makes hand seals before touching the ground with either their hands or bare feet resulting in the composition of the floor being changed to Lodestone. This affects the entire ground a 160ft radius around the user which unleashes an intensely magnetic charge which attracts metals to the ground with A-rank force. This includes opponents who have metal in their outfits, weapons not stored by scrolls (such as kunai, shuriken, swords), incoming projectiles moving at Vacuum speeds or lower not backed by A-rank strength or above or any steel release jutsu A-rank or lower. This technique however can be used as a set up for Earth Release: Lodestone Armor as the two have opposing charges which when the Lodestone Armor is being stacked with others (Earth Spear &/or Iron Sand: Armor(or its variants)) the opposing magnetic charge results in the user being repelled from the floor which clashes with gravity thus making the user "lighter" dependent on their skill level as long as they are within the confines of this technique. Rank - Repellent Force "Lightening" effect D - 3x C - 4x B - 5x A - 6x S - 7x
Name: Earth Release: Tearing Earth Dragon Classification: Ninjutsu Rank: A Class: Offensive Range: Varies Description: The user molds the earth in the area, and then turns it into a dragon the size of a Medium (S) sized creature. It can be used as a means to travel or to attack a target. Several dragons can also be made and manipulated at once assuming the user has the chakra to supply the technique. These dragons are fast and durable being able to move at Vacuum release speeds and survive A-rank ninjutsu or S-rank physical techniques assuming they don't have defense piercing without a scratch. The amount of dragons able to be controlled varies with the user's rank (each has it's own price) In order to attack they use their defensive ability in conjunction with their speed to smash into opponents to deal A-rank physical damage to victims. Dragons controlled - Rank 1 - D-rank 2 - C-rank 3 - B-rank 4 - A-rank 5 – S-rank
Name: Earth Release: Earth & Stone Dragon Classification: Ninjutsu Rank: A (A-rank Chakra & A-rank Mud Price) Class: Offensive/Supplementary Range: Varies, Mid (Mud Bullets) Description: Req. An Earth Flow Series Technique currently active on field & user has learnt Earth Release: Tearing Earth Dragon & Earth Release: Earth Dragon Bullet. This technique combines the traits of it's two composite techniques in which case a dragon comprised of earth is then clad with mud to give it a more impressive appearance (Medium M). Not only are the dragons produced by this technique very quick, capable of moving at Vacuum Release, as well as possessing a durability which prevents them from being destroyed unless by an A-rank chakra based technique or an S-rank physical technique (or A-rank Physical with piercing that's good against Earth) but they also have a set amount of Mud materia within them. This mud materia allows them to spit out mud bullets which can pelt targets up to 80ft away each one moving at A-rank speed, the amount of mud materia each Earth & Stone Dragon has is dependent on the user's skill level which also determines how many can be produced at once and controlled in battle. Finally it can be smashed into targets to deal A-rank physical based earth release dmg. In addition to it's offensive uses the Earth & Stone Dragon can be rode into battle and controlled more fluidly as long as the user either maintains contact with it or holds the Snake hand seal. Rank of User - No of Earth & Stone Dragons - Mud Materia within each Mud & Stone Dragon D - 1 - B C - 1 - 2 B (A) B - 2 - 3 B A - 2 - 4 B (S) S - 3 - 5 B *Note - Depending on the Mud Materia put into each mud bullet the size and dmg dealt differs ranging from D (Tiny), C (Small), B (Humanoid), A (Medium S) & capping at S (Medium M).
- S-ranks:
Last edited by Elias on 16th September 2019, 7:06 pm; edited 6 times in total | |
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Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st April 2019, 11:21 am | |
| Lodestone Fist: - Spoiler:
D-ranks: - Spoiler:
Name: Lodestone Fist(D.A.R.K) Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Varies Description: This fighting style created by Elias Dark derives from the concept of Circuit fist. Eli has studied the style and discovered a method of using his Stone Dance Fighting style to further extend his control over Lodestone. This then branched off to the creation of Lodestone Powder and it's this fighting style known as Lodestone Fist . Due to its color and initial appearance, Lodestone powder is often mistaken for iron sand. unlike circuit fist, Lodestone fist is tied to the Earth Born passive therefore techniques done with this fighting style does not require hand seals to use. Rather this style controls it's techniques through two methods. The first being using their eyes to shape and guide the sand which can be honed by advanced Lodestone Fist speed honing techniques or it can be assisted through the Earth Born's ground shifting speed. When the two are used simultaneously all of the user's Lodestone powder techniques being guided by this style outspeed normal speed tiers instead being boosted by Earth Born's speed gains.
Name: Earth Release - Lodestone Powder: Strings Classification: Kinjutsu Rank: D-rank (D-rank Chakra & D-rank Lodestone Powder Per String) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance) Description: Using their ability to manipulate Lodestone Powder the user shapes the powder into thin strings which can be attached to projectiles or moving metallic objects via electromagnetism and allow the user to manipulate them in combat. Though typically seen as unnecessary due to Lodestone Fist: Lodestone Powder Control, it is mainly useful for it's applications to Kugujutsu as well as metals which are outside of the Kaironokuma's normal control. Lodestone Powder: Strings have the unique ability to converge back into their original form if they are cut or severed in battle at speeds dependent on the user's Lodestone Powder Control as long as the chakra comprising the technique is not disrupted, destroyed or absorbed.
Name: Lodestone Fist - Lodestone Powder Control: Swift Release Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self (Eyesight & Lodestone powder) Description: Based on the principles of the Lodestone Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Elias' eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Swift Release speeds when switching focus from one thing to another which works hand in hand with their Lodestone Powder manipulation. Therefore increasing the speed that all Lodestone Powder techniques being used to be formed at this level. For Elias when manipulating Lodestone Powder, this works in place of his Earth Born ground shifting. But when his legacy passive is used along side the Lodestone Fist in the formation of his Lodestone Powder techniques they're done at D+ speeds.
Name: Earth Release- Lodestone Powder: Thousand Eyes pt.1 Classification: Ninjutsu Rank:D Class: Supplementary Range: AOE Description:When active this technique manifests itself in the multitude of powered as eyelids opening and closing up at different times. While in play it'll allows the user to sense anything that makes contact with their lodestone powder liken to an extra form of sight. When within the range of the Earth Born Passive's sensory this technique also serves as D-rank reaction tiers. At this level the user can only track up to D-rank speeds with this method.
C-rank: - Spoiler:
Name: Earth Release - Lodestone Powder: Binding Coffin Classification: Kinjutsu Rank: C-rank (B-rank Chakra & D-rank Lodestone Powder) Class: Supplementary Range: Short (Within 10 ft of any source of at least a D-rank of Lodestone Powder) Description: The user manipulates their Lodestone Powder after infusing it with chakra to encase their opponent preventing movement as long as the target is humanoid or below in size. In order to encase things which are larger more Lodestone Powder materia is needed, either way it occurs at Bullet Release speed with opponents unfortunate enough to actually step in or is currently in contact with the Lodestone Powder to require C-rank Reaction/ Sensory Technique or a Time-Slowing Dojutsu with C-rank speed to avoid being captured within. To those who are captured it holds their body in place force equal to C-rank strength preventing any and all movement. Due to this it can be used to suffocate an opponent after a set amount of time (Endurance Tiers or used in preparation of a deadlier technique, Lodestone Powder: Waterfall Funeral. Size of Opponent - Lodestone Powder Needed/Victim End Tiers - Time Till Suffocation P.T Small - Any/None - 5 Humanoid - D - 10 Medium (S) - C - 15 Medium (M) - B - 20 Medium (L) - A - 25 Medium (XL) - S - 30
Name: Lodestone Crushing: Lodestone Powder Classification: Kinjutsu Rank: C Class: Supplementary Range: Self Description: This technique allows the user to take Lodestone materia and utilize blood to create a highly magnetic magnetite known as Lodestone Powder. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:2 ratio meaning in essence 1 D-rank of Blood turns 2 D-ranks of Lodestone into 2 D-ranks of Lodestone powder. The speed at which the materials are produced becomes faster dependent on the user's skill level. Lodestone in question isn't as dense as metal such as Iron. As a result when coming against Iron Sand techniques equal rank to one using Lodestone Powder the latter is always overpowered unless the Lodestone Powder technique has piercing while the Iron Sand one doesn't. The properties of Lodestone despite being highly magnetic and susceptible to lightning is also highly malleable to water. Thus resulting in any lightning, water, aqua,ice or flux release technique being boosted in speed while passing through it. While steel release techniques and metals alike are subjected to its magnetic pull and can be manipulated through the control of the lodestone powder if not anchored down with adequate strength. Rank - Speed of Conversion - Conductibility Speed Boost (Element)- Attraction Force(Ferrous Metals Only) D - C - + Increased to Samurai Level (Ice) - C C - B - +1 (Flux) - B B - A - +2 (Lightning) - A A - S - +3 (Aqua) - S S - SS - +4 (Water) - SS
Name: Earth Release - Hiding In The Lodestone Powder Classification: Kinjutsu Rank: C-rank (C-rank Chakra & Variable Lodestone Powder Price) Class: Supplementary Range: AOE Description: Using the ability to manipulate Lodestone Powder, the user lifts a vast quantity of Lodestone Powder to cover a 80ft radius around themselves. Due to the vast amount of Lodestone powder in the air visibility is cut off while due to their constant movement Time-Slowing Dojutsu are unable to utilize their advanced perception abilities to record movement. It is unable to fool Dojutsu with X-ray capabilities like the Zenraigan however it is able to mask the scent of the user completely due to the vast amount of powdery minerals in the air. Depending on how much Lodestone Powder is put into this technique it becomes more difficult to disperse and can cover a larger area of effect however it has the drawback of making all of the Lodestone Powder used in it's creation unable to be further manipulated by the user to utilize other Lodestone Powder techniques. The density of the powder storm and the degree that it can negate Time-Slowing Dojutsu's advanced perception is dependent on the user's Lodestone Fist - Lodestone Powder Control due to the user constantly moving the grains of powder while this technique is active. While capable of being cleared by a C-rank Area Clearing technique other than the wind release variety, when saturated it requires Area Clearing techniques equal to the amount of Lodestone powder comprising the sandstorm. Lodestone Powder Price/Lodestone Powder Control - Radius of Effect - Time-Slowing Negated (Reaction to See Through) D - 40ft - Kyougan/Raidengan Activation (D) C - 80ft - Kyougan/Raidengan Stg 1 (C) B - 120ft - Kyougan/Raidengan Stg 2 (B) A - 160ft - Kyougan/Raidengan Stg 3 (A) S - 200ft - Kyougan Stg 4/Mashin Raidengan Stg 1-3 (S)
Name: Earth Release: Lodestone Powder: Scattered Dust Classification: Kinjutsu Rank:C Class: Supplementary Range: Varies Description: In the event that a technique or construct comprised of Lodestone powder makes contact with or is destroyed by anything that is not a Lodestone Fist technique; put this technique into play. Alone this technique doesn't do much to hinder a target and can be rinsed off with a water based technique one rank lower than the amount of powder engulfing the target.The powder can also be dislodged by chakra expulsion technique of equal rank to the amount of powder on target if weaker than Earth element; One rank lower if neutral to, and two ranks lower if stronger than. Otherwise, if repeated contact is made by the means previously mentioned; then the amount of powder on the target(s) will stack. When "Scattered Dust" comes into play one of two things occur: ✹ If physical contact is made with a lodestone fist technique that target is now covered in lodestone powder. The amount of lodestone powder covering the target is based on the amount of powder that the Lodestone fist technique is comprised of. The target will never be covered with more than half the powder that the lodestone fist tech needs to remain active. ✹In the case that the lodestone fist technique or construct is destroyed; then it'll burst into a screen of powder and engulf all within its radius with the entirety of its contents at speeds equal to its rank. In which case the amount of materia engulfing a target(s) will be split between those caught within the radius. L.Powder Composition :Materia Released:On Contact-On Destruction(Radius) 1D-rank: N/A -1D(5ft) 2D-rank: 1D - 2D(7ft) 1C-rank: 3D - 1C(10ft) 1B-rank: 1C - 1B(15ft) 1A-rank: 1B - 1A(20ft) 1S-rank: 1A- 1S(25ft) 1SS-rank: 1S - 1SS(30ft) 1SSS-rank:1SS - 1SSS(40ft)
Name: Earth Release - Lodestone Powder: Clone Classification: Kinjutsu Rank: C-rank (D-rank Chakra & B-rank Lodestone Powder Per Clone) Class: Supplementary Range: Varies Description: The user manipulates their Lodestone Powder fashioning clones comprised of Lodestone powder infused with chakra producing clones up to a max depending on the user's clone limit. These clones are controlled by the user and are capable of sustaining C-rank physical techniques and below without a scratch as well as a single C-rank chakra technique before dispersing. They can however allow a physical attack, weapon to sink into their bodies to grab an opponent and can be used in order to preform any C-rank or below Lodestone Powder technique utilizing the Lodestone Powder comprising their body to facilitate the technique in question dealing physical damage rather than chakra based due to only using Lodestone Powder Materia. As a result if they do not have the necessary Lodestone Powder needed for the technique they are unable to use the technique in question which is why Lodestone Powder: Clones are perhaps the most costly clone type to produce. All Lodestone Powder Clones move at the speed of the user's Lodestone Powder Control and resemble the user until being hit, if it is too weak to dispel them they simply resemble the user while being comprised of Lodestone Powder, otherwise it dissolves back into Lodestone powder.
Name: Earth Release - Lodestone Powder: Boomerang Classification: Kinjutsu Rank: C-rank ( 3D-rank Blood & 3D-rank Lodestone Powder per Boomerang) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance) Description: Using their ability to manipulate Lodestone Powder the user shapes the powder into thin sharp boomerang each capable of dealing C-rank piercing spiritual damage when launched at opponents. Each Boomerang naturally travels over a distance of 15 feet (when not thrown) at C-rank speed however the speed they can be fired can be modified to move faster due to the Lodestone Powder Control line. Upon a target being struck it results in the victim being tagged with pieces of these boomerangs which contain electromagnetic charges resulting in additionally thrown metallic objects being attracted to their body at Swift Release Speeds. This effect can be negated if the victim possesses C-rank spiritual tiers, B-rank endurance tiers or a counter electromagnetism technique (D if Flux based, C if Pulse/Gravity based, D if Magnet/Raiden based or B if Lightning based). Additional tiny boomerangs can be created at will for additional blood prices allowing the user to constantly produce and fire numerous boomerangs over multiple posts (total) with the drawback of just draining their blood reserves. Rank - Max Number of Boomerangs per PT D-rank - 1 C-rank - 2 B-rank - 3 A-rank - 4 S-rank - 5
Name: Lodestone Fist - Lodestone Powder Control: Bullet Release Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self (Eyesight & Lodestone Powder) Description: Based on the principles of the Lodestone Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Elias' eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Bullet Release speeds when switching focus from one thing to another which works hand in hand with their Lodestone Powder manipulation. Therefore increasing the speed that all Lodestone Powder techniques being used to be formed at this level. For Elias when manipulating Lodestone Powder, this works in place of his Earth Born ground shifting. But when his legacy passive's ground shifting training level 2 is used along side the Lodestone Fist in the formation of his Lodestone Powder techniques they're done at C++ speeds.
Name:Earth Release- Lodestone Powder: Thousand Eyes pt.2 Classification: Kinjutsu Rank:C Class: Supplementary Range: AOE Description:When active this technique manifests itself in the multitude of powered as eyelids opening and closing up at different times. While in play it'll allows the user to sense anything that makes contact with their lodestone powder liken to an extra form of sight. When within the range of the Earth Born Passive's sensory this technique also serves as C-rank reaction tiers.At this level the user can only track up to C-rank speeds with this method.
B-rank: - Spoiler:
Name: Earth Release - Lodestone Powder: Armor Classification: Kinjutsu Rank: B-rank (Variable Chakra & B-rank Lodestone Powder) Class: Defensive Range: Short Description: The user utilizes their Lodestone Powder to fashion a thin layer of armor around their body before infusing chakra into it in order to improve it defenses. This technique causes the victim to be weighed down by the powder coating their body a trade off for granting the user the ability to withstand B-rank & below physical techniques without a scratch and a varying level of chakra damage before the armor crumbles away depending on how much chakra is infused into the armor. The more chakra infused the heavier the armor is and the slower the user moves if they are moving through speed and not strength tiers. This technique is able to be set up in advance with a chakra price and a Lodestone powder price in exchange for permanently lowering the user's available Lodestone Powder able to be manipulated in battle. Furthermore this technique can only be reformed in the middle of battle if the user possesses Lodestone Fist- Lodestone Powder Control: Crashing Grounds due to the individual powder grains being weighed down by the chakra saturated in it while only being required to be put in spoiler tags if the opponent possesses magnetic sensory B-rank or higher or the user is hit by a strong enough attack to reveal it (not necessary to reveal it's level of defense) or break it (reveal level of defense). Chakra Infused - Weight - Chakra Dmg Sustained before Crumbling (Dmg Stacks) D - 1x - D C - 2x - C B - 3x - B A - 4x - A S - 5x - S
Name: Earth Release - Lodestone Powder : Throwing Dagger Classification: Kinjutsu Rank: B-rank (C-rank Blood & C-rank Lodestone Powder Per Dagger) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance) Description: Using their ability to manipulate Lodestone Powder the user shapes the Lodestone Powder into small daggers each capable of dealing B-rank piercing spiritual damage when launched at opponents. Each dagger naturally travels at B-rank speed over a distance of 20 feet (when not thrown) however the speed they can be fired can be modified to move faster due to the Lodestone Powder Control line. Upon a target being struck it results in the victim being tagged with pieces of the dagger which contains a electromagnetic charge resulting in additionally thrown metallic objects being attracted to their body at Crashing Ground Speeds. This effect can be negated if the victim possesses B-rank spirit tiers, A-rank endurance tiers or a counter electromagnetism technique (D if Flux based, C if Pulse/Gravity based, D if Magnet/Raiden based or A if Lightning based). Additional daggers can be created at will for additional blood prices allowing the user to constantly produce and fire numerous daggers over multiple posts (total) with the drawback of just draining their blood reserves. Rank - Max Throwing Daggers Produced per PT D-rank - 1 C-rank - 2 B-rank - 3 A-rank - 4 S-rank - 5
Name: Earth Release - Lodestone Powder: Dome Classification: Kinjutsu Rank: B-rank (D-rank Chakra & B-rank Lodestone Powder) Class: Defensive Range: Long Description: The user manipulates their Lodestone Powder after infusing it with chakra in order to produce this standard defensive technique. The user is capable, of creating a dense dome of Lodestone Powder which is capable of blocking up to a B-rank chakra based technique before dissolving back into Lodestone powder. In terms of it's abilities at defending from physical attacks it is far more resilient as it can block B-rank techniques even with defense piercing while projectiles simply sink into the wall and are absorbed before being ground down to produce more Lodestone powder if they are comprised of Lodestone. It is even more so resilient within the dome however as it is capable of reflecting back B-rank & below chakra based techniques without piercing back onto the victim trapped within it. Depending on the user's skill level the size of the Lodestone powder Dome they produce varies in size however it is a flexible technique which can be formed up to 60ft away from the user while also being formed as a quick all around defense with the user in the center. It's initial forming speed is Crashing Ground however those with an improved mastery of the Lodestone Fist can shape the Lodestone powder at speeds equivalent to what their level of Lodestone fist - Lodestone Powder Control allows. Rank of User - Size of Dome - Number of Projectiles (Lodestone Powder Produced) D - Humanoid - 1 (D) C - Medium (S) - 5 (C) B - Medium (M) - 10 (B) A - Medium (L) - 20 (A) S - Medium (XL) - 40 (S)
Name: Earth Release - Lodestone Powder: Clone Explosion Classification: Kinjutsu Rank: B-rank (D-rank Chakra Price per explosion) Class: Offensive/Supplementary Range: Short Description: The follow up to Lodestone Powder: Clone in which the user causes one of the created Lodestone powder clones to detonate spraying grains of Lodestone Powder at crashing ground speeds over a 15ft radius around the clone itself. It costs very little chakra to initiate simply because the user needs to change the electromagnetic charge holding the powder grains together into repellent force thus resulting in the "explosion" which is simply just triggered due to each grain having the same electromagnetic charge. This technique is mainly due to it's wide scope of damage dealing B-rank earth release chakra damage over the blast radius, as well as it's ability to scatter a B-rank amount of Lodestone Powder over a wide area assisting in blanketing the terrain with the user's Lodestone powder.
Name: Lodestone Fist - Lodestone Powder Control: Crashing Ground Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self (Eyesight & Lodestone Powder) Description: Based on the principles of the Lodestone Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Elias' eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Crashing Ground Release speeds when switching focus from one thing to another which works hand in hand with their Lodestone Powder manipulation. Therefore increasing the speed that all Lodestone Powder techniques being used to be formed at this level. For Elias when manipulating Lodestone Powder, this works in place of his Earth Born ground shifting. But when his legacy passive's ground shifting 3rd training is used along side the Lodestone Fist in the formation of his Lodestone Powder techniques they're done at A- speeds.
Name: Earth Release - Lodestone Powder: Suspension Classification: Kinjutsu Rank: B-rank (D Chakra & B-Lodestone Powder) Class: Supplementary Range: Short Description: It is a trick where the user uses their Lodestone Powder to support his/her own weight and float in mid-air and to use as a method of transportation if needed. By increasing the size of the platform the user can transport others along with him or even grant some one else their own platform of Lodestone Powder to fly on. It should also be noted that this ability appears to take little chakra however for carrying multiple or larger sized allies one can increase the size of the Lodestone powder in order to support their weight. This technique seems to benefit the most from the Lodestone Fist - Lodestone Powder Control line of techniques as the Lodestone Powder platform moves through the air at speeds equal to it. Req. Lodestone Powder/Additional Chakra Price - Size of Target Lifted/Boosted Size Due to Additional Chakra B (Base Amount for lifting self) - Self/None D - Small/Humanoid C - Humanoid/Medium (XL) B - Medium (S)/Large (S) A - Medium (M)/Large (M) S - Medium (L)/Large (L)
Name:Earth Release - Lodestone Powder: Drizzle Classification: Kinjutsu Rank: B-rank (D Chakra & B-rank Lodestone Powder) Class: Offensive Range: Long Description: After clotting together lodestone powder into countless small lumps, the user uses them to attack an enemy from every direction moving at Crashing ground speeds and clumping onto the victim upon impact (requiring either B-rank strength or a C-rank counter electromagnetism technique to unclump). Because all the Lodestone powder lumps are controlled by chakra, it is possible to commence an attack without any blind spots to barrage an opponent within a distance of 60 feet away from the user over multiple posts (total) just by expending a constant chakra price to produce more clumps. This technique is often used as lure in battle, distracting an opponent and leaving them vulnerable to an attack from below, with the next ground based technique requiring reaction tiers equal to it's speed in order to successfully dodge. In order for this to work, the enemy is first made to look upwards with the lodestone powder rain, simultaneously bringing their field of activities under the user's control. Then, a bold move is made from underfoot. To make sure the rain hits its mark, it can be combined with Sand Binding Coffin to immobilize the target. Each clump requires D-rank chakra to fire however despite the low cost all of them move at high speed with a clump being directly proportional to the amount of lodestone powder in the area. *B-rank amount = Size of half user's Fist (D-rank physical dmg per impact) *A-rank amount = Size of user's Fist (C-rank physical dmg per impact) *10 posts of Quicksand Waterfall Flow = Size of user's Head (B-rank physical dmg per impact) *20 posts of Quicksand Waterfall Flow = Size of user's Body (A-rank physical dmg per impact)
Name: Earth Release - Lodestone Powder: Waterfall Funeral Classification: Kinjutsu Rank: B-rank (Chakra Price Varies) Class: Offensive Range: Contact (With Lodestone powder) Description: After wrapping/clumping an opponent with Lodestone powder with either Lodestone powder: Binding Coffin or Lodestone powder: Drizzle, the user will cause the lodestone powder to implode and crush whatever is within it with up to S-rank electromagnetic force. When used to kill a person, the death is so quick that there isn't even time for the victim to feel any pain as the electromagnetic force can simulate up to S-rank strength crushing force. The pressure also produces a sizable fountain of blood which sprays out from the sand potentially temporarily blinding those within a 5 feet radius of the victim if it gets in their eyes, for 4 posts (total) while dousing them in the red liquid. The user can control the pressure used in the attack, which allows him/her to either break bones or completely liquefy an opponent depending on the amount of chakra used. A victim must first be captured before this technique is able to be used as the finisher. Chakra Price/Crushing Force - Effect on Victim's Body/Defense Tiers to Resist D - Bones cracked with number of posts (total) required to suffocate halved. C - Bones fractured, lowering victims physical tiers by -1 until medical treatment is acquired. B - Bones Broken, every movement causes victim to sustain B-rank physical pain. A - Bones Crushed, Organs pierced or collapsed victim sustains an A-rank of internal bleeding each post (total) till death. S - Liquefied with total amount of blood within body sprayed over a radius of 5 feet.
Name: Earth Release - Lodestone Powder: Rotation Classification: Ninjutsu Rank:B(D-rank Chakra & B-rank Lodestone powder) Class: Defensive Range: Long Description: This defensive technique is an adaptation of the Lodestone powder: Dome technique. The user manipulates their Lodestone Powder after infusing it with chakra in order to produce this standard defensive technique. The user is capable, of creating a dense twister made of Lodestone powder in the shape of a dome. This dome can spread anywhere from 1-60ft in distance and reaches the heights of 60ft. This rapidly spinning dome is capable of reflecting C-Rank techniques and a single B-Rank if it's weak to Earth and doesn't possess defense piercing. Weak elements of B-Rank with defense piercing are blocked, any other B-Rank with defense piercing will destabilize the dome. Physical techs of B-Rank with defense piercing are blocked unless they are backed by strength one below the rotation speed. Projectiles moving at speeds equal to the rotation speed or one below and backed by one rank below strength can pierce the dome but if they don't have defense piercing, they lose all momentum and drop to the ground. Damage reflected or dealt by this technique is two ranks below rotation speed. It's initial forming and spinning speed is Crashing Ground however those with an improved mastery of the Lodestone Fist can shape and spin the lodestone fist at speeds equivalent to what their level of Lodestone Fist - Lodestone Powder Control allows. Rank of User - Size of Dome - Number of Projectiles (Lodestone Powder Produced) D - Humanoid - 1 (D) C - Medium (S) - 5 (C) B - Medium (M) - 10 (B) A - Medium (L) - 20 (A) S - Medium (XL) - 40 (S)
Name: Earth Release- Lodestone Powder: Thousand Eyes pt.3 Classification: Kinjutsu Rank:B Class: Supplementary Range: AOE Description:When active this technique manifests itself in the multitude of powered as eyelids opening and closing up at different times. While in play it'll allows the user to sense anything that makes contact with their lodestone powder liken to an extra form of sight. When within the range of the Earth Born Passive's sensory this technique also serves as B-rank reaction tiers. At this level the user can only track up to B-rank speeds with this method.
Name:Earth Release: Lodestone Powder: Scattered Restrict Classification: Ninjutsu/ Kinjutsu Rank:B Class: Supplementary Range: Varies Description:This technique can only come to play when Scattered Dust is active. In the event that a target is subjected to the effects of Scattered Dust, this technique becomes active. When in effect all targets covered in Lodestone powder are now subjected to an increase magnetism. Since Lodestone powder is highly magnetic, those covered in it can be overcome by its magnetism. This will be the case unless the target(s) possess sufficient strength equal to the amount of powder or strength +endurance tier chains one rank lower to bypass the magnetic effects of the lodestone powder engulfing the target. If they have insufficient tiers the powder can still be rinsed off with a water tech as mentioned in the tech Scattered Dust. The true effectiveness of this techniques comes through when the powder stacks on a target.In turn increasing the target's magnetism and the requirements to offset the effects. If a target can not overcome the effects of this technique that target will experience a massive increase in weight. The weight will force the target to slow down, attract more lodestone powder, and eventually become immobilized. The max amount of targets that this technique can effect at a time goes from 1-5 based on the user's rank. The speed in which the effects occur on a target is based on the user's lodestone powder control. Amount of L.Powder: Magnetism- Tier/Tier chain Needed- Weight Increase 1D-rank: 1D-D/D- 1x 2D-rank: 1D-D/D- 1x 1C-rank: 3D-C/D - 2x 1B-rank: 1C-B/C- 2x 1A-rank: 1B-A/B- 3x 1S-rank: 1A- S/A- 4x 1SS-rank: 1S -SS/S- 5x 1SSS-rank:1SS-SSS/SS- 6x
A-rank: - Spoiler:
Name: Earth Release - Lodestone Powder: Conduction Rods Classification: Kinjutsu Rank: A-rank (A-rank Chakra & C-rank Lodestone Powder) Class: Supplementary/Defensive Range: AOE Description: Req. Lodestone Powder: Drizzle. The user manipulates their Lodestone powder to rain down from the sky, at vacuum release speeds, similar to it's parent technique, however upon landing the lodestone powder forms needles which stick to the ground and constantly radiate an electromagnetic charge which neutralizes the use of A-rank & Below Lightning & Magnetic Release techniques while disrupting up to A-rank electro-location sensory techniques. It covers a vast area, of 200ft (radius) with any Lightning Release technique used within it being drained into one of the many needles and used to power up this technique stacking like a combination technique, while the Magnet Release techniques are completely nullified. Those with Electro-location experience sensory overload causing them intense pain each post (total) they keep their electro-location active due to the constant radiation of electromagnetic forces while those with the Raidengan are blinded within it radius unless it is destroyed by an A-rank terrain altering AOE technique which is neutral to Lodestone Earth Release (B-rank if strong against, S-rank if weak to.) If powered up it requires a terrain altering technique equal to it's current strength.
Name: Earth Release - Lodestone Powder: Quicksand Waterfall Flow Classification: Kinjutsu Rank: A-rank (C-rank Chakra & A-rank Lodestone Powder) Class: Supplementary Range: AOE Description: The user manipulates their lodestone powder while infusing chakra into it in order to utilize this powerful technique, it has an activation delay of 20 posts (total) before it can be triggered due to the infusion process taking time to forcibly increase the amount of lodestone powder due to grinding the earth and converting it to lodestone earth powder. Once triggered however this technique creates a massive amount of lodestone powder in the form of a wave, covering and "drowning" the opponent in an ocean of lodestone powder like a tsunami that engulfs absolutely all the things in his line of sight covering a 160ft radius around the user feet in lodestone powder. While this delay occurs the user's Offensive and Supplementary lodestone powder techniques are slowed by 1-rank. After those 20 posts (total) are up additional time can be added on in order to increase the speed and size of the powder wave. This raging sea deals a lot of damage by itself equal to 1 A-rank sweeping victims caught within it if they do not possess A-rank strength and burying them under the powder requiring an A-rank underground movement technique or S-rank strength to swim to the surface, it is quite slow only moving at swift release speeds but one can further take advantage of the sand for a second and a third consecutive assault. The reason for it's speed is due to due to the weight of the lodestone powder however if is lightened it increases in speed by +1 rank each time lighter it is made, however despite it's speed it is very versatile allowing him to attack his opponent with other lodestone powder techniques while they attempt to outrun the wave. This technique has the added effect of changing the landscape into a "sea of lodestone powder" while the user is able to speed up the time of invocation by saturating their Lodestone Powder max limit by paying 1 C-rank of blood to lower the delay to 11 posts (total) while spending 1 B-rank of blood to lower the delay to 1 post (total) regardless if he/she speeds it up or not the additional posts to increase the powder wave can still be added on. It is subtle in it's use and unless his opponent has vibration sensory A-rank or above this technique doesn't need to be placed in spoiler tags until it is triggered. Activation Time in Posts (total) - Lodestone Powder Materia Produced 10 - A 20 - S 30 - SS (3 A) 40 - 4 A 50 - SSS (5 A) Lodestone Powder Wave Modifier *10 additional posts (total) to increase Lodestone powder wave speed to Bullet Release *20 additional posts (total) to increase Lodestone powder wave speed to crashing ground *30 additional posts (total) to increase Lodestone powder wave speed to vacuum release
Name:Earth Release - Lodestone Powder: Gathering Assault Classification: Kinjutsu Rank: A-rank (B Chakra & B-rank Lodestone Powder) Class: Supplementary Range: Short (Compression), Mid-Long (Shapes), AOE (Magnetic Field) Description: The user gathers a great volume of Lodestone powder and compresses it into a high-density shape of a variable size dependent on their skill level. This technique greatly increases the hardness of the lodestone powder, creating a gigantic steel-like weapon in an instant durable enough to not even be dented by A-rank physical impacts with piercing or chakra based techniques without piercing neutral to Lodestone earth release (S-rank if weak to, A-rank with piercing if strong against) The weight and size of these shapes are so great, they can easily shatter bedrock and break through most defenses (A-rank and below) with a single hit dealing A-rank physical damage upon impact with targets while only being able to be lifted if used to pin down a target if they have A-rank strength (completely unburdened weight limit) or S-rank strength. Because the weapon is made out of Lodestone powder, the shape can be whatever the user wants, and can even be changed during the fight while manipulated through the Lodestone Powder Control. Multiple shapes can be formed each one having it's own word-count and each taking a D-rank technique slot upon being learned while depending on their size it can be used to extend the scale of attacks involving them. This allows the user to create the best weapon for the fight, by taking into account the opponent's abilities and the surrounding environment. Since the Lodestone Powder generates a strong magnetic field, the opponent cannot use any metal weapons or tools A-rank or below (S-rank or below if comprised of Ferrous Metals) within a 160ft radius of the user. Rank - Size of Weapon - Type of Weapon - In-Battle Training Word Count (Solo Training) D - Humanoid - Shield - 100 (50) C - Medium (S-M) - Blunt Melee - 200 (100) B - Medium (L-XL) - Bladed Melee - 400 (200) A - Large (S-M) - Piercing Melee - 600 (400) S - Large (L-XL) - Whip/Chain - 800 (600) (Insert name) Current Weapons List: Name: Description:
Name: Lodestone Fist - Lodestone Powder Control: Vacuum Release Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self (Lodestone Powder) Description: Based on the principles of the Lodestone Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Elias' eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Vacuum Release speeds when switching focus from one thing to another which works hand in hand with their Lodestone Powder manipulation. Therefore increasing the speed that all Lodestone Powder techniques being used to be formed at this level. For Elias when manipulating Lodestone Powder, this works in place of his Earth Born ground shifting. But when his legacy passive's ground shifting training level 4 is used along side the Lodestone Fist in the formation of his Lodestone Powder techniques they're done at S -rank speeds.
Name: Earth Release - Lodestone Powder: Evil Angel Classification: Kinjutsu Rank: A (variable blood & A-rank Lodestone powder) Class: Supplementary Range: Long Description: A technique inspired by an nightmare, the user will utilizes their Lodestone Powder to fashion a thin layer of armor around their body before infusing blood into it in order to improve it defenses. This technique causes skin around the user to develop patterns resembling feathers. While these patterns are still on the user's skin it'll serve as another layer of protection granting the user the ability to withstand S-rank & below physical techniques without a scratch and a varying level of chakra damage before the armor crumbles away depending on how much blood is infused into the armor. At will the user can spread their wings, causing the patterns on their skin to lift off of them rapidly to form massive wings that spread out up to 40ft each side(80ft total). Once in this form the user's body no longer gains the added protection rather the durability stated by this tech applies only to the wings. The advantage of spreading their wings is to allow the user wings that can be used as extra limbs.These wings when spread lightens the user's weight depending on the amount of blood infused into this tech. When the wings are spread the user can utilize these wings to fly, block, or strike(A-rank spiritual damage) all at speed equal to what their Lodestone Fist- Lodestone Powder Control level allows. This technique is able to be set up in advance with a blood price and a Lodestone powder price. Furthermore this technique can be reformed in the middle of battle if the user possesses Lodestone Fist- Lodestone Powder Control: Vacuum Release by paying a blood/powder price one rank lower than the damages dealt. Meanwhile unless the user spreads their wings, It'll go unnoticed to others and only be required to be put in spoiler tags if the opponent possesses magnetic sensory A-rank or higher or the user is hit by a strong enough attack to reveal it (not necessary to reveal it's level of defense) or break it (reveal level of defense). In terms of Blood Infused - Weight Lightening - Chakra Dmg Sustained before Crumbling (Dmg Stacks) D - 1x - C C - 2x - B B - 3x - A A - 4x - S S - 5x - SS
Name: Earth Release - Lodestone Powder: Powdered Dragon Classification: Kinjutsu Rank: A[C-rank chakra & A-rank powder price] Class: Offensive/ Supplementary Range: Varies/ Long (Mud Bullets) Description:Description: Req. The user to know Lodestone Fist & Earth release: Earth and Stone Dragon. This technique combines the traits of it's two composite techniques in which case a dragon comprised of Lodestone Powder is then clad with mud and stone to give it a more impressive appearance (Large M). Not only are the dragons produced by this technique very quickly, but they are also capable of moving at high speeds based on the user's Lodestone powder control. In addition to their malleable speeds they also possess a high durability which prevents them from being destroyed unless by an S-rank chakra based technique or at least an A-rank chakra technique with piercing that is good against Lodestone powder techs. Dragons formed from this technique are immune to physical damage(which causes them to trap physical contents &reform around it) unless they have a shockwave or elemental effect attached to it strong enough to dislodge parts of this A-rank technique. Much like most Lodestone powder techs , wind element techniques count as two ranks lower against this powdered dragon(since it'll only spread out then reform). Much like the Earth and Stone dragons , these dragons also have a set amount of Mud materia within them. This mud materia allows them to spit out mud bullets which can pelt targets up to 80ft away each one moving at A-rank speeds to deal spiritual piercing damage based on its size. The amount of mud materia each Powdered Dragon has is dependent on the user's skill level which also determines how many can be produced at once and controlled in battle. Finally it can be smashed into targets at top speeds to deal A-rank spiritual based earth release dmg. In addition to it's offensive uses the powdered dragons can be rode into battle and controlled more fluidly with their lodestone powder control. The top speed in which this dragon can travel is based on the user's lodestone powder control with tier level penalties based on the user's rank. Rank of User - No of Powdered Dragons -( Speed Tier Level Penalty)- Mud Materia within each Powdered Dragon D - 1-(-5) - B C - 1-(-3) - 2 B (A) B - 2-(-2)- 3 B A - 2-(-1) - 4 B (S) S - 3-(-0) - 5 B *Note - Depending on the Mud Materia put into each mud bullet the size and dmg dealt differs ranging from D materia = D-rank damage= Size (Tiny), C materia = C-rank damage = Size (Small), B materia = B-rank damage = Size (Humanoid), A materia= A-rank damage = Size (Medium S) & capping at S materia = S-rank damage = Size (Medium M).
Name: Earth Release- Lodestone Powder: Thousand Eyes pt.4 Classification: Kinjutsu Rank:A Class: Supplementary Range: AOE Description:When active this technique manifests itself in the multitude of powered as eyelids opening and closing up at different times. While in play it'll allows the user to sense anything that makes contact with their lodestone powder liken to an extra form of sight. When within the range of the Earth Born Passive's sensory this technique also serves as A-rank reaction tiers.At this level the user can only track up to A-rank speeds with this method.
Name: Earth Release - Lodestone Powder: Sand Man Brawler Classification: Offensive/ Supplementary Rank:A(C-rank Chakra & A-rank Lodestone Powder) Class: Kinjutsu Range: 0-80ft Description:This technique is an advanced Lodestone powder version of Elias' Earth Man Brawler technique. Therefore in order to preform this tech it'll require the user to have knowledge of how to use Lodestone fist and the EMB tech. Much like the original this serves as an extension of it's user and can be used to initiate and complete any of the user's Earth Release Nintaijutsu and Taijutsu techniques. When the price is paid the lodestone powder in the area from up to 80ft/800 sq.ft around the user becomes weaponized. At will the user can have the ground/ or air sprout up floating limbs of various sizes(S-M(XL)) that is comprised of Lodestone powder to strike the target(s), grab or be put against incoming attacks. They can also be used to setup, continue, and finish combinations that require the movement of the user's limbs so long as those powdered limbs are available. These limbs resemble larger versions of the user's limbs. Much like most Lodestone fist techniques the speed in which these limbs can sprout up and execute moves is solely dependent on the user's level of Lodestone Fist- Lodestone Powder control. The user can utilize their own limbs independently from how these powdered limbs are used. This technique grows in effectiveness as the user grows therefore the rounds before repayment(RBR), the amount of powdered arms/legs, and the size of the limbs that the user can bring forth is dependent on their rank. Lodestone powdered limbs have A-rank force and strength. In terms of durability physical, chakra and mental based damage A-rank and below bounces off of it without leaving a scratch. It'll take an attack of S-rank or A-rank with piercing(neutral to Earth) to destroy one of these limbs.In terms of damage this technique does Earth Release Spiritual Damage. Rank -RBR(Endurance Modifier) - Limbs([x]Arms/[x]Legs)- Limb Size D-rank - 1 rounds(+1) - 1 Arm/1 Leg - Humanoid C-rank - 1 rounds(+2) - 2 Arms/2 Legs - Medium(S) B-rank - 2 rounds(+3) - 3 Arms/3 Legs - Medium(M) A-rank - 2 rounds(+4) - 4 Arms/4 Legs -Medium(L) S-rank - 3 rounds(+5) - 5 Arms/5 Legs -Medium(XL)
Name: Earth Release: Lodestone Powder: Boulder Bombs Classification: Kinjutsu(B-rank Blood price & Variable Lodestone Powder) Rank:A Class: Offensive/ Supplementary Range:AOE Description: This technique requires the user to have knowledge of Lodestone Powder: Quicksand Waterfall Flow. The user must also be within an earth based terrain or have a various amount of Lodestone materia available. Once these conditions are met, the user can then pay a B-rank amount of blood to activate this technique. Once triggered, the field will be covered with floating rocks made of lodestone powder. The size of these rocks vary on the amount of materia used for this technique. When these rocks are formed within an Earth based terrain; the amount Lodestone powder available for use upon launching this technique is increase one rank higher than the amount of materia used initially.
This technique was created for the purpose of destroying structures and engulfing the terrain in Lodestone powder up to 160ft in radius(320 in diameter). Due to this, these boulders can take physical damage up to the amount of materia used in their creation. Although physically resistant, these boulder will break when dealt an A-rank amount of chakra based damage that's good against Lodestone Earth release. At will, the floating boulders are formed and launched at speeds equal to the user’s lodestone powder control.
When launched, all living things within the targeted area will be subjected to checks, in order to prevent being crushed by these boulders. All living things within the area must possess Earth based, Vibration, or Displacement sensory equal to the boulders moving speed. If they do not have these form of sensory active and available at the time, they won’t be able to detect this technique but can still avoid being crushed if they possess reaction tiers equal to the boulders’ moving speed or enough strength to halt the boulder in place. If they hold the boulder in place, it'll still require A-rank Reaction to toss a boulder away from them before it explodes.
The strength needed to halt the moving boulder(s) is dependent on the size one can carry. The amount of damage each boulder can cause is based on boulder size versus the target's size. Each boulder deals spiritual crushing damage upon impact and then explodes to engulf everything within its radius in a sea of lodestone powder(requiring A-rank underground movement technique or S-rank strength to swim to the surface). This technique can only be used twice per topic, and has a 10 post cool down.
Lodestone Powder Materia - Boulder Size - Useable Materia Produced(If On Earth Terrain) - Target Size(Damage dealt) C-rank - Small - 1C(1B) -Same Size or Larger(D-rank Damage) B-rank - Humanoid 1B(1A)- 1 Size Lower (C-rank Damage) 1A-rank - Medium(S)- 1A(2A)-2 Size Lower( B-rank Damage) 2A-rank- Medium(M)- 2A(3A) - 3 Size Lower( A-rank Damage) 3A-rank-Medium(L)-3A(4A)-4 Size Lower(S-rank Damage)
Boulder Size - Strength Required to Halt(Unburdened) Small - E-rank Humanoid - E Medium(S)- D Medium(M)-D Medium(L) -C
Last edited by Elias on 27th June 2021, 1:07 am; edited 5 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st April 2019, 11:21 am | |
| Fuinjutsu: - Spoiler:
D-ranks: - Spoiler:
Name: Modification Seal: Earth Element Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a pentagon before writing the Kanji for "Earth" within it which is inscribed around the sealing formulae of the Earth Sealing Method. This alters the make up of the Earth Sealing Method into more than just a single use storage seal allowing it to not only store but release the stored flames within it without destroying the seal in the process. Once this seal has been added one can now modify the Earth Sealing Method with additional Modification Seals such as Expansion (to increase the quantity of the element able stored within the Base Seal), Stacking (the number of times one can use the seal to store additional quantities of the element respectively) & Transfer (to be able to transfer the stored element to another seal marker). Element Sealing Methods modified by this fuinjutsu can possess Modification Seals that are of a higher rank than them.
Name: Base Sealing Method: Storage Formula Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Varies Description: The user creates a seal the size of a golf ball first making a circle before writing the Kanji for "Store" within it thus allowing the creation of a seal which is able to store a small sized object within it. This is one of the basic building blocks of any fuinjutsu specialists technique list and is often the first technique any budding seal master learns as it help with much more complex seals. Every Storage seal can be further modified by the use of Modification Seals, this amount of Modification Slots this particular seal has is 8 before the max limit is reached and it can no longer be modified. Note Modification seals can only be equal rank or lower than the Storage Seal they are modifiying, in addition adding modification seals does not alter the final seals rank.
Name: Modification Seal: Solid State Formula Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Solid" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of storing solid objects within it and is the first out of the 4 known states of matter formula. Due to Solid's having a definite shape and volume it is the easiest to produce.
Name: Modification Sealing Method: Stasis Formula Lvl 1 Classification: Fuinjutsu Rank: D-Rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Stasis" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stasis seal is made with the premise of preserving organic and degradable materials within the seal for an extended amount of time without fear of said material decaying in quality or becoming inert. This particular level of the seal is able to place said materials in stasis for a maximum of 3 IC Topics before they begin their natural deterioration. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
Name:Modification Sealing Method: Expansion Formula Lvl 1 Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Expand" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The expansion seal is made on the premise of enlarging a storage seal allowing the storage of larger objects inside of it. This seal boosts the size up 1 level when added into a storage seal. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. * Size Levels this seal can affect - Small
Name: Three Seal Barrier Classification: Fuinjutsu/Barrier Ninjutsu Rank: D-rank (D-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE Description: This technique creates a barrier around a place by placing two "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, and one tag on the location to be protected which can cover an area with an 40ft radius (80 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical (and it's counterparts chaka/mental) attack to try and destroy something in the barrier is folly as the damage is negated, while Hybrid based are actually reflected, as it will only lead to injury while it requires an equivalent amount of power to the combined (3 D-ranks) chakra within each of the tags if using a Spiritual or Natural based technique to forcibly break through. To cancel this, it is necessary to search for the three tags and tear them off simultaneously. Meaning there must be at least three people on a team to cancel it. Even if the tags are removed, often with skilled user is a final obstacle other than wasting time. The user can add additional traps the most common being one that will create perfect copies of those who have removed the seal, preventing them from returning immediately though it requires the Mirrored Sudden Attacker Technique. This technique comes in multiple Variants such as Three (D), Five (C), Seven (B), Nine (A) and Eleven (S) Seal Barrier each one being more powerful than the last with each also having more slots for trap add ons (Three = 1, Five = 2, Seven = 3, Nine = 4 & Eleven = 5).
Name: Modification Sealing Method: Stacking Formula Lvl 1 Classification: Fuinjutsu Rank: D-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Stack" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of stacking identical objects inside of a storage seal, all stacking seals are based in multiples of five and since this is the Basic level the amount of materials than can be stacked when this seal is added to a storage seal is 5. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
C-ranks: - Spoiler:
Name: Modification Sealing Method: Transferal Formula Lvl 1 Classification: Fuinjutsu Rank: C-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Transfer" within it. This is one of the more complex modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of being able to transfer some or all of the objects inside of a storage seal upon a specific activation in this case channeling chakra into the seal. All transferal seals are able to transfer what is within the base storage seal that they are placed on top of in addition to one additional thing at set amounts of speed in this case it is a C-rank. It is for that reason that these seals are mainly utilized in sync with more complex storage seals. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. Additional Transferal = Chakra
Name:Barrier Trap: Repel Classification: Barrier Fuinjutsu Rank:C Class: Defensive Range: Self( Barrier Seal) Description: Active when conditions are met. This technique takes up on slot as a Barrier Trap: This seal must be set and paid for prior to the topic that it is being used. In the event that a barrier seal such as Three Seal Barrier and it's kind is active, and the opponent or something other than the user attempts to make contact with the barer of this seal, activate this seal. From the moment the conditions are met, contact of any kind with the barer of this seal is forbidden. The only way that this technique can be broken is by first removing the seal barriers set up prior to this activation. If one successfully removes the barriers and or destroys them with spiritual or natural based attacks, then the effects of this seal is removed. This coating makes it so that the user can make contact with targets. This barrier does not affect nor hinders the damage which the user can deliver nor does it affect the type of damage when attempting to attack . This technique is best described like wearing a glove or protective suit to keep from contact being made with the user's skin ,clothing, weapons and accessories that he has on his person. If items are thrown or removed from their person, it will not be protected by this specific barrier. This barrier is mainly focused on the user. The repel affect does not repel destruction based attacks, and it doesn't negate the abilities of Three Seal Barrier and its kind. However it does drastically decrease the range of the barrier's protection, meaning that the barrier now only protects the person or people marked with this seal. Because this technique works if its been preset, it does not require chakra in battle, because said chakra has been paid prior. This seal can be hidden within symbols and other things. This seal can be used to protect other people or things, but in order to do this those that he wish to protect would have to be within the middle of the original barrier in order to receive the mark, or he would have to write or etch the seal(s) on the targets they wish to protect and pay C rank chakra for each seal created, if chakra is not paid voluntarily then no additional protection is added. For further specification,this barrier is only localized around the person using the seal as protection and/or the object(s) marked with the seal. Many user's use this seal by placing the seal on an article of clothing in order to protect whoever is wearing it.
Name:Modification Sealing Method: Expansion Formula Lvl 2 Classification: Fuinjutsu Rank: C-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Expand" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The expansion seal is made on the premise of enlarging a storage seal allowing the storage of larger objects inside of it. This seal boosts the size up 1 level when added into a storage seal. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. * Size Levels this seal can affect - Medium (S) - Medium (M) - Medium (L) - Medium (XL)
Name:Modification Sealing Method: Chaos Control Lvl 1(ADR) Classification: Fuinjutsu Rank:C Class: Defensive Range: Self Description: Req:Modification Sealing Method: Transferal Formula Lvl 1. The user creates a tiny seal first making a square before writing the Kanji for "Chaos Control" within it. This seal will visibly appear on the user's forehead if a chakra based illusion/fabrication technique is used on them. This technique will negate the effects of the illusion/fabrication technique used as long as it is below B rank. When the conditions are met a symbol would appear on his forehead containing a full or partial glow of green. If the illusion used is D rank and lower it will be a partial glow being 1/6th of the way too completion. If the illusion used is C rank then it will be a full circle glow signifying its completion. Once the seal has reached a full glow the seal will vanish and leave the user vulnerable to illusion based techniques of any rank, if they have no means of avoiding it. Any illusion based techniques used at B rank or higher will not be negated by this seal and will take full affect. No preparation is needed for this seal. It activates once the situation is met. It also alerts the user of an illusion based technique being used because the user will feel sapping of chakra from the seal and will be given information about the illusion being used as if they had already been through it before. This seal must be set before the topic, and resets once used in a topic requiring a completely new seal as the seal formula dissolves upon triggering it's effect.
Name: Five Seal Barrier Classification: Fuinjutsu/Barrier Ninjutsu Rank: C-rank (C-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE Description: This technique creates a barrier around a place by placing four "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, a fifth tag on the location to be protected which can cover an area with an 80ft radius (160 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical (and it's counterparts chaka/mental) attack to try and destroy something in the barrier is folly as the damage is negated, while Hybrid based are actually reflected, as it will only lead to injury while it requires an equivalent amount of power to the combined (5 C-ranks) chakra within each of the tags if using a Spiritual or Natural based technique to forcibly break through. To cancel this, it is necessary to search for the five tags and tear them off simultaneously. Meaning there must be at least five people on a team to cancel it. Even if the tags are removed, often with skilled user is a final obstacle other than wasting time. The user can add additional traps the most common being one that will create perfect copies of those who have removed the seal, preventing them from returning immediately though it requires the Mirrored Sudden Attacker Technique. This technique comes in multiple Variants such as Three (D), Five (C), Seven (B), Nine (A) and Eleven (S) Seal Barrier each one being more powerful than the last with each also having more slots for trap add ons (Three = 1, Five = 2, Seven = 3, Nine = 4 & Eleven = 5).
Name: Base Sealing Method: Storage Formula Lvl 2 Classification: Fuinjutsu Rank: C-rank Class: Supplementary Range: Varies Description: The user creates a seal the size of a tennis ball first making a circle before writing the Kanji for "Store" within it thus allowing the creation of a seal which is able to store a small sized object within it. This is the second level of the Storage Seal and while more complex than it's predecessor it is still one of the most basic seals. Every Storage seal can be further modified by the use of Modification Seals, this amount of Modification Slots this particular seal has is 16 before the max limit is reached and it can no longer be modified. Note Modification seals can only be equal rank or lower than the Storage Seal they are modifiying, in addition adding modification seals does not alter the final seals rank.
Name: Modification Seal: Liquid State Formula Classification: Fuinjutsu Rank: C-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Liquid" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of storing gaseous objects within it and is the first out of the 3 known states of matter formula. Due to liquids having a non-definite shape and a definite volume it is the middle ground in terms of ability to produce out of the three.
Name: Modification Sealing Method: Stacking Formula Lvl 2 Classification: Fuinjutsu Rank: C-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Stack" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of stacking identical objects inside of a storage seal, all stacking seals are based in multiples of five and since this is the second level the amount of materials than can be stacked when this seal is added to a storage seal is 10. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
Name: Modification Sealing Method: Stasis Formula Lvl 2 Classification: Fuinjutsu Rank: C-Rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Stasis" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stasis seal is made with the premise of preserving organic and degradable materials within the seal for an extended amount of time without fear of said material decaying in quality or becoming inert. This particular level of the seal is able to place said materials in stasis for a maximum of 6 IC Topics before they begin their natural deterioration. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
B-ranks: - Spoiler:
Name: Seven Seal Barrier Classification: Fuinjutsu/Barrier Ninjutsu Rank: B-rank (B-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE Description: This technique creates a barrier around a place by placing six "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, and one tag on the location to be protected which can cover an area with an 120ft radius (240 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical (and it's counterparts chaka/mental) attack to try and destroy something in the barrier is folly as the damage is negated, while Hybrid based are actually reflected, as it will only lead to injury while it requires an equivalent amount of power to the combined (7 B-ranks) chakra within each of the tags if using a Spiritual or Natural based technique to forcibly break through. To cancel this, it is necessary to search for the seven tags and tear them off simultaneously. Meaning there must be at least seven people on a team to cancel it. Even if the tags are removed, often with skilled user is a final obstacle other than wasting time. The user can add additional traps the most common being one that will create perfect copies of those who have removed the seal, preventing them from returning immediately though it requires the Mirrored Sudden Attacker Technique. This technique comes in multiple Variants such as Three (D), Five (C), Seven (B), Nine (A) and Eleven (S) Seal Barrier each one being more powerful than the last with each also having more slots for trap add ons (Three = 1, Five = 2, Seven = 3, Nine = 4 & Eleven = 5).
Name: Modification Sealing Method: Expansion Formula Lvl 3 Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Expand" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The expansion seal is made on the premise of enlarging a storage seal allowing the storage of larger objects inside of it. This seal boosts the size up 1 level when added into a storage seal. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. * Size Levels this seal can affect - Large (S) - Large (M) - Large (L) - Large (XL)
Name:Modification Sealing Technique: Chaos Control Lvl 2 Classification: Fuinjutsu Rank:B Class: Defensive Range: Self Description: Req: Modification Sealing Method: Transferal Formula Lvl 2. The user creates a tiny seal first making a square before writing the Kanji for "Chaos Control" within it. This seal will visibly appear on the user's forehead if a chakra or blood based illusion/fabrication technique is used on them. This technique will negate the effects of the genjutsu or fabrication technique used as long as it is below A rank. When these conditions are met a symbol would appear on his forehead containing a full or partial glow of green. If the illusion used is D rank and lower it will be a partial glow being 1/12th of the way too completion. If the illusion used is C rank then it will be a half circle glow being half way to completion. Finally if the illusion used is B rank then it will be a full circle glow meaning that the seal has reached its completion. Once the seal has reached a full glow the seal will vanish and leave the user vulnerable to illusion based techniques of any rank, if they have no means of avoiding it. Any illusion based techniques used at A rank or higher will not be negated by this seal and will take full affect. It activates once the situation is met. It also alerts the user of an illusion based technique being used because the user will feel the sapping of chakra from the seal and will give the user information about the illusion being used as if they had already been through it before. This seal must be set before the topic, and resets once used in a topic requiring a completely new seal as the seal formula dissolves upon triggering it's effects.
Name: Modification Seal: Gaseous State Formula Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Gas" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of storing gaseous objects within it and is the first out of the 3 known states of matter formula. Due to gases having a non-definite shape and a non-definite volume it is the most difficult in terms of ability to produce out of the three.
Name: Base Sealing Method: Storage Formula Lvl 3 Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Varies Description: The user creates a seal the size of a grapefruit first making a circle before writing the Kanji for "Store" within it thus allowing the creation of a seal which is able to store a humanoid sized object within it. This is the third level of the Storage Seal and while more complex than it's predecessors it is still one of the most basic seals. Every Storage seal can be further modified by the use of Modification Seals, this amount of Modification Slots this particular seal has is 24 before the max limit is reached and it can no longer be modified. Note Modification seals can only be equal rank or lower than the Storage Seal they are modifiying, in addition adding modification seals does not alter the final seals rank.
Name: Modification Sealing Method: Transfer Formula Lvl 2 Classification: Fuinjutsu Rank: B-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Transfer" within it. This is one of the more complex modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of being able to transfer some or all of the objects inside of a storage seal upon a specific activation in this case channeling chakra into the seal. All transferal seals are able to transfer what is within the base storage seal that they are placed on top of in addition to one additional thing at set amounts of speed in this case it is a B-rank. It is for that reason that these seals are mainly utilized in sync with more complex storage seals. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. Additional Transferal = Blood
Name: Modification Sealing Method: Stasis Formula Lvl 3 Classification: Fuinjutsu Rank: B-Rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Stasis" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stasis seal is made with the premise of preserving organic and degradable materials within the seal for an extended amount of time without fear of said material decaying in quality or becoming inert. This particular level of the seal is able to place said materials in stasis for a maximum of 9 IC Topics before they begin their natural deterioration. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
Name: Earth Sealing Method Classification: Fuinjutsu Rank: B-rank Class: Supplementary/Offensive Range: Short- Mid range Description: A kind of fūinjutsu that involves sealing a technique's effects within a specific location. As it is tailored for fire release, it requires a caster well-versed in the exacting art of "Sealing Formulas", as well as in ninjutsu. The jutsu-sealing space in the scroll is left blank, for the formula to be inscribed in with a brush. After performing the needed hand seals, vapor appears from the scroll, and envelops the flames. They are sucked in towards the scroll, and the appearance of the Kanji for seal (封) certifies the technique's completion. Once the sealing is performed, the technique's effects cannot be released anew as long as an unsealing technique is not applied. It is an effective technique to circumvent any secondary damage a dangerous enemy technique might cause. This technique is able to seal all types of Earth Release techniques up to 2-ranks above the user capping at SSS-rank.
Name: Barrier Trap: Full Counter(ADR) Classification: Barrier Fuinjutsu Rank: B-rank (Entire Chakra Price Fueling Barrier) Class: Offensive Range: Self (Barrier Seal) Description: A secondary trap is laid under a Seal Barrier technique consuming 1 Slot from the max. This technique can be triggered when an incoming attack fails to penetrate the Barrier Seal which this trap is attached to. The result is that the barrier reflects the incoming attack while boosting it in power by 1-rank using the chakra comprising the barrier to project & strength the reflected technique. If it is a projectile it likewise reflects it at a faster speed to go with the increase in rank but if it isn't then the victim is dealt 1-rank higher damage than what they used to try and break the barrier. The result is that this trap functions like a one-shot counter, destabilizing the barrier in a bid to deal variable damage back to an opponent thus relying on the user's discretion to determine whether to hold out or to capitalize on an opponent's incoming attack. To that extent, like all trap based techniques this is not required to be placed in spoiler tags unless the victim has a B-rank Spirit+Reaction Tier chain or a B-rank sensory technique geared towards identifying seals. furthermore due to it's one shot nature if the barrier seal is written on tags or etched into non-living weapons (or organoids) their are destroyed in the process of releasing their energy.
A-ranks: - Spoiler:
Name:Modification Sealing Technique: Chaos Control Lvl 3 Classification: Fuinjutsu Rank:A Class: Defensive Range: Self Description: Req: Modification Sealing Method: Transferal Formula Lvl 3. The user creates a tiny seal first making a square before writing the Kanji for "Chaos Control" within it. This seal will visibly appear on the user's forehead if a chakra, blood, or Nen based illusion/fabrication technique is used on them. This technique will negate the effects of the illusion/fabrication technique used as long as it is below S rank. When these conditions are met a symbol would appear on his forehead containing a full or partial glow of green. If the illusion used is D rank and lower it will be a partial glow being 1/24th of the way too completion. If the illusion used is C rank then it will be a 1/4th circle glow being a quarter way to completion. If the illusion used is B rank then it will be a 1/2 circle glow meaning that the seal has reached half way to its completion. If the illusion used is D rank and lower it will be a partial glow being 1/12th of the way too completion. If the illusion used is A rank then it will be a full circle glow meaning that it has reached its way to completion. Once the seal has reached a full glow the seal will vanish and leave the user vulnerable to illusion based techniques of any rank, if they have no means of avoiding it. Any illusion based techniques used at S rank or higher will not be negated by this seal and will take full affect. It activates once the situation is met. It also alerts the user of an illusion based technique being used because the user will feel the chakra being sapped out of the seal and will also give the user information about the illusion being used as if they had already been through it before. This seal must be set before the topic, and resets once used in a topic requiring a completely new seal as the seal formula dissolves upon triggering it's effect.
Name: Modification Sealing Method: Stasis Formula Lvl 4 Classification: Fuinjutsu Rank: A-Rank Class: Supplementary Range: Self Description: The user creates a tiny seal first making a square before writing the Kanji for "Stasis" within it. This is one of the most basic modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stasis seal is made with the premise of preserving organic and degradable materials within the seal for an extended amount of time without fear of said material decaying in quality or becoming inert. This particular level of the seal is able to place said materials in stasis for a maximum of 12 IC Topics before they begin their natural deterioration. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring.
Name: Modification Sealing Method: Transfer Formula Lvl 3 Classification: Fuinjutsu Rank: A-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Transfer" within it. This is one of the more complex modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of being able to transfer some or all of the objects inside of a storage seal upon a specific activation in this case channeling chakra into the seal. All transferal seals are able to transfer what is within the base storage seal that they are placed on top of in addition to one additional thing at set amounts of speed in this case it is an A-rank. It is for that reason that these seals are mainly utilized in sync with more complex storage seals. It is placed outside of the circle of a storage seal where the other modification seals are placed similar to a ring. Additional Transferal = Nen
Name:Modification Seal: Energy State Formula Classification: Fuinjutsu Rank: A-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Energy" within it. This is one of the more complex modification seals which are a branch of fuinjutsu which entail the modification of already existing sealing methods. The stacking seal is made with the premise of storing energy based objects within it and is the first out of the 3 unknown states of matter formula. Due to energy having a non-definite shape and a non-definite volume which is capable of being burnt out it is the easiest out of the three unknown states to produce.
Name: Base Sealing Method: Storage Formula Lvl 4 Classification: Fuinjutsu Rank: A-rank Class: Supplementary Range: Varies Description: The user creates a seal the size of a bowling ball first making a circle before writing the Kanji for "Store" within it thus allowing the creation of a seal which is able to store a Medium sized object within it. This is the fourth level of the Storage Seal and while more complex than it's predecessors it is still one of the most basic seals. Every Storage seal can be further modified by the use of Modification Seals, this amount of Modification Slots this particular seal has is 32 before the max limit is reached and it can no longer be modified. Note Modification seals can only be equal rank or lower than the Storage Seal they are modifiying, in addition adding modification seals does not alter the final seals rank.
Name: Nine Seal Barrier Classification: Fuinjutsu/Barrier Ninjutsu Rank: A-rank (A-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE Description: This technique creates a barrier around a place by placing eight "forbidden" (禁, kin) tags in different locations surrounding the place to be protected, and one tag on the location to be protected which can cover an area with an 160ft radius (320 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, the material's destruction is "forbidden". Using any kind of physical (and it's counterparts chaka/mental) attack to try and destroy something in the barrier is folly as the damage is negated, while Hybrid based are actually reflected, as it will only lead to injury while it requires an equivalent amount of power to the combined (9 A-ranks) chakra within each of the tags if using a Spiritual or Natural based technique to forcibly break through. To cancel this, it is necessary to search for the nine tags and tear them off simultaneously. Meaning there must be at least nine people on a team to cancel it. Even if the tags are removed, often with skilled user is a final obstacle other than wasting time. The user can add additional traps the most common being one that will create perfect copies of those who have removed the seal, preventing them from returning immediately though it requires the Mirrored Sudden Attacker Technique. This technique comes in multiple Variants such as Three (D), Five (C), Seven (B), Nine (A) and Eleven (S) Seal Barrier each one being more powerful than the last with each also having more slots for trap add ons (Three = 1, Five = 2, Seven = 3, Nine = 4 & Eleven = 5).
Name: Modification Sealing Method: Fusion Formula Lvl 1 Classification: Fuinjutsu Rank: A-rank Class: Supplementary Range: Self Description: The user creates a small seal first making a square before writing the Kanji for "Fuse" within it. This is a unique Fuinjutsu that was created by an ingenious blacksmith in order to allow more versatility within existing materials. It involves the storage of two separate raw materials before using this seal to completely fuse the two while in the sealed form resulting in a new raw material which contains the properties of both. This seal is incapable of fusing living objects and likewise it is also only capable of fusing things which are already sealed within an existing seal of the user's making up to a Raw Material Grade of I. Once the fusion process is done it is unable to be reverted back into the original composites unless with a Fuinjutsu technique equal in rank to this technique meant for reverting fused objects back into their original composites. Furthermore depending on the materials used in it's composition it becomes a Raw Material of a Grade equivalent to the combined materials (I.e 2 Grade I results in a Grade II fusion). When used in a sequence this Fuinjutsu acts to fuse the things stored before it and during it's original use it requires an A-rank of chakra for each material being fused together with double the price when fusing things of different states of matter (Solid + Liquid, Gaseous + Energy etc) or different types of raw materials (Plant + Plant, Metal + Metal) with triple the price if both.
Last edited by Elias on 9th September 2020, 1:52 pm; edited 3 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 11th September 2019, 1:10 pm | |
| Dirty Paws: - Spoiler:
Dirty-Paws: - Spoiler:
Name: Dirty-Paws Classification: Kinjutsu Rank:A Class: Fighting Style Range: Self(Palms and Soles of feet) Description: ♪ ♬ Jumping out and down the floor; my head is an animal. ♬ ♪ A fighting style that requires the knowledge of the Stone Dance fighting style as well as the Kairanokuma's Push and Pull fighting style. Upon further research, Elias has perfected his adaptation of the Kaironokuma clan's ability to "push" objects using their ghostly white paw prints with his personal ability to synchronize with the earth. The end result is that, Elias can now releases paw prints with earth affinity that appear in different shades of brown from his hands and feet at extreme speeds. Much like the original Push technique, this can be used to repel/knock-back or attract targets with great speed and greater force. This technique can be used in conjunction with techniques from it's parent fighting style, Stone Dance. If used in this manner, Stone Dance techniques can now simulate strength tiers to strike,pull, bind, or knock back targets with force and speeds equal to the scale below. This type of application is done through Elias further manipulating the ground with his hands and body movements . When dirty-paws is used alone without a Stone Dance or Dirty-Paws technique; it can deal D-rank spiritual damage each time it hits a target. If used in this method then the paw-prints can only travel 5 ft per the user's rank. Overall, this justu is merely a template in which the rest of their "Dirty Paws" justu is based on and as such doesn't require blood or chakra on its own. The repelling force of his Dirty Paw Prints and the speed in which the prints can travel varies on the amount of weekly training completed to simulate Strength Tiers when "Pushing" objects. Therefore objects and Stone Dance techniques used through this method can be formed and/or moved across the ground/below ground at speeds 1-rank above the completed training(capping at Echoing Flash speeds).The weekly training required to master"Dirty Paws" is dependent on the user's push and Earth Born trainings. No. of Trainings(Push & EB) -Weekly Word Count- "Strength" Tier Gained -Max Push/Ground-shifting Speed - Size of Object Push-able Bar Techniques 0- 1750 -D- C- Humanoid 1 -1500-C- B - Medium 2 -1250-B- A - Medium(M) 3 -1000-A- S - Medium (L) 4 -750 -S- SS - Medium (XL) 5 -500 -SS- SSS - Large(S)
Dirty-Push: - Spoiler:
D-ranks: - Spoiler:
Name:Dirty Push - Sap Classification: Kinjutsu Rank: D-rank[D- rank Blood] Class:Offensive/Supplementary Range: Close(5ft), Contact Description: Drawing on the principles of Dirty-Paws, the user makes contact with a victim within 5ft ,"Pushing" out stamina in order to lower the victims fatigue limit by -1 each time this technique hits. When used alongside an offensive stone dance techniques; -2 stamina gets pushed out upon contact each time contact is made. Upon contact from either of the two methods, a yellow-brown Paw Print extends outward from the point of contact causing two distinct effects. It can be detonated upon contact to deal D-rank spiritual release damage or it can be allowed to enter another targets body in order to "Push" the stamina into their body to replenish their own fatigue limit by +1/+2. The Yellow-Brown Paw Print can travel 2 feet before dispersing.
Name: Dirty-Push - Shatter Classification: Kinjutsu Rank: D-rank[D-rank Blood Price] Class: Offensive Range: 5ft, Contact Description: Drawing on the principles of Dirty-Paws the user releases their paw prints to make contact with a victim within 5ft. "Pushing" in order to leave an indent upon impact shaped like their dirty paw-print. When released, the paw-print itself is colored Orangish- Brown and can travel up to five feet at speeds equal to two ranks lower than the max speed used. Before dispersing, these paw-prints strike the target dealing D-rank Lodestone Earth Release spiritual damage in addition to bursting the blood vessels to the point of impact. This will come into effect unless the target does not have blood vessels to rupture or the target possesses C-rank Spirit Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a D-rank each post (total) which can eventually lead to them bleeding out. When used through an offensive Stone Dance technique, this technique is executed at contact range. Upon contact with a target and the stone dance technique the damage dealt comes in addition to whatever the target will sustain normally.
Name: Dirty-Push - Numb Classification: Kintaijutsu Rank: D-rank[D-rank Blood price] Class: Offensive/Supplementary Range: Contact (Within 1 Foot), Short (Knockback) Description: Taking advantage of the paw-prints, the user "pushes" their arms or legs to launch forward at speeds two ranks lower than the Max speed used. Through this method the user will deal a strong blow (with the elbow or the knee) to their opponent(s) causing C-rank hybrid damage. The color of the paw-print released is violet however it is misleading considering the paw print isn't the true danger but rather the limb or stone dance technique propelled by its force. If contact is made, the connection that the opponent’s cerebral cortex has with the motor neurons of the area that was hit will be temporarily “pushed” aside resulting in numbness. This generally last for 1 post (total) during which the opponent can not move that specific body part, unless they possess D-rank Defense + Spirit Tier chains or C-rank spirit tiers. . This technique also stack so if the user keeps hitting the same place it will take even longer for the opponent to regain use of the affected limb if the victim does not possess C-rank defense tiers (which nullifies the numbing effect and damage from this technique). Afterwards the target of the attack is rag-dolled at swift release speeds. The victim can however be launched at higher speeds dependent on the users current Dirty-Paw Print "Strength" tier. Victims that have made contact with require Strength Tiers two ranks lower than the strength tier used to lock themselves in place to prevent the knock-back. If this happens they will experience additional physical damage equal to the Dirty-Paws "Strength tier" used; if they hit a solid object during their knock-back. When used along side an offensive Stone Dance technique the effects and damage dealt by this technique becomes additional damage to what the target would've received normally.
C-rank: - Spoiler:
Name: Dirty-Push : Sapping Classification: Kinjutsu Rank: C-rank[C-rank Blood] Class: Offensive/Supplementary Range: 10ft, Contact Description: Drawing on the principles of Dirty-Paws, the user makes contact with a victim within 10ft ,"Pushing" out stamina in order to lower the victims fatigue limit by -2 each time this technique hits. When used alongside an offensive stone dance techniques; -4 stamina gets pushed out upon contact each time contact is made. Upon contact from either of the two methods, a yellow-brown Paw Print extends outward from the point of contact causing two distinct effects. It can be detonated upon contact to deal C-rank spiritual release damage or it can be allowed to enter another targets body in order to "Push" the stamina into their body to replenish their own fatigue limit by +2/+4. The Yellow-Brown Paw Print can travel 4 feet before dispersing.
Name: Dirty-Push - Shattering Classification: Kinjutsu Rank: C-rank[C-rank Blood] Class: Offensive Range: 10ft, Contact Description: Drawing on the principles of Dirty-Paws the user releases their paw prints to make contact with a victim within 10ft. "Pushing" in order to leave an indent upon impact shaped like their dirty paw-print. When released, the paw-print itself is colored Orangish- Brown and can travel up to ten feet at speeds equal to one ranks lower than the max speed used. Before dispersing, these paw-prints strike the target dealing C-rank Lodestone Earth Release spiritual damage in addition to bursting the blood vessels to the point of impact. This will come into effect unless the target does not have blood vessels to rupture or the target possesses B-rank Spirit Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a 2D-rank each post (total) which can eventually lead to them bleeding out. When used through an offensive Stone Dance technique, this technique is executed at contact range. Upon contact with a target and the stone dance technique the damage dealt comes in addition to whatever the target will sustain normally.
Name: Dirty-Push - Numbing Classification: Kintaijutsu Rank: C-rank[C-rank Blood Price] Class: Offensive/Supplementary Range: Contact (Within 2 Foot), Short (Knockback) Description: Taking advantage of the paw-prints, the user "pushes" their arms or legs to launch forward at speeds one ranks lower than the Max speed used. Through this method the user will deal a strong blow (with the elbow or the knee) to their opponent(s) causing B-rank hybrid damage. The color of the paw-print released is violet however it is misleading considering the paw print isn't the true danger but rather the limb or stone dance technique propelled by its force. If contact is made, the connection that the opponent’s cerebral cortex has with the motor neurons of the area that was hit will be temporarily “pushed” aside resulting in numbness. This generally last for 2 post (total) during which the opponent can not move that specific body part, unless they possess C-rank Defense + Spirit Tier chains or B-rank spirit tiers. . This technique also stack so if the user keeps hitting the same place it will take even longer for the opponent to regain use of the affected limb if the victim does not possess B-rank defense tiers (which nullifies the numbing effect and damage from this technique). Afterwards the target of the attack is rag-dolled at bullet release speeds. The victim can however be launched at higher speeds dependent on the users current Dirty-Paw Print "Strength" tier. Victims that have made contact with require Strength Tiers one ranks lower than the strength tier used to lock themselves in place to prevent the knock-back. If this happens they will experience additional physical damage equal to the Dirty-Paws "Strength tier" used; if they hit a solid object during their knock-back. When used along side an offensive Stone Dance technique the effects and damage dealt by this technique becomes additional damage to what the target would've received normally.
Name: Dirty-Push: Open Palm Classification: Kinjutsu Rank: C-rank[C-rank blood] Class: Offensive Range: Contact (2 Feet), Short (Knockback) Description: Taking advantage of the Dirty- Paw prints, the user "pushes" their chambered hand with the palms facing in towards the his/her body, to launch forward at speeds one rank lower than the "Max Speed" used. When ready, the user will rotate their wrist from its chambered position right before impact to deal a strong open palm strike to the target causing an initial C-rank spiritual damage. At the end of the technique, if contact is made, the target is pushed away at speeds one rank lower than the "Max speed" used. Once that happens, a second damage check is added depending on the user's current Dirty-Paw print "Strength" tier. This can potentially deal even more physical damage to the target(s) equal to the force in which the hand is propelled. To avoid this, victims must have Strength Tiers one rank lower than the force(Dirty-Paw prints strength tier) used to lock themselves in place to prevent the knock back; instead sustaining another C-rank Earth Release physical damage. When used alongside offensive Stone Dance techniques; after calculating the initial damages another damage check is added following the same ruling as mentioned before. If targets fail to anchor themselves down with the appropriate amount of strength; they will sustain the knock back damage and effects. This will cause the target(s) to fly back 20 feet with victims potentially sustaining additional damage if they impact anything during their flight.
Name: Dirty- Push : Round House Kick Classification: Kintaijutsu Rank: C-rank[C-rank] Class: Offensive Range: Contact (2 Feet), Mid (Knockback) Description: Taking advantage of the Dirty- Paw prints, the user "pushes" their chambered leg with the heel facing out away from the their body, to launch forward at speeds one rank lower than the "Max Speed" used. When ready, the user will kick their leg out from its chambered position right before impact to deal a strong round house kick to the target causing an initial B-rank hybrid damage. At the end of the technique, if contact is made, the target is pushed away at speeds one rank lower than the "Max speed" used. Once that happens, a second damage check is added depending on the user's current Dirty-Paw print "Strength" tier. This can potentially dealing even more damage to the target(s) equal to the force in which the leg is propelled. To avoid this, victims must have Strength Tiers one rank lower than the force(Dirty-Paw prints strength tier) used to lock themselves in place to prevent the knock back; instead sustaining another C-rank Earth Release physical damage. When used alongside offensive Stone Dance techniques; after calculating the initial damages an additional damage check is added following the same ruling as mentioned before. If targets fail to anchor themselves down with the appropriate amount of strength; they will sustain the knock back damage and effects. This will cause the target(s) to fly back 20 feet with victims potentially sustaining additional damage if they impact anything during their flight.
B-rank: - Spoiler:
Name: Dirty- Push: Fatigue Classification: Kinjutsu Rank: B-rank[B-rank Blood] Class: Offensive/Supplementary Range: 15ft, Contact Description: Drawing on the principles of Dirty-Paws, the user makes contact with a victim within 15ft ,"Pushing" out stamina in order to lower the victims fatigue limit by -3 each time this technique hits. When used alongside an offensive stone dance techniques; -6 stamina gets pushed out upon contact each time contact is made. Upon contact from either of the two methods, a yellow-brown Paw Print extends outward from the point of contact causing two distinct effects. It can be detonated upon contact to deal B-rank spiritual release damage or it can be allowed to enter another targets body in order to "Push" the stamina into their body to replenish their own fatigue limit by +3/+6. The Yellow-Brown Paw Print can travel 6 feet before dispersing.
Name: Dirty-Push - Shattered Classification: Kinjutsu Rank: B-rank[B-rank Blood] Class: Offensive Range: 15ft, Contact Description: Drawing on the principles of Dirty-Paws the user releases their paw prints to make contact with a victim within 15ft. "Pushing" in order to leave an indent upon impact shaped like their dirty paw-print. When released, the paw-print itself is colored Orangish- Brown and can travel up to ten feet at speeds equal to the max speed used. Before dispersing, these paw-prints strike the target dealing B-rank Lodestone Earth Release spiritual damage in addition to bursting the blood vessels to the point of impact. This will come into effect unless the target does not have blood vessels to rupture or the target possesses A-rank Spirit Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a 3D-rank each post (total) which can eventually lead to them bleeding out. When used through an offensive Stone Dance technique, this technique is executed at contact range. Upon contact with a target and the stone dance technique the damage dealt comes in addition to whatever the target will sustain normally.
Name: Dirty-Push : Pain Classification: Kinjutsu Rank: B-rank[B-rank Blood] Class: Supplementary Range: Contact, Varies (Transfer) Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out the pain felt by that target. This can happen so long as the target's pain is B-rank or below in total. If so the user can now push the initial target's pain into another target who has been afflicted by any of the user's Dirty-Paws techniques. Upon having the pain transferred, the first recipient of this technique no longer feels the pain that was pushed out from their injuries while the second is subjected to the exact amount of pain the original target had. This will be the case even if the second target is physically fine. These effects will last for 6 posts (total) before both target's pain receptors return back to normal. This Dirty-Paw print is colored light brown and can travel up to a distance of 15 feet, at "Max Speed" before fading away. When used along offensive Stone Dance techniques; the pain inflicted through their initial damage is transferred along with the previous amount of pain to the new target as a whole. Despite the advantages of this technique both targets can feel new pain so long as it is introduced during the duration. This is because this technique only transfers the pain that the first target would have been in during the moment of contact. After the duration, the first target only gets back the pain "pushed" out. If they succumb to new pain then upon the transfer back it is stacked making it potentially agonizing but likewise useful for breaking out of genjutsu.
Name: Dirty- Push: Debuff Classification: Kinjutsu Rank: B-rank[B-rank Blood] Class: Supplementary Range: Contact, Varies (Transfer) Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out a buff that is B-rank & below. The user will push out the buff in question to debuff the target and possibly buff an ally close enough to reap the benefits. The paw print is colored dark brown and can travel up to a distance of 15 feet, at max dirty -paw speeds. In order to receive the buff being pushed out the recipient must be within 15ft behind the target before the dirty-paw print fades away. When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while the debuff occurs.
Name: Dirty-Push: De-link Classification: Kinjutsu Rank: B-rank[B-rank Blood] Class: Supplementary Range: Contact, Varies(Transfer) Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out the connection between a Puppeteer & their controlled puppet(s). This can happen so long as the puppetry technique being used to control them is B-rank & below. These paw prints are colored maroon-brown and can travel up to a distance of 15 feet, at "Max speeds". Control over the target's puppets can be given to an ally puppeteer by the ally standing within 15ft of the Dirty-Paw prints before it fades away. When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while the delink occurs.
A-rank: - Spoiler:
Name: Dirty-Push - Jackhammer Classification: Kinjutsu Rank: A-rank (Stamina/Blood Price Varies) Class: Supplementary Range: Self Description: This is a Dirty-Paws add-on which when learned allows for a set multiplication effect on a push in which the farther it travels the more it multiplies. The rate at which it multiplies is based on the skill level of the user and thus when used by a skilled member of the Kaironokuma Clan it can be devastating. Regardless of what dirty-paws is used it always appears as a golden-brown colored paw-print even when multiplying allowing it to be used to confuse opponents who have potentially gotten used to the unique color coding effect each of the pushes have to differentiate one another. However using this technique is stressful to the user's body and overuse can result in fatigue to that end one can adjust the amount of stamina put into the use of this technique reducing the multiplication effect to that of a lower skilled user in order to conserve their stamina. Rank - Multiplier - Distance Traveled - Stamina Price/ Blood Price Per Multiplication D - 1x - Every 5ft - 1 Stam / -1D C - 2x - Every 4ft - 2 Stam / -3D B - 3x - Every 3ft - 3 Stam / -1C A - 4x - Every 2ft - 4 Stam / -1B S - 5x - Every 1ft - 5 Stam / -1A
Name: Dirty-Push: De-buffing Classification: Kinjutsu Rank: A-rank[A-rank Blood] Class: Supplementary Range: Contact, Varies (Transfer) Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out a buff that is A-rank & below. The user will push out the buff in question to debuff the target and possibly buff an ally close enough to reap the benefits. The paw print is colored dark brown and can travel up to a distance of 20 feet, at crashing ground speeds. In order to receive the buff being pushed out the recipient must be within 20ft behind the target before the dirty-paw print fades away. When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while the debuff occurs.
Name: Dirty-Push: De-linking Classification: Kinjutsu Rank: A-rank[A-rank Blood] Class: Supplementary Range: Contact, Varies(Transfer) ]Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out the connection between a Puppeteer & their controlled puppet(s). This can happen so long as the puppetry technique being used to control them is A-rank & below. These paw prints are colored maroon-brown and can travel up to a distance of 20 feet, at "Max speeds". Control over the target's puppets can be given to an ally puppeteer by the ally standing within 20ft of the Dirty-Paw prints before it fades away. When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while the de-link occurs.
Name: Dirty-Push: Replenish Classification: Medical Kinjutsu Rank: A-rank Class: Supplementary Range: Contact, Varies(Transfer) Description: Drawing on the principles of Dirty- Push the user makes contact with a target "pushing" some of their own ambient chakra into allies with a "Dirty-Paw" print. This is done in order to either temporarily bolster their max reserves if their chakra reserves are full or replenish their chakra by a set amount. The dirty-paw print is colored brown with a tint of sea-green and can travel up to a distance of 20 feet, at vacuum release speeds, before fading away. This technique varies in terms of effectiveness, the more chakra pushed into a target(max of S-rank chakra at any time) the more chakra is replenished or the larger increase to their max chakra reserves both of which is directly equal to the amount given by the user. In terms of replenishing chakra it lasts until the ally uses it up, while in the case of the increase to max reserves it either lasts until said chakra is used up or vanishes after 8 posts (total) being mainly useful for giving an ally an extra boost in order to pull off a powerful technique.
Name: Dirty-Push: Agony Classification: Kinjutsu Rank: A-rank[A-rank Blood] Class: Supplementary Range: Contact, Varies (Transfer) Description: Drawing on the principles of Dirty-Paws the user makes contact with a target "Pushing" out the pain felt by that target. This can happen so long as the target's pain is A-rank or below in total. If so the user can now push the initial target's pain into another target who has been afflicted by any of the user's Dirty-Paws techniques. Upon having the pain transferred, the first recipient of this technique no longer feels the pain that was pushed out from their injuries while the second is subjected to the exact amount of pain the original target had. This will be the case even if the second target is physically fine. These effects will last for 8 posts (total) before both target's pain receptors return back to normal. This Dirty-Paw print is colored light brown and can travel up to a distance of 20 feet, at "Max Speed" before fading away. When used along offensive Stone Dance techniques; the pain inflicted through their initial damage is transferred along with the previous amount of pain to the new target as a whole. Despite the advantages of this technique both targets can feel new pain so long as it is introduced during the duration. This is because this technique only transfers the pain that the first target would have been in during the moment of contact. After the duration, the first target only gets back the pain "pushed" out. If they succumb to new pain then upon the transfer back it is stacked making it potentially agonizing but likewise useful for breaking out of genjutsu.
Name: Dirty-Push: Depletion Classification: Medical Kinjutsu Rank: A-rank Class: Supplementary Range: Contact, Varies(Transfer) Description: Drawing on the principles of Dirty- Paws the user makes contact with a target "pushing" some of their own ambient chakra into targets with a "Dirty-Paw" print. This is done in order to push chakra out of the target's body. Once the chakra leaves the target's body if can either temporarily bolster the max reserves (if their chakra reserves are full) or replenish the chakra of a second ally target by a set amount. The dirty-paw print is colored brown with a tint of green and can travel up to a distance of 20 feet, at vacuum release speeds, before fading away. This technique varies in terms of effectiveness, the more chakra pushed out of a target(max of a S-rank chakra used at any time) the more chakra gets pushed into the second target to replenish or increase their max chakra reserves. Both of which is directly equal to the amount used to push chakra out of the first target. In terms of replenishing chakra it lasts until the ally uses it up, while in the case of the increase to max reserves it either lasts until said chakra is used up or vanishes after 8 posts (total) being mainly useful for giving an ally an extra boost in order to pull off a powerful technique.
Dirty-Pull - Spoiler:
D-rank: - Spoiler:
Name: Dirty-Pull: Rip Classification: Kintaijutsu Rank: D-rank(D-rank blood & -1 stamina) Class: Offensive Range: Contact, (Short) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 5 feet of the user causing them to sustain C-rank internal earth release hybrid damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain B-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, C-rank Magnet/Raiden or B-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 2 posts (total)
Name: Dirty-Pull : Ripping Classification: Kintaijutsu Rank: D-rank(D-rank blood & -1 Stamina) Class: Offensive ]Range: Contact, (Mid) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 10 feet of the user causing them to sustain C-rank internal earth release chakra damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain B-rank earth release chakra damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, D-rank Magnet/Raiden or C-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 1 posts (total)
Name: Dirty-Pull: Ripped Classification: Kintaijutsu Rank: D-rank(D-rank blood & -1 stamina) Class: Offensive Range: Contact, (Long) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 20 feet of the user causing them to sustain C-rank internal earth release hybrid damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain B-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, D-rank Magnet/Raiden or C-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 1 posts (total)
C-ranks: - Spoiler:
Name: Dirty-Pull: Tear Classification: Kintaijutsu Rank: C-rank(C-rank blood & -2 stamina) Class: Offensive Range: Contact, (Short) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 10 feet of the user causing them to sustain B-rank internal earth release hybrid damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain A-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, C-rank Pulse/Gravity, B-rank Magnet/Raiden or A-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 4 posts (total)
Name: Pull - Tearing Classification: Kintaijutsu Rank: C-rank(C-rank blood & -2 Stamina) Class: Offensive Range: Contact, (Mid) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 20 feet of the user causing them to sustain B-rank internal earth release hybrid damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain A-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, C-rank Magnet/Raiden or B-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 2 posts (total)
Name: Dirty-Pull: Tore Classification: Kintaijutsu Rank: C-rank(C-rank blood &-2 stamina) Class: Offensive Range: Contact, (Long) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 40 feet of the user causing them to sustain B-rank internal earth release hybrid damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain A-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, D-rank Magnet/Raiden or B-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 1 posts (total)
B-ranks: - Spoiler:
Name: Dirty-Pull: Drag Classification: Kintaijutsu Rank: B-rank(B-rank blood &-3 stamina) Class: Offensive Range: Contact, (Short) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 15 feet of the user causing them to sustain A-rank internal earth release hybrid damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain S-rank earth release hybrid damage instead unless they have either B-rank Chakra Tiers or A-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a C-rank Flux/Quake, C-rank Pulse/Gravity, B-rank Magnet/Raiden or A-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 6 posts (total)
Name: Dirty-Pull: Slit Classification: Kintaijutsu Rank: B-rank(B-rank blood &-3 stamina) Class: Offensive Range: Contact, (Mid) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 30 feet of the user causing them to sustain A-rank internal earth release hybrid damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain S-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, C-rank Pulse/Gravity, B-rank Magnet/Raiden or A-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 3 posts (total)
Name: Dirty-Pull: Slitting Classification: Kintaijutsu Rank: B-rank(B-rank blood &-3 stamina) Class: Offensive Range: Contact, (Long) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 60 feet of the user causing them to sustain A-rank internal earth release hybrid damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain S-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, D-rank Pulse/Gravity, C-rank Magnet/Raiden or B-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 2 posts (total)
A-ranks: - Spoiler:
Name: Dirty-Pull: Yank Classification: Kintaijutsu Rank: A-rank( A-rank blood &-4 stamina) Class: Offensive Range: Contact, (Short) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 20 feet of the user causing them to sustain S-rank internal earth release hybrid damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain SS-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a C-rank Flux/Quake, B-rank Pulse/Gravity, A-rank Magnet/Raiden or S-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 8 posts (total)
Name: Dirty-Pull: Slash Classification: Kintaijutsu Rank: A-rank(A-rank blood & -4 stamina) Class: Offensive Range: Contact, (Mid) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 40 feet of the user causing them to sustain S-rank internal earth release hybrid damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain SS-rank earth release hybrid damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a C-rank Flux/Quake, B-rank Pulse/Gravity, A-rank Magnet/Raiden or S-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 4 posts (total)
Name: Dirty-Pull: Slashing Classification: Nintaijutsu Rank: A-rank(A-rank blood & -4 chakra) Class: Offensive Range: Contact, (Long) Description: The user touches the target at least once with one of the paw prints on their hands, feet, or through a Stone dance technique in order to establish the "Charge". Once established the user is now capable of dragging the victim that they've established a charge with within 80 feet of the user causing them to sustain S-rank internal earth release chakra damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain SS-rank earth release chakra damage instead. This technique only becomes stronger with user's level of "Dirty-Paws" allowing the user to drag victims at high speeds into objects causing them to potentially sustain additional physical damage depending on what they are dragged into.If its a hard or hazardous object, victims can sustain physical damage equal to the speed in which they were slammed into said object.When used alongside an offensive stone dance technique the damage that target would be inflicted is calculated normally while this effect occurs. In order to destabilize the charge it requires either a D-rank Flux/Quake, C-rank Pulse/Gravity, B-rank Magnet/Raiden or A-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 2 posts (total)
Last edited by Elias on 11th September 2019, 2:14 pm; edited 3 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 11th September 2019, 1:10 pm | |
| Juinjutsu: - Spoiler:
- D-ranks:
Name: Base Curse – Bleed Curse Classification: Juinjutsu Rank: D-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Bleed” will appear, completing the creation of the curse. When placed upon its target, which can only be human sized, this curse will thin the blood within their body, as long as they possess D-rank or lower Spirit tiers causing their inflicted wounds to bleed an additional D-rank of blood each Post (Total). One can break free of this curse by releasing a strong amount of chakra in the form of a C-rank amount. This is another step in the path of any budding juinjutsu specialist and should be considered part of a juinjutsu specialists technique list. Every Bleed Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifier slots this curse can have is 2 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Bleed Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Base Curse – Magnetize Curse Classification: Juinjutsu Rank: D-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Magnetize” will appear, completing the creation of the curse. When placed upon its target, which can only be human sized, this curse will magnetize their body, as long as they possess D-rank or lower Strength+Endurance tiers causing Ferrous Metals & Equipment comprised of Ferrous Metals to be attacked towards them with D-rank force. One can break free of this curse by releasing a strong amount of chakra in the form of a C-rank amount. This is the most basic building block of any juinjutsu specialists technique list and is always the first technique any budding juinjutsu master learns as it helps with more complex curses. Every Magnetize Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifiers slots this curse can have is 4 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Magnetize Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Base Curse – Fibrillate Curse Classification: Juinjutsu Rank: D-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Fibrillate” will appear, completing the creation of the curse. When placed upon its target, which can only be human sized, this curse will Fibrillate the muscles in their body, as long as they possess D-rank or lower strength tier preventing the use of tiers in the muscle groups it is placed on however if placed on the chest it causes heart attacks which have varied effects depending on the victim's age (Under Prime = Half of their Fatigue Limit Depleted, Prime = Quarter of their Fatigue Limit Depleted, Over Prime = Death). One can break free of this curse by releasing a strong amount of chakra in the form of a C-rank amount. This is the most basic building block of any juinjutsu specialists technique list and is always the first technique any budding juinjutsu master learns as it helps with more complex curses. Every Fibrillate Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifiers slots this curse can have is 3 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Fibrillate Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Base Curse: Layered Origin Classification: Fighting Style Rank: D Class: Supplementary Range: Self Description: By applying Layering to specific Curse Marks associated with the Origin Curse Mark, one is capable of advancing their specific Curse Marks with the addition of Curse Modifiers. These can give rise to different expressions of the Curse Mark in particular, enhancing certain traits, diminishing others allowing for a true mastery of their tainted power. Depending on the type of Curse Mark, and the amount of stages unlocked it can have different amounts of slots which are able to be filled by these Curse Modifiers. Curse Modifiers vary however they have the common denominator of consuming large amounts of slots the more they affect the expression of the Curse Mark they are attached to. Type of Curse Mark - No. of Slots (Stage Unlocked Slot Modifier) Animal (Unknown) - 1 (1st = 1x) Animal (Greater) - 2 (2nd = 2x) Animal (Zodiac) - 3 (3rd = 3x) Bachiatari - 4 (4th or Sage Transformation = 4x) Origin - 5 (5th = 5x)
- C-ranks:
- B-ranks:
Name: Layering Classification: Juinjutsu Rank: B-rank Class: Supplementary Range: Short Description: When studying Juinjutsu one would notice that more advanced juinjutsu are capable of breaking off into stages. This staged juinjutsu comes from a process of layering multiple juinjutus on top of another, not in the manner of applying Modifiers to Base Curses. This is done by creating the first layer, which is the First Stage, then through a 500 word training added to the training for the juinjutsu, adding in a second layer, the Second Stage. More stages can be added, each stage requiring 500 words training higher than the previous stage, however the max amount of stages one can put on any juinjutsu is 5. When applying natures to these Stages, the amount of natures which a Stage can possess will be 1 over the Stage's number (First Stage will possess 2 natures, Second Stage possess 3 natures, etc). This can only be applied to Cursed Seals type juinjutsu.
Name: Curse Modifier – Far Emission Formula Lvl 3 Classification: Juinjutsu Rank: B-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a circle in the palm of their hand. Within the circle, the kanji for “Far” will appear, completing the creation of the curse modification. This modifier was created on the premise of emitting a curse seal over a set radius of 60 ft around where the Curse was originally placed at B-rank- Speed. This modifier allows the curse to affect a target within the proximity of the emission which then causes the curse being emitted to be placed on the victims body removing the curse from where it was originally placed to relocate it on the target's body instead. When applied to the Juinjutsu in question, it is placed outside of the triangle.
- A-ranks:
Name: Dark’s Stop Series: Motion Control Lvl 1 Classification: Barrier Juinjutsu Rank: A-rank (A-rank Chakra Price Per Tag) Class: Supplementary/Defensive Range: AOE Description: This technique creates a barrier around a place by placing four "Stop" tags in different locations surrounding the place to be protected, a fifth tag on the location to be effected which can cover an area with an 80ft radius (160 ft diameter). The tags are placed on flat surfaces, and are connected with the user's chakra. This technique turns the entire range surrounded by the tags into a barrier space, and inside the space, all motion equal to or less than A-rank speed will "stop". Targets/ Objects subjected to this seal will be completely paralyzed in their tracks regardless of position. These technique alone can only effects targets that are humanoid in size unless modifiers are being used in conjunction to effect targets of smaller and larger sizes. Depending on the target in question certain tiers can be used to bypass this curse. If the target in question is made up of a physical composition then that target requires S-rank strength in order to bypass the effects of this curse when caught within the barrier space at speeds equal to or less than A-rank. If the target in question has a chakra based or intangible composition then that target requires A-rank endurance in order to bypass the effects of this curse when triggered within the barrier space. The target will be capable of bypassing the effects of this technique, if they're mental based in composition. This curse can be used to affect up to five targets that enter the parameters of this barrier. Targets affected by this curse will be marked with a seal on their bodies marked "stop ". Furthermore anyone caught within the effects of stop can pay an S-rank of chakra equivalent to the number of tags used for this technique inversely proportionate to how many targets are caught in this curse (5 would only pay 1 S-rank while 1 would pay 5 S-ranks). For every single price (1S) paid, the tier requirements for that individual target to break the seal will be lowered by one rank. As mentioned before up to five targets can be affected in one activation of this technique and once the limit has been reached it would require the user to repay the initial activation price to re-establish. If a target recently broke free from a stop seal by means of chakra payment and tiers; that target will gain immunity to the effects of this technique for one post per price paid. When the immunity expires, this technique can be re-established onto a previous target if the trigger conditions have been met and five targets have not been tagged during the current phase. Note that if chakra payment is not use, then bypassing this curse by the use of tiers will not break the curse, but will prevent the curse from taking affect on that target, until the target can not keep up with the requirements within the space. This curse can not effect techniques, objects or individuals which do not meet the details above.In the case of techniques they are able to bypass checks if they are not clone based in nature with the exception of illusion based clones. The barrier itself can be broken by spiritual based attacks of equal power to the combined(5 A-rank) chakra within each of the tag or by removing the five "stop" tags at the same time.
Name: Base Curse – Paralysis Curse Lvl 4 Classification: Juinjutsu Rank: A-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Paralyze” will appear, completing the creation of the curse. When placed upon its target, which can only be human sized, this curse will completely paralyze their body, as long as they possess A-rank or lower strength tier. One can break free of this curse by releasing a strong amount of chakra in the form of a S-rank amount. This is the most basic building block of any juinjutsu specialists technique list and is always the first technique any budding juinjutsu master learns as it helps with more complex curses. Every Paralysis Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifiers slots this curse can have is 16 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Paralysis Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Base Curse - Immobility Curse Lvl 4 Classification: Juinjutsu Rank: A-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Immobilize” will appear, completing the creation of the curse. When placed upon its target, which can only be human sized, this curse will completely immobilize a part body, as long as they possess A-rank or lower barrier tiers. Depending on the location the mark is placed on the following effects occur, (Limb = Unable to move, Torso = From Part on Torso & Below is immobilized, Head = Entire Body Immobilized yet victim retains awareness). One can break free of this curse by releasing a strong amount of chakra depending on the location targeted in the form of a A-rank (Head), A & B (Torso) or a S-rank (Limb) amount. This is a more advanced building block of any juinjutsu specialists technique list and is rarely the first technique any budding juinjutsu master learns as it leads to more complex curses. Every Immobility Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifiers slots this curse can have is 8 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Immobility Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Curse Modifier - Marking Formula Lvl 4 Classification: Juinjutsu Rank: A Class: Supplementary Range: Short, Contact (Marking) Description: The user creates a seal that takes the appearance of a circle in the palm of their hand. Within the circle, the kanji for “Mark” will appear, completing the creation of the curse modification. This modifier was created on the premise of being able to mark targets with curses rather than placing them on a target directly. This is made possible as long as the seal is written or tattooed on skin/flesh, carved into bone, or etched into items thus allowing the curse to be transferred via these mediums to affect a target. This modifier allows up to Four (4) additional targets to be marked as long as they come in contact with the object that was originally marked with the curse seal, upon doing so a faded version of the original appears on the target which can then be activated via another means. The faded curse seal is not active and thus can not be resisted via an emission of chakra however it can be removed or sealed away by a fuinjutsu specialized in either of the two equal in strength to this seal. When applied to the Juinjutsu in question, it is placed outside of the triangle.
Name: Base Curse - Electrocute Curse Lvl 4 Classification: Juinjutsu Rank: A-Rank Class: Offensive/Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Electrocute” will appear, completing the creation of the curse. When placed upon the target, which can only be Human sized, this curse will send a pulse of electricity through their body. This electrocution deals an A-Rank of Natural damage to the victim and causes paralysis for a length of time dependent upon their Nature tiers unless they pay a S-rank chakra price to release the effect. This is a more advanced building block of any juinjutsu specialists technique list and is rarely the first technique any budding juinjutsu master learns as it leads to more complex curses. Every Electrocute Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifiers slots this curse can have is 4 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Electrocute Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank. Nature Tier - Paralysis Duration (P.T) None - 5 D - 4 C - 3 B - 2 A - 1 S - Immune
Name: Base Curse – Burn Curse Lvl 4 Classification: Juinjutsu Rank: A-rank Class: Supplementary Range: Short Description: The user creates a seal that takes the appearance of a triangle in the palm of their hand. Within the triangle, the kanji for “Burn” will appear, completing the creation of the curse. When placed upon its target this curse will react to the target's chakra usage in which each time the target uses a A-rank amount of chakra, they will receive a S-rank amount of natural damage. This seal is highly specific as it only reacts to A-rank chakra usage, does not consider lower chakra usages unless the user possesses the lower Burn Curses. This is another step in the path of any budding juinjutsu specialist and should be considered part of a juinjutsu specialists technique list. Every Burn Curse can be further modified by the use of Curse Modifiers, the amount of Curse Modifier slots this curse can have is 20 before the max limit is reached and it can no longer be modified. Curse Modifiers can only be equal rank or lower than the Burn Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
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| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 13th November 2020, 3:14 pm | |
| - Art of One Thousand Steps:
Name:Rhythm: Art of One Thousand Steps: Iron Dance Classification: Fighting Style Rank:A Class: Supplementary Range:Self (figurines) Description: This is Elias’ puppetry style , which requires a puppeteer to be born with the Rhythm legacy passive and to also have knowledge of the fighting style "Pas de Deux", also known as the "step of two". This fighting style also can’t be done with just any type of puppets. In order to perform this style the puppets must be capable of channeling energy sources. Much like Elias has been able to accomplish with his figurines. Similar to its parent technique, this translates into language/communication through movement. Therefore bringing forth a very intricate trap based kugujutsu fighting style known as , Iron Dance. When in use Elias’ rhythmic chakra and astute observations of field and target causes the chakra within each puppet to become multi-purposed. Chakra will flow and circulate within each puppet mimicking the rhythm passive. Pas de Duex allowed Elias to use his rhythmic chakra to register and imitate his target’s movements, mannerisms, and patterns . The difference in this technique is that instead of Elias adapting his rhythmic flow to his targets, he can adapt that flow to any one of his puppets to become a mirror imitation of any target(s). This is advantageous for many reasons. Apart from being able to transfer flows to different figurines and have them operate on their own, this also uses their limitless range of motions to adapt to puppets, golems, lobos, living weapons and different races better than Elias’ body ever could. In combat, the unnatural ways these figurines can flow with a target's body movements appear as if the target(s) were completely in-sync with them. Much like dancers following the same choreography . Due to this level of adaptation trap based tactics such as misdirections and maneuvering can be applied in combat. Therefore when confronted with a figurine using this technique it'll require the target(s) to have either mimicry techniques of their own (such as Physical Mimic), 360° Vision, enhanced concentration techniques or barrier tiers to not lose focus and be fooled into a misdirection . In cases that a target falls for a misdirect ,it’ll trigger a trap based assault. Depending on the type of assault different tier checks will be required. If the target(s) or their controller lacks the tiers necessary then time slowing dojutsu at appropriate levels can be used instead. Similar to Eli’s rhythm passive muscle tension will not work and most likely lead to targets falling into traps due to unpredictable feints and erratic movements. Despite being called the art of one thousand steps the puppeteer is limited to how many targets they can synchronize and mimic per figurine. But with greater skill, the puppeteer can use this fighting style on more than one opponent at a time per puppet. Although the puppeteer syncs their targets”rhythm”, mimicking a living target of a different race(such as Nova, Zireth, and Faunas) will count as two targets rather than one, unless that target is half human.Those with a non-humanoid body type take up 3 target slots if it is the result of a Transformation, while if it is not then they are unable to be affected by this technique. Once the maxed number of targets are synced, the figurine are subjected to a cool down before being able to re-sync to a new target. Rank - No. of targets per Puppet- Cool Down Posts D-rank - 1 target - 20 C-rank - 2 targets- 15 B-rank - 3 targets- 10 A-rank- 4 targets - 5 S-rank - 5 targets - 3 ✹ Note: The Iron Dance are beholden onto the same restrictions as Puppetry Slots, due to relying on strings to apply their effects via Figurines, to that end when utilized on other puppets it consumes from the user's Puppet Slots as if they were controlling the puppets themselves. If utilized on non-puppets then depending on the size of the targets the amount of puppet slots will vary (Small = 1, Medium S-XL = 2-5, Large S-XL 6-9, Bijuu sized 10, Colossus 11, Titanic 12). - D-rank:
Name: Iron Dance: Yellow Step One Classification: Kugujutsu(Taijutsu) Rank:D Class: Supplementary Range: Self(Eyesight,Figurine) Description: This step happens during the synchronization phase. Once learned the user can now synchronize their figurines to D-ranked targets and are capable of mimicking mannerisms and movement patterns of said targets. This includes movements being done with techniques, hand seals, and other enhancements. This does not give the figurine access to their target’s technique/abilities but serves as a perfect reflection or inverse reflection of what the synchronized target is doing. Synchronizations happen at speeds equal to the figurine’s rank. At this level, the user can control their figurine’s movements/ functions at D-rank speeds. If the user has knowledge of Shellcode Fist- Figurine Control: Swift Doll then their figurines can be controlled at D+ speeds. When strings are used along side these two form of speed tiers, the figurines will be capable of moving at D-Rank++ Speeds though at a 2x Stamina price if they do not possess D-Rank Endurance.
Name: Iron Dance: Grey Step One Classification: Kugujutsu/ Ninjutsu Rank:D(-3 D from Iron Sand Passive Max Per 5 Strings) Class: Supplementary Range:Self(Figurine),Contact(1ft) Description: This trap based technique is known as the Grey Step.This step utilizes magnetism, strings, and a target’s proximity in order to trigger lock down effects. At this stage of Grey Step, the objective is to keep targets within contact range. Therefore the closer a target is to a figurine, the more penalties said target will acquire. In this level those who come in contact range of a figurine(who is not the user or another figurine) will be latched onto by magnetic strings made of iron(or any other magnetic materia present). These strings causes the target(s) to receive an increase to their current magnetic levels, resulting in additional requirements needed to offset magnetic effects/techniques .
Every time a target steps between 0-1ft of a figurine(without touching), they’ll be latched onto by 5 strings and 3D-rank of magnetic materia. If the target remains within that radius, said target(s) will be latched onto by 5 more strings for each of their turns that they remain within that parameter. For every 5 strings the requirements to offset magnetic effects/techniques are increase by one tier level. If the target makes contact with a figurine that target’s magnetic level will be increase by an additional tier level per direct contact made. This penalty is in addition to their current magnetism and penalties acquired for being within 1ft.
Although this technique is a requirement for higher versions, if a higher level Grey steps is in play, it’ll prevent the activation of this one. Therefore preventing the possibility of incoming opponents over accumulating strings and penalties from closing in from short to contact distances(by playing them backwards consecutively). These strings latch on at speeds equal to the target’s current magnetism. If the target isn’t currently magnetic, then it latches at speeds equal to the current yellow step in play(if none is in play then it latches at D-rank speeds).
Name:Iron Dance: Green Step One Classification: Kugujutsu Rank:D Class: Supplementary Range:Self(Figurine/Target), Contact(Strings) Description: The green step can only be active if Grey step is in play. Green step makes use of strings that are attached to the targets. These strings can be comprised of any type of magnetic materia and when Green step is active , they all are subjected to the user’s control. Much like controlling puppets these thin strings are used to hinder targets that they’re latched onto. Once immobility is achieved these strings are then used to control the target’s body. The green step does not allow access to the target’s abilities and jutsu but this does allow the user to manipulate them like one of their Iron Dancers. If the target isn’t immobilized the strings will cause resistance to the target’s body lowering their strength level and speed by one tier for every 5 strings latched onto the targets. Because of the nature of these strings they can latch onto tangible and intangible targets. To detect these strings or even feel them latched onto the target(s) they’d require electromagnetic sensory D-rank or better. The strings residing from 0-1ft of a figurine are small in size and if detected can be destroyed by chakra destroying techniques D- rank or higher that’s good against pulse release.
Name: Iron Dance: Silver Step: Move Classification: Kugujutsu/ Ninjutsu Rank:D Class: Supplementary Range: Contact(Strings) Description: This step can only be active once immobility has been established on a target and green step is in play. With this step active the user can now move the target forward, backwards, up and down much like they could with their figurines. The user can also manipulate the target’s joints to perform specific actions like hand seals(to activate the user’s techs),grabbing, making a fist, ducking, turning their head, opening and closing their mouths(ect). This technique is executed so well that those who aren’t familiar with the target(1 topic) will be fooled to believe that the target is moving normally.The max speed in which the victim’s movements can be executed are based on the level of user’s highest yellow step tech(ex: YS5 = S speeds). Control over a target will remain until the target can reestablish mobility or the user is rendered unconscious. This level of control remains as long as a string remains on the immobilized target. At this level this technique can only be performed up to 1ft of the user unless higher level of Silver Step is learned in which case it’ll take the range of the highest level.
Name:Iron Dance: Brown Step One Classification: Kugujutsu Rank:D Class:Defensive Range:Self(Figurine), Contact(1ft) Description: Apart from Black Step Armament this is known as the counter step/defense method of the Iron Dance. Due to its defensive nature it’s range isn’t as far reaching as the other steps but it’s one of the easiest steps to trigger. Brown step can be used alone without the activation of other steps. When used in this way it’s not as effective since it’ll rely heavily on the user’s own capabilities to maneuver the figurine and block/dodge. Brown step is far more effective when Yellow step is in play. This is said because Yellow step allows the figurine to sync with a target and when coupled with brown step defending against that target becomes near reactive. The user can use this step to have the figurine interrupt attacks and/or hand seals with parries and blocks so long as the target is performing at speeds equal to or slower than the figurine’s moving capability.At this level the target must also be within 0-1ft. In the event that Yellow Step is in play and the figurine is preforming a parry or block, the target must undergo a barrier tier check. If the target does not possess D- rank or higher barrier tiers then the target will fall for a misdirection due to being distracted by the figurine. This disrupts the target(s) focus on attacks and happenings that isn’t affecting them directly. Furthermore Brown Step performed from this range will cause the tier requirements for the target to dodge offensive techniques to be increase by one tier level.
Name:Iron Dance: Orange Step One Classification: Kugujutsu Rank:D Class: Offense Range: Self(Figurine),Contact(1ft) Description: Orange step is the premier offense of the Iron Dance tech line. Orange step enables figurines to perform various strikes on targets to deal pulse release hybrid damage . The rank of the offensive damage done with figurines are typically dictated by the highest Orange step level in play. This will be the case unless the total damage is altered by slotted weapons, slotted abilities ,or other steps.
Much like Brown step this technique can be done without the activation of other steps but will rely mostly on the user’s own capability to land attacks with their figurines. When used alongside Yellow step this technique becomes more unpredictable. What makes this step special from the others is that at this level, if a target comes within 1ft or less of a figurine, it’ll be capable of triggering a special attack.
The special attack at this level is an attack on the senses. The figurine can attempt a single palm strike to the target’s nose, a double impact strike to both of the target’s ears, or even scrap to the eyes. With Yellow step active that target will be subjected to a reaction tier check two tier levels lower than the figurine’s moving speed to dodge. If the target fails to dodge any of these dirty attacks, they will suffer from temporary blindness, lost of smell, and or deafness while receiving a D-rank of pulse release hybrid damage in that area. The duration of these effects depend on the target(s) and their rank. Target’s Rank - Blindness(Dojutsu)- Deaf(Enhanced Hearing) - Smell(Enhanced Smelling) D-rank - 5pt(6pt) -5pt(6pt)- 5pt(6pt) C-rank - 4pt(5pt) -4pt(5pt)- 4pt(5pt) B-rank - 3pt(4pt) -3pt(4pt)- 3pt(4pt) A-rank - 2pt(3pt) -2pt(3pt)- 2pt(3pt) S-rank - 1pt(2pt) -1pt(2pt)- 1pt(2pt)
Name: Curse Modifier- Iron Dance: Purple Step Marking Formula Lvl.1 Classification: Kugujutsu / Juinjutsu Rank:D Class: Supplementary Range: Self(Figurine), Contact(1ft) Description:This step known as the purple step marking formula creates a seal that takes the appearance of a circle in the palm of the figurine’s hand or any location on their body. Within the circle, the kanji for “Mark” will appear, completing the creation of the curse modification. This modifier was created on the premise of being able to mark targets with curses using iron sand(from Iron Dancers) as a medium rather than the user placing them on a target directly. This is made possible by the figurine releasing a D-rank of iron sand from their composition per seal to form said seal(s) on skin/flesh, bone,on top of items, the ground or the air(like a floating seal). Thus allowing the curse to be transferred via these mediums to affect a target. This modifier allows up to One (1) additional target to be marked as long as they come in contact with the object that was originally marked with the curse seal, upon doing so a faded version of the original appears on the target which can then be activated. The faded curse seal is not active and thus can not be resisted via an emission of chakra however it can be removed or sealed away by a fuinjutsu specialized in either of the two equal in strength to this seal. When applied to the Juinjutsu in question, it is placed outside of the triangle. At this level this is only functional for D-rank seals and can be made from 0-1ft from the figurine.
- C-rank:
Name: Iron Dance: Yellow Step Two Classification: Kugujutsu (Taijutsu) Rank:C Class: Supplementary Range:Self(Eyesight,Figurines) Description: This step happens during the synchronization phase. Once learned the user can now synchronize their figurines to C-ranked targets and are capable of mimicking mannerisms and movement patterns of said targets. This includes movements being done with techniques, hand seals, and other enhancements. This does not give the figurine access to their target’s technique/abilities but serves as a perfect reflection or inverse reflection of what the synchronized target is doing. Synchronizations happen at speeds equal to the figurine’s rank. At this level, the user can control their figurine’s movements/ functions at C-rank speeds. If the user has knowledge of Shellcode Fist- Figurine Control:Bullet Doll then their figurines can be controlled at C++ speeds. When strings are used along side these two form of speed tiers, the figurines will be capable of moving at B- speeds though at a 2x Stamina price if they do not possess C-Rank Endurance.
Name: Iron Dance: Grey Step Two Classification: Kugujutsu/ Ninjutsu Rank:C(-C from Iron Sand Passive Max Per 5 Strings) Class: Supplementary Range:Self(Figurine),Contact(2ft) Description: This trap based technique is known as the Grey Step.This step utilizes magnetism, strings, and a target’s proximity in order to trigger lock down effects. At this stage of Grey Step, the objective is to keep targets within contact range. Therefore the closer a target is to a figurine, the more penalties said target will acquire. In this level those who come in contact range of a figurine(who is not the user or another figurine) will be latched onto by magnetic strings made of iron(or any other magnetic materia present). These strings causes the target(s) to receive an increase to their current magnetic levels, resulting in additional requirements needed to offset magnetic effects/techniques .
Every time a target steps between 0-2ft of a figurine(without touching), they’ll be latched onto by 10 strings and 1C-rank of magnetic materia. If the target remains within that radius, said target(s) will be latched onto by 5 more strings for each of their turns that they remain within that parameter. For every 5 strings the requirements to offset magnetic effects/techniques are increase by one tier level. If the target makes contact with a figurine that target’s magnetic level will be increase by an additional two tier level per direct contact made. This penalty is in addition to their current magnetism and penalties acquired for being within 2ft.
Although this technique is a requirement for higher versions, if a higher level Grey steps is in play, it’ll prevent the activation of this one. Therefore preventing the possibility of incoming opponents over accumulating strings and penalties from closing in from short to contact distances(by playing them backwards consecutively). These strings latch on at speeds equal to the target’s current magnetism. If the target isn’t currently magnetic, then it latches at speeds equal to the current yellow step in play(if none is in play then it latches at C-rank speeds).
Name:Iron Dance: Green Step Two Classification: Kugujutsu Rank:C Class: Supplementary Range:Self(Figurine), Contact(2ft) Description: The green step can only be active if Grey step is in play. Green step makes use of strings that are attached to the targets. These strings can be comprised of any type of magnetic materia and when Green step is active , they all are subjected to the user’s control. Much like controlling puppets these thin strings are used to hinder targets that they’re latched onto. Once immobility is achieved these strings are then used to control the target’s body. The green step does not allow access to the target’s abilities and jutsu but this does allow the user to manipulate them like one of their Iron Dancers. If the target isn’t immobilized the strings will cause resistance to the target’s body lowering their strength level and speed by two tiers for every 5 strings that latched onto the target(s) from 2ft. Because of the nature of these strings they can latch onto tangible and intangible targets. To detect these strings or even feel them latched onto the target(s) they’d require electromagnetic sensory C-rank or better. The strings residing from 2ft of a figurine are humanoid in size and if detected can be destroyed by chakra destroying techniques C- rank or higher that’s good against pulse release.
Name: Iron Dance: Silver Step: Ventriloquist Classification: Kugujutsu/ Ninjutsu Rank:C Class: Supplementary Range: Contact(Strings Latching) Description: This step can only be active once immobility has been established on a target and green step is in play. With this step active the user can now speak for the target to deceive others. The user can do this without moving their mouths and perform this at a distance. Unless the puppeteer or their cohorts possesses voice mimicry techniques, the voice coming from the target won’t match the target. Therefore characters who have spent time with the target(2 topics) can easily tell the difference. Those who aren’t familiar with the target will be fooled to believe that this target is perfectly normal and sounds normal too. The max speed in which the user can execute this function is based on the level of user’s highest yellow step tech(ex: YS5 = S speeds). Control over a target will remain until the target can reestablish mobility or the user is rendered unconscious. This level of control remains as long as a string remains on the immobilized target. At this level this technique can only be performed up to 40ft of the user unless higher level of Silver Step is learned in which case it’ll take the range of the highest level.
Name:Iron Dance: Brown Step Two Classification: Kugujutsu Rank:C Class:Defensive Range: Self(Figurine), Contact(2ft) Description: Apart from Black Step Armament this is known as the counter step/defense method of the Iron Dance. Due to its defensive nature it’s range isn’t as far reaching as the other steps but it’s one of the easiest steps to trigger. Brown step can be used alone without the activation of other steps. When used in this way it’s not as effective since it’ll rely heavily on the user’s own capabilities to maneuver the figurine and block/dodge. Brown step is far more effective when Yellow step is in play. This is said because Yellow step allows the figurine to sync with a target and when coupled with brown step defending against that target becomes near reactive. The user can use this step to have the figurine interrupt attacks and/or hand seals with parries and blocks so long as the target is performing at speeds equal to or slower than the figurine’s moving capability.At this level the target must also be within 2ft. In the event that Yellow Step is in play and the figurine is preforming a parry or block, the target must undergo a barrier tier check. If the target does not possess C- rank or higher barrier tiers then the target will fall for a misdirection due to being distracted by the figurine. This disrupts the target(s) focus on attacks and happenings that isn’t affecting them directly. Furthermore a misdirect from this range will cause the tier requirements of offensive techniques to be increase by two tier levels.
Name:Iron Dance: Orange Step Two Classification: Kugujutsu Rank:C Class: Offense Range: Self(Figurine),Contact(2ft) Description: Orange step is the premier offense of the Iron Dance tech line. Orange step enables figurines to perform various strikes on targets to deal pulse release hybrid damage . The rank of the offensive damage done with figurines are typically dictated by the highest Orange step level in play. This will be the case unless the total damage is altered by slotted weapons, slotted abilities ,or other steps.
Much like Brown step this technique can be done without the activation of other steps but will rely mostly on the user’s own capability to land attacks with their figurines. When used alongside Yellow step this technique becomes more unpredictable.The special feature for this level is that after learning this step, the user’s figurines can now wield weapons. Weapons with abilities can be managed and held much like the user or synchronized target would.
Therefore, the user will be capable of using their shurikenjutsu or Kenjutsu techniques through their figurines, albeit at speeds two tiers slower than their Yellow step. Likewise, if synced to a target which uses kenjutsu, or shurikenjutsu techniques; these figurines can copy and execute their moves. This can happen so long as the user has seen the technique used before (5x) or said figurine was synced to the target at the time it was used.
Note: even with Yellow step this technique does not allow the figurines to imitate elemental techniques outside of pulse release or clan ability based capabilities tied to the techniques they are emulating.
Name: Curse Modifier- Iron Dance: Purple Step Marking Formula Lvl.2 Classification: Kugujutsu / Juinjutsu Rank:C Class: Supplementary Range: Self(Figurine),Contact(Iron Sand) Description:This step known as the purple step marking formula creates a seal that takes the appearance of a circle in the palm of the figurine’s hand or any location on their body. Within the circle, the kanji for “Mark” will appear, completing the creation of the curse modification. This modifier was created on the premise of being able to mark targets with curses using iron sand(from Iron Dancers) as a medium rather than the user placing them on a target directly. This is made possible by the figurine releasing a 3D-rank of iron sand from their composition per seal to form said seal(s) on skin/flesh, bone,on top of items, the ground or the air(like a floating seal). Thus allowing the curse to be transferred via these mediums to affect a target. This modifier allows up to Two(2) additional target to be marked as long as they come in contact with the object that was originally marked with the curse seal, upon doing so a faded version of the original appears on the target which can then be activated. The faded curse seal is not active and thus can not be resisted via an emission of chakra however it can be removed or sealed away by a fuinjutsu specialized in either of the two equal in strength to this seal. When applied to the Juinjutsu in question, it is placed outside of the triangle. At this level this is only functional for seals C-rank or lower and can be made from 0-2ft from the figurine.
- B-rank:
Name: Iron Dance: Yellow Step Three Classification: Kugujutsu(Taijutsu) Rank:B Class: Supplementary Range: Self(Eyesight,Figurines) Description: This step happens during the synchronization phase. Once learned the user can now synchronize their figurines to B-ranked targets and are capable of mimicking mannerisms and movement patterns of said targets. This includes movements being done with techniques, hand seals, and other enhancements. This does not give the figurine access to their target’s technique/abilities but serves as a perfect reflection or inverse reflection of what the synchronized target is doing. Synchronizations happen at speeds equal to the figurine’s rank. At this level, the user can control their figurine’s movements/ functions at B-rank speeds. If the user has knowledge of Shellcode Fist- Figurine Control:Crashing Doll then their figurines can be controlled at A- speeds. When strings are used along side these two form of speed tiers, the figurines will be capable of moving at A-Rank speeds though at a 2x Stamina price if they do not possess B-rank Endurance.
Name: Iron Dance: Grey Step Three Classification: Kugujutsu/ Ninjutsu Rank:B(-B from Iron Sand Passive Max Per 5 Strings) Class: Supplementary Range:Self(Figurine),Contact(3ft) Description: This trap based technique is known as the Grey Step.This step utilizes magnetism, strings, and a target’s proximity in order to trigger lock down effects. At this stage of Grey Step, the objective is to keep targets within contact range. Therefore the closer a target is to a figurine, the more penalties said target will acquire. In this level those who come in contact range of a figurine(who is not the user or another figurine) will be latched onto by magnetic strings made of iron(or any other magnetic materia present). These strings causes the target(s) to receive an increase to their current magnetic levels, resulting in additional requirements needed to offset magnetic effects/techniques .
Every time a target steps between 0-3ft of a figurine(without touching), they’ll be latched onto by 15 strings and 1B-rank of magnetic materia. If the target remains within that radius, said target(s) will be latched onto by 5 more strings for each of their turns that they remain within that parameter. For every 5 strings the requirements to offset magnetic effects/techniques are increase by one tier level. If the target makes contact with a figurine that target’s magnetic level will be increase by an additional 3 tier level per direct contact made. This penalty is in addition to their current magnetism and penalties acquired for being within 3ft.
Although this technique is a requirement for higher versions, if a higher level Grey steps is in play, it’ll prevent the activation of this one. Therefore preventing the possibility of incoming opponents over accumulating strings and penalties from closing in from short to contact distances(by playing them backwards consecutively). These strings latch on at speeds equal to the target’s current magnetism. If the target isn’t currently magnetic, then it latches at speeds equal to the current yellow step in play(if none is in play then it latches at B-rank speeds).
Name:Iron Dance: Green Step Three Classification: Kugujutsu Rank:B Class: Supplementary Range:Self(Figurine), Contact(Strings Latching) Description: The green step can only be active if Grey step is in play. Green step makes use of strings that are attached to the targets. These strings can be comprised of any type of magnetic materia and when Green step is active , they all are subjected to the user’s control. Much like controlling puppets these thin strings are used to hinder targets that they’re latched onto. Once immobility is achieved these strings are then used to control the target’s body. The green step does not allow access to the target’s abilities and jutsu but this does allow the user to manipulate them like one of their Iron Dancers. If the target isn’t immobilized the strings will cause resistance to the target’s body lowering their strength level and speed by three tiers for every 5 strings that latched onto the target(s) from 3ft. Because of the nature of these strings they can latch onto tangible and intangible targets. To detect these strings or even feel them latched onto the target(s) they’d require electromagnetic sensory B-rank or better. The strings residing from 3ft of a figurine are Medium(M) in size and if detected can be destroyed by chakra destroying techniques B- rank or higher that’s good against pulse release.
Name: Iron Dance: Silver Step: Block Classification: Kugujutsu/ Ninjutsu Rank:B Class: Supplementary Range: Contact(String Latching) Description: This step can only be active once immobility has been established on a target and green step is in play. With this step active the user can now move the target to block, parry, and use brown step(B-rank and below) along with other defensive measures much like they could with their figurines. The user can also manipulate the target’s joints and muscles to perform actions like jumping/moving up to 60 feet in the air, swimming at max speeds, climbing, and digging. This does not provide the target with additional defense. Those who aren’t familiar with the target(3 topics) will be fooled to believe that said target is acting on their own accord. The max speed in which the victim’s movements can be executed are based on the level of user’s highest yellow step tech(ex: YS5 = S speeds). Control over a target will remain until the target can reestablish mobility or the user is rendered unconscious. This level of control remains as long as a string remains on the immobilized target. At this level this technique can only be performed up to 3ft of the figurine unless higher level of Silver Step is learned in which case it’ll take the range of the highest level.
Name:Iron Dance: Brown Step Three Classification: Kugujutsu Rank:B Class:Defensive Range: Self(Figurine), Contact(3ft) Description: Apart from Black Step Armament this is known as the counter step/defense method of the Iron Dance. Due to its defensive nature it’s range isn’t as far reaching as the other steps but it’s one of the easiest steps to trigger. Brown step can be used alone without the activation of other steps. When used in this way it’s not as effective since it’ll rely heavily on the user’s own capabilities to maneuver the figurine and block/dodge. Brown step is far more effective when Yellow step is in play. This is said because Yellow step allows the figurine to sync with a target and when coupled with brown step defending against that target becomes near reactive. The user can use this step to have the figurine interrupt attacks and/or hand seals with parries and blocks so long as the target is performing at speeds equal to or slower than the figurine’s moving capability.At this level the target must also be within 3ft. In the event that Yellow Step is in play and the figurine is preforming a parry or block, the target must undergo a barrier tier check. If the target does not possess B- rank or higher barrier tiers then the target will fall for a misdirection due to being distracted by the figurine. This disrupts the target(s) focus on attacks and happenings that isn’t affecting them directly. Furthermore Brown Step performed from this range will cause the tier requirements for the target to dodge offensive techniques to be increase by three tier level.
Name:Iron Dance: Orange Step Three Classification: Kugujutsu Rank:B Class: Offense Range:Self(Figurine),Contact(3ft) Description: This step is the first of the Iron Dance offensive techs. Orange step are basically a strikes that are triggered once targets come within a certain range of a figurine.The first orange step is an attack using projectiles. Much like Brown step this technique can be done without the activation of other steps but will rely mostly on the user’s own capability to hit with a figurine. When used alongside Yellow step this technique becomes more unpredictable. If a target comes within 3ft or less of a figurine, they can use this step to either attempt a single and double limb toss(arms or legs) to the target(s). In the event that a target is within range and Yellow step is active that target will be subjected to a reaction tier check equal to the figurine’s moving speed to dodge. If the target fails to dodge this attack, they will suffer from a B-rank physical damage in the targeted area. If the projectile used is a slotted weapon the target will instead suffer Pulse release hybrid slicing damage equal to the projectiles moving speed.
Name: Curse Modifier- Iron Dance: Purple Step Marking Formula Lvl.3 Classification: Kugujutsu / Juinjutsu Rank:B Class: Supplementary Range: Self(Figurine), Contact(Iron Sand) Description:This step known as the purple step marking formula creates a seal that takes the appearance of a circle in the palm of the figurine’s hand or any location on their body. Within the circle, the kanji for “Mark” will appear, completing the creation of the curse modification. This modifier was created on the premise of being able to mark targets with curses using iron sand(from Iron Dancers) as a medium rather than the user placing them on a target directly. This is made possible by the figurine releasing a C-rank of iron sand from their composition per seal to form said seal(s) on skin/flesh, bone,on top of items, the ground or the air(like a floating seal). Thus allowing the curse to be transferred via these mediums to affect a target. This modifier allows up to Three (3) additional target to be marked as long as they come in contact with the object that was originally marked with the curse seal, upon doing so a faded version of the original appears on the target which can then be activated. The faded curse seal is not active and thus can not be resisted via an emission of chakra however it can be removed or sealed away by a fuinjutsu specialized in either of the two equal in strength to this seal. When applied to the Juinjutsu in question, it is placed outside of the triangle. At this level this is only functional for seals B-rank and below and can be made from 0-3ft from the figurine.
- A-rank:
Name: Iron Dance: Yellow Step Four Classification: Kugujutsu(Taijutsu) Rank:A Class: Supplementary Range: Self(Eyesight,Figurine) Description: This step happens during the synchronization phase. Once learned the user can now synchronize their figurines to A-ranked targets and are capable of mimicking mannerisms and movement patterns of said targets. This includes movements being done with techniques, hand seals, and other enhancements. This does not give the figurine access to their target’s technique/abilities but serves as a perfect reflection or inverse reflection of what the synchronized target is doing. Synchronizations happen at speeds equal to the figurine’s rank. At this level, the user can control their figurine’s movements/ functions at A-rank speeds. If the user has knowledge of Shellcode Fist- Figurine Control: Vacuum Doll then their figurines can be controlled S-rank speeds. When strings are used along side these two form of speed tiers, the figurines will be capable of moving at S+ Speeds though at a 2x Stamina price if they do not possess A-Rank Endurance.
Name: Iron Dance: Grey Step Four Classification: Kugujutsu/ Ninjutsu Rank:A(-A from Iron Sand Passive Max Per 5 Strings) Class: Supplementary Range:Self(Figurine),Contact(4ft) Description: This trap based technique is known as the Grey Step.This step utilizes magnetism, strings, and a target’s proximity in order to trigger lock down effects. At this stage of Grey Step, the objective is to keep targets within contact range. Therefore the closer a target is to a figurine, the more penalties said target will acquire. In this level those who come in contact range of a figurine(who is not the user or another figurine) will be latched onto by magnetic strings made of iron(or any other magnetic materia present). These strings causes the target(s) to receive an increase to their current magnetic levels, resulting in additional requirements needed to offset magnetic effects/techniques .
Every time a target steps between 0-4ft of a figurine(without touching), they’ll be latched onto by 20 strings and 1A-rank of magnetic materia. If the target remains within that radius, said target(s) will be latched onto by 5 more strings for each of their turns that they remain within that parameter. For every 5 strings the requirements to offset magnetic effects/techniques are increase by one tier level. If the target makes contact with a figurine that target’s magnetic level will be increase by an additional 4 tier level per direct contact made. This penalty is in addition to their current magnetism and penalties acquired for being within 4ft.
Although this technique is a requirement for higher versions, if a higher level Grey steps is in play, it’ll prevent the activation of this one. Therefore preventing the possibility of incoming opponents over accumulating strings and penalties from closing in from short to contact distances(by playing them backwards consecutively). These strings latch on at speeds equal to the target’s current magnetism. If the target isn’t currently magnetic, then it latches at speeds equal to the current yellow step in play(if none is in play then it latches at A-rank speeds).
Name:Iron Dance: Green Step Four Classification: Kugujutsu Rank:A Class: Supplementary Range:Self(Figurine), Contact(4ft) Description: The green step can only be active if Grey step is in play. Green step makes use of strings that are attached to the targets. These strings can be comprised of any type of magnetic materia and when Green step is active , they all are subjected to the user’s control. Much like controlling puppets these thin strings are used to hinder targets that they’re latched onto. Once immobility is achieved these strings are then used to control the target’s body. The green step does not allow access to the target’s abilities and jutsu but this does allow the user to manipulate them like one of their Iron Dancers. If the target isn’t immobilized the strings will cause resistance to the target’s body lowering their strength level and speed by one rank for every 5 strings that latched onto the target(s) from 4ft. Because of the nature of these strings they can latch onto tangible and intangible targets. To detect these strings or even feel them latched onto the target(s) they’d require electromagnetic sensory A-rank or better. The strings residing from 4ft of a figurine are humanoid in size and if detected can be destroyed by chakra destroying techniques A-rank or higher that’s good against pulse release.
Name: Iron Dance: Silver Step: Attack Classification: Kugujutsu/ Ninjutsu Rank:A Class: Supplementary Range: Contact(Strings Latching) Description: This step can only be active once immobility has been established on a target and green step is in play. With this step active the user can now use the target(s) to perform kicks, punches, head butts, and offensive steps such as Orange and Black step much like the user can with his/her figurines. The user can also manipulate the target’s joints, and limbs to perform specific actions like slams, and drops . At this level the control seems natural unless someone is familiar with the target(4 topics). The max speed in which the victim’s movements can be executed are based on the level of user’s highest yellow step tech(ex: YS5 = S speeds). Control over a target will remain until the target can reestablish mobility or the user is rendered unconscious. At this level this technique can only be performed up to 4ft of the figurine unless higher level of Silver Step is learned in which case it’ll take the range of the highest level.
Name:Iron Dance: Brown Step Four Classification: Kugujutsu Rank:A Class:Defensive Range: Self(Figurine), Contact(4ft) Description: Apart from Black Step Armament this is known as the counter step/defense method of the Iron Dance. Due to its defensive nature it’s range isn’t as far reaching as the other steps but it’s one of the easiest steps to trigger. Brown step can be used alone without the activation of other steps. When used in this way it’s not as effective since it’ll rely heavily on the user’s own capabilities to maneuver the figurine and block/dodge. Brown step is far more effective when Yellow step is in play. This is said because Yellow step allows the figurine to sync with a target and when coupled with brown step defending against that target becomes near reactive. The user can use this step to have the figurine interrupt attacks and/or hand seals with parries and blocks so long as the target is performing at speeds equal to or slower than the figurine’s moving capability.At this level the target must also be within 4ft. In the event that Yellow Step is in play and the figurine is preforming a parry or block, the target must undergo a barrier tier check. If the target does not possess A- rank or higher barrier tiers then the target will fall for a misdirection due to being distracted by the figurine. This disrupts the target(s) focus on attacks and happenings that isn’t affecting them directly. Furthermore Brown Step performed from this range will cause the tier requirements for the target to dodge offensive techniques to be increase by one rank.
Name:Iron Dance: Orange Step Four Classification: Kugujutsu Rank:A Class: Offense Range:Self(Figurine),Contact(4ft) Description: This step is the first of the Iron Dance offensive techs. Orange step are basically a strikes that are triggered once targets come within a certain range of a figurine.The first orange step Is an attack using their body. Much like Brown step this technique can be done without the activation of other steps but will rely mostly on the user’s own capability to hit with a figurine. When used alongside Yellow step this technique becomes more unpredictable. If a target comes within 4ft or less of a figurine, they can use this step to either attempt a single or double limb martial arts punch and kicks to targets. In the event that a target is within range and Yellow step is active that target will be subjected to a reaction tier check one tier level higher than the figurine’s moving speed to dodge. If the target fails to dodge this attack, they will suffer an A-rank of pulse release hybrid damage in the targeted area. If the target has B-rank or a higher magnetism they will be dealt damage one rank higher.
Name:Curse Modifier- Iron Dance: Purple Step Marking Formula Lvl.4 Classification: Kugujutsu / Juinjutsu Rank:A Class: Supplementary Range: Self(Figurine), Contact(Iron Sand) Description:This step known as the purple step marking formula creates a seal that takes the appearance of a circle in the palm of the figurine’s hand or any location on their body. Within the circle, the kanji for “Mark” will appear, completing the creation of the curse modification. This modifier was created on the premise of being able to mark targets with curses using iron sand(from Iron Dancers) as a medium rather than the user placing them on a target directly. This is made possible by the figurine releasing 1C and 3D-rank of iron sand from their composition per seal to form said seal(s) on skin/flesh, bone,on top of items, the ground or the air(like a floating seal). Thus allowing the curse to be transferred via these mediums to affect a target. This modifier allows up to Four(4) additional target to be marked as long as they come in contact with the object that was originally marked with the curse seal, upon doing so a faded version of the original appears on the target which can then be activated. The faded curse seal is not active and thus can not be resisted via an emission of chakra however it can be removed or sealed away by a fuinjutsu specialized in either of the two equal in strength to this seal. When applied to the Juinjutsu in question, it is placed outside of the triangle. At this level this is only functional for seals A-rank and below and can be made from 0-4ft.
- S-rank:
Name: Iron Dance: Yellow Step Five Classification: Kugujutsu(Taijutsu) Rank:S Class: Supplementary Range: Self(Eyesight,Figurine) Description: This step happens during the synchronization phase. Once learned the user can now synchronize their figurines to S-ranked targets and are capable of mimicking mannerisms and movement patterns of said targets. This includes movements being done with techniques, hand seals, and other enhancements. This does not give the figurine access to their target’s technique/abilities but serves as a perfect reflection or inverse reflection of what the synchronized target is doing. Synchronizations happen at speeds equal to the figurine’s rank. At this level, the user can control their figurine’s movements/ functions at S-rank speeds. If the user has knowledge of Shellcode Fist- Figurine Control: Blind Doll then their figurines can be controlled at SS+ speeds. When strings are used along side these two form of speed tiers, the figurines will be capable of moving at SS++ Speeds though at a 2x Stamina price if they do not possess S-Rank Endurance.
- SS-rank:
Last edited by Elias on 27th June 2021, 1:15 am; edited 7 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st November 2020, 12:09 am | |
| - Digicode:
Name: Digital Code: Digital MatrixClassification: Fuinjutsu/Barrier Ninjutsu Rank A-rank Class: Supplementary Range:Self Description: This technique requires the digitize passive to be learnt. Making use of the knowledge acquired from being a member of the Rikigaku clan , Elias has adapted methods of manipulating the network which allowed him to transmit physical items into code and store them. Elias is now capable of understanding and recoding his barcode to create a secondary network which triggers various effects on items, the dead, the living and the environment. When activated by circulating chakra or tapping their barcode located on their body, the Kanji for “Matrix” will appear allowing the user to store and release up to Medium(S) sized objects within it. Stored objects remain in a stasis until they are needed. This sealing method can be further modified by the use of Modification Seals made particularly for this style. The amount of Modification Slots this particular seal has is 32, but allows the user an additional 8 slots per rank. Therefore allowing a max total of 64 slots at A-rank before the limit is reached and it can no longer be modified. This method is also unique in that it's modification slots can be a higher rank than the Base Seal albeit taking more slots than normal (Equal Rank = 1 Slot 1-rank Higher = 2 Slots, 2-ranks Higher = 3 Slots). This network allows the user to store at equal rank speeds. At Academy rank the user can digitize and release up to 5 objects and with every rank this increases by 5 capping out at 25 at Sannin rank. All modifications starting at C-rank require their previous levels to be applied. Digi-mods:56(B-rank) ✹ Room Lvl 1- 3(3 Slots) ✹ Subject Lvl1-4(4 Slots) ✹ Stack Lvl 3x5 (5 Slots) ✹ Size Lvl 1 x 3 (3 Slots) ✹ Size Lvl 2 x 4 (4 Slots) ✹ Size Lvl 3 x 1 (1 Slot) ✹ Door Lvl 1-3( 3 Slots) ✹ Theft Lvl1-3 (3 Slots) ✹ Theft Lvl 4 (2 Slots) ✹ Edit Lvl 1-2 (2 Slots) ✹Fire Wall Lvl 1-3 (3 Slots) ✹ Digital Lock Lvl 1-3 (3 Slots) ✹Curse Transmission Lvl 1-4 (4 Slots) ✹ Molecular State (1 Slot) ✹ Unstable State (1 Slot) Total Slots Used: 42 Slots Total Remaining: 14 Slots - D-ranks:
Name:Digital Modification-Digital Code:Room Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:D Class: Supplementary Range: AOE Description: When learnt the user places the kanji coding for “Room” to the matrix, furthering its effects. This need only to be applied once and upon doing so, this modification grants the user the ability to set barriers. The space which the barrier is now referred to as the barrier space or room and can cover ranges 40ft in radius to 80ft in diameter. Code:Room was created under the premise of allowing one to use the area as a space for Digital Code effects and modifier abilities to be triggered at greater range.
Name: Digital Modification-Digital Code:Subject Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:D Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for “Subject” to the matrix, furthering its effects. This need only to be applied once and upon doing so this modification grants one the ability to use their matrix’s effects on non-living targets within contact range or a barrier space(room). Code: Subject was created under the premise of granting the matrix user the ability to utilize Matrix and modifier abilities on targets that are considered inanimate such as materials, the dead, weapons and ect.
Name: Digital Modification-Digital Code:Stack Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:D Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Stack" to the matrix, furthering it’s effects.This modification need only to be applied once and upon doing so it grants the user the ability to stack identical subjects. Much like the modification seal ”Stack”, Code: Stack was created under the premise of effecting a set amount of identical subjects within contact range or a barrier space(room) as one . This is commonly used when storing said subjects but can also be used when in terms of how many subjects one can effect. for All stacking are based in multiples of five and since this is the basic level the amount of subjects that can be stacked when this code is added to a matrix is still 5.
Name:Digital Modification-Digital Code: Size Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:D Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Size" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the matrix user to users to use their abilities on larger subjects.Code:Size was made under the premise of increasing the maximum size limit of what can be effected and stored to Medium(M-XL). Like most codes and matrix effects the subject must be within contact range or the barrier space(room) for this modification to work.This seal must be repeated in order to go up in sizes (i.e 1 for Medium M, 2 for Medium L, 3 for Medium XL).
Name:Digital Modification-Digital Code: Fire Wall Lvl 1 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:D Class: Supplementary/Defensive Range: Self(User) Description:When learned the user places the kanji coding for “Wall” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the fire wall prevents others from hacking the user’s digital matrix or barrier space(room). This code was created on the premise of preventing the user’s digital matrix from being tampered with, and in turn preventing other Rikigaku members, or digitizers from using their ability to manipulate/digitize anything within said user’s matrix or barrier space(room). This is possible as long as the Rikigaku member or Digitizer within the matrix or barrier space(room ) does not possess D-rank barrier tiers or C-rank hacking techniques specifically tailored to working against Digicodes. This level is required in order to learn higher levels of fire wall. When higher levels are learned, the requirements for offsetting this fire wall is raised to the difficulty of the highest level learned.
Name:Digital Modification-Digital Code: Digital Lock Lvl 1 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:D Class: Supplementary/ Offensive Range: Contact(Target) Description:When learned the user places the kanji coding for “Lock” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the lock prevents others from digitizing anything into or out of their networks or pocket dimensions. This code was created on the premise of preventing other Rikigaku members or digitizers from using their ability to bring forth objects so long as the user remains in contact with the target or the target remains within the barrier space(room). This sort of handicap prevails only if one of the two previous conditions are met, and the target in question does not possess at least D-rank barrier tiers, aren't capable of a Space-Time Technique or Phase Release intangibility. The target can also counter this with D-rank unsealing techniques specifically tailored to working against digital locks. This level is required in order to learn higher levels of Digital Lock. When higher levels are learned, the requirements for offsetting this lock is raised to the difficulty of the highest level learned.
- C-ranks:
Name:Digital Modification-Digital Code:Room Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: supplementary Range: AOE Description: When learnt the user places the kanji coding for “Room” to the matrix, furthering its effects. This need only to be applied once and upon doing so, this modification grants the user the ability to set barriers. The space which the barrier is now referred to as the barrier space or room and can cover ranges 80ft in radius to 160ft in diameter. Code:Room was created under the premise of allowing one to use the area as a space for Digital Code effects and modifier abilities to be triggered at greater range.
Name:Digital Modification-Digital Code:Subject Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for “Subject” to the matrix, furthering its effects. This need only to be applied once and upon doing so this modification grants one the ability to use their matrix’s effects on organic targets within contact range or a barrier space(room). Code: Subject was created under the premise of granting the matrix user the ability to utilize Matrix and modifier abilities on targets that are considered organic such as organoids, lobos, golems and ect.
Name: Digital Modification-Digital Code:Stack Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Stack" to the matrix, furthering it’s effects.This modification need only to be applied once and upon doing so it grants the user the ability to stack identical subjects. Much like the modification seal ”Stack”, Code: Stack was created under the premise of effecting a set amount of identical subjects within contact range or a barrier space(room) as one. This is commonly used when storing said subjects but can also be used when in terms of how many subjects one can effect. for All stacking are based in multiples of five and at this level the amount of subjects that can be stacked when this code is added to a matrix is now 10.
Name: Digital Modification-Digital Code:Door Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Door" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the user the ability to teleport subjects. Code:Door was made under the premise of granting the matrix user the ability to transport within the matrix storage or barrier space(room) from one spot to another. At this level if the subject is a member of a race, they can prevent this effect from happening by possessing spirit tiers D-rank or better.The maximum distance in which this effect can take place is dependent on the range of the barrier space. Due to the nature of this effect it cannot be used unless Code:Room is applied to the matrix at the same level or better. When used these subjects can disappear and reappear anywhere within the space at D-rank speeds and at this level only physical based contents can be teleported.
Name: Digital Modification-Digital Code:Theft Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Theft" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it enables the matrix user to digitize subjects that are not their own. Code:Theft was made under the premise of being able to convert a subject that belongs to a target(s) into digital coding and storing said subject into the Matrix. This can only happen if the subject is within contact range or within the barrier space(room) when the effect is activated. Subjects that are considered members of a race can prevent this effect from happening by either escaping the barrier space(if one exists) or breaking contact with the matrix user. Otherwise they must possess D-rank spirit tiers or better to void the effect or use a barrier destroying technique specifically build for destroying pocket dimensions(D-rank or better) to escape.The subject in question must correspond to what the user’s “Subject” codes allow. At this level subjects are digitized at D-rank speeds and can only be stolen from D-rank opponents.
Name:Digital Modification-Digital Code: Size Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:C Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Size" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the matrix user to users to use their abilities on larger subjects.Code:Size was made under the premise of increasing the maximum size limit of what can be effected and stored to Large(S-M). Like most codes and matrix effects the subject must be within contact range or the barrier space(room) for this modification to work.This seal must be repeated in order to go up in sizes (i.e 1 for Large S, 2 for Large M, 3 for Large L, 4 for Large XL).
Name:Digital Modification-Digital Code: Curse Transmission Lvl 1 Classification: Juinjutsu/ Barrier Ninjutsu Rank:C Class: Supplementary Range: Barrier Space Description:When learned the user places the kanji coding for “Transmit” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so it allows the matrix user the ability to transmit learned curses onto subjects that can be effected by Digicodes. This code was created on the premise of being able to transmit curses via barrier space rather than placing them on a target directly. This is made possible as long as the seal is written or tattooed on skin/flesh, carved into bone, or etched into items. It’ll also require the medium and target to both be within the barrier space. Therefore the user must have code: room in their digital matrix. At this level this modifier allows only up to C-rank curses to be transferred at D-rank+ speeds onto tangible targets., If applied to a barrier capable of restricting semi-tangible or intangible targets then it's transmitted at D-rank and D-rank- speeds respectively.
Name:Digital Modification-Digital Code: Fire Wall Lvl 2 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:C Class: Supplementary/Defensive Range: Self(User) Description:When learned the user places the kanji coding for “Wall” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the fire wall prevents others from hacking the user’s digital matrix or barrier space(room). This code was created on the premise of preventing the user’s digital matrix from being tampered with, and in turn preventing other Rikigaku members, or digitizers from using their ability to manipulate/digitize anything within said user’s matrix or barrier space(room). This is possible as long as the Rikigaku member or Digitizer within the matrix or barrier space(room ) does not possess C-rank barrier tiers or B-rank hacking techniques specifically tailored to working against Digicodes. This level is required in order to learn higher levels of fire wall. When higher levels are learned, the requirements for offsetting this fire wall is raised to the difficulty of the highest level learned.
Name:Digital Modification-Digital Code: Digital Lock Lvl 2 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:C Class: Supplementary/ Offensive Range: Contact(Target) Description:When learned the user places the kanji coding for “Lock” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the lock prevents others from digitizing anything into or out of their networks or pocket dimensions. This code was created on the premise of preventing other Rikigaku members or digitizers from using their ability to bring forth objects so long as the user remains in contact with the target or the target remains within the barrier space(room). This sort of handicap prevails only if one of the two previous conditions are met, and the target in question does not possess at least C-rank barrier tiers, aren't capable of a Space-Time Technique or Phase Release intangibility. The target can also counter this with C-rank unsealing techniques specifically tailored to working against digital locks. This level is required in order to learn higher levels of Digital Lock. When higher levels are learned, the requirements for offsetting this lock is raised to the difficulty of the highest level learned
- B-ranks:
Name:Digital Modification-Digital Code:Room Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: supplementary Range: AOE Description: When learnt the user places the kanji coding for “Room” to the matrix, furthering its effects. This need only to be applied once and upon doing so, this modification allows the user to put up a barrier. The barrier space effects an area up to 120ft in radius(240ft in diameter). This technique was created under the premise of being able to utilize this barrier space to use Digital Code effects and modifier abilities at greater range.
Name: Digital Modification-Digital Code:Subject Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for “Subject” to the matrix, furthering its effects. This need only to be applied once and upon doing so this modification grants one the ability to use their matrix’s effects on living targets within contact range or a barrier space(room). Code: Subject was created under the premise of granting the matrix user the ability to utilize Matrix and modifier abilities on targets that are considered living such as plants, living weapons, cursed weapons ,and ect.
Name: Digital Modification-Digital Code:Stack Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Stack" to the matrix, furthering it’s effects.This modification need only to be applied once and upon doing so it grants the user the ability to stack identical subjects. Much like the modification seal ”Stack”, Code: Stack was created under the premise of effecting a set amount of identical subjects within contact range or a barrier space(room) as one. This is commonly used when storing said subjects but can also be used when in terms of how many subjects one can effect. for All stacking are based in multiples of five and at this level the amount of subjects that can be stacked when this code is added to a matrix is now 15.
Name: Digital Modification-Digital Code:Door Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Door" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the user the ability to teleport subjects. Code:Door was made under the premise of granting the matrix user the ability to transport within the matrix storage or barrier space(room) from one spot to another. At this level if the subject is a member of a race, they can prevent this effect from happening by possessing spirit tiers C-rank or better.The maximum distance in which this effect can take place is dependent on the range of the barrier space. Due to the nature of this effect it cannot be used unless Code:Room is applied to the matrix at the same level or better. When used these subjects can disappear and reappear anywhere within the space at C-rank speeds and at this level only physical, and liquid based contents can be teleported.
Name: Digital Modification-Digital Code:Theft Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Theft" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it enables the matrix user to digitize subjects that are not their own. Code:Theft was made under the premise of being able to convert a subject that belongs to a target(s) into digital coding and storing said subject into the Matrix. This can only happen if the subject is within contact range or within the barrier space(room) when the effect is activated. Subjects that are considered members of a race can prevent this effect from happening by either escaping the barrier space(if one exists) or breaking contact with the matrix user. Otherwise they must possess C-rank spirit tiers or better to void the effect or use a barrier destroying technique specifically build for destroying pocket dimensions(C-rank or better) to escape.The subject in question must correspond to what the user’s “Subject” codes allow. At this level subjects are digitized at C-rank speeds and can only be stolen from opponents C-rank and below.
Name: Digital Modification-Digital Code: Size Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Size" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the matrix user to users to use their abilities on larger subjects.Code:Size was made under the premise of increasing the maximum size limit of what can be effected and stored to Bijuu. Like most codes and matrix effects the subject must be within contact range or the barrier space(room) for this modification to work.
Name: Digital Modification-Digital Code:Edit Lvl1 Classification:Fuinjutsu/Barrier Ninjutsu Rank:B Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Edit" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the matrix user to recode subjects that can be digitized. Code: Edit is made under the premise of being able to alter the coding of subjects within contact range or within the barrier space(room) of effect. When done this does not cause harm or destruction to the subject but will change their composition for as long as said subject remain within contact or the room. At this level this effect can be completely nullified if the subject possesses D-rank spirit tiers.
Name:Digital Modification-Digital Code: Curse Transmission Lvl 2 Classification: Juinjutsu/ Barrier Ninjutsu Rank:B Class: Supplementary Range: Barrier Space Description:When learned the user places the kanji coding for “Transmit” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so it allows the matrix user the ability to transmit learned curses onto subjects that can be effected by Digicodes. This code was created on the premise of being able to transmit curses via barrier space rather than placing them on a target directly. This is made possible as long as the seal is written or tattooed on skin/flesh, carved into bone, or etched into items. It’ll also require the medium and target to both be within the barrier space. Therefore the user must have code: room in their digital matrix. At this level this modifier allows only up to B-rank curses to be transferred at C-rank+ speeds onto tangible targets., If applied to a barrier capable of restricting semi-tangible or intangible targets then it's transmitted at C-rank and C-rank- speeds respectively.
Name:Digital Modification-Digital Code: Fire Wall Lvl 3 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:B Class: Supplementary/Defensive Range: Self(User) Description:When learned the user places the kanji coding for “Wall” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the fire wall prevents others from hacking the user’s digital matrix or barrier space(room). This code was created on the premise of preventing the user’s digital matrix from being tampered with, and in turn preventing other Rikigaku members, or digitizers from using their ability to manipulate/digitize anything within said user’s matrix or barrier space(room). This is possible as long as the Rikigaku member or Digitizer within the matrix or barrier space(room ) does not possess B-rank barrier tiers or A-rank hacking techniques specifically tailored to working against Digicodes. This level is required in order to learn higher levels of fire wall. When higher levels are learned, the requirements for offsetting this fire wall is raised to the difficulty of the highest level learned.
Name:Digital Modification-Digital Code: Digital Lock Lvl 3 Classification: Fuinjutsu/ Barrier Ninjutsu Rank:B Class: Supplementary/ Offensive Range: Contact(Target) Description:When learned the user places the kanji coding for “Lock” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so, the lock prevents others from digitizing anything into or out of their networks or pocket dimensions. This code was created on the premise of preventing other Rikigaku members or digitizers from using their ability to bring forth objects so long as the user remains in contact with the target or the target remains within the barrier space(room). This sort of handicap prevails only if one of the two previous conditions are met, and the target in question does not possess at least B-rank barrier tiers, aren't capable of a Space-Time Technique or Phase Release intangibility. The target can also counter this with B-rank unsealing techniques specifically tailored to working against digital locks. This level is required in order to learn higher levels of Digital Lock. When higher levels are learned, the requirements for offsetting this lock is raised to the difficulty of the highest level learned.
- A-ranks:
Name: Digital Modification-Digital Code:Subject Lvl 4 Classification:Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for “Subject” to the matrix, furthering its effects. This need only to be applied once and upon doing so this modification grants one the ability to use their matrix’s effects on living races within contact range or a barrier space(room). Code: Subject was created under the premise of granting the matrix user the ability to utilize Matrix and modifier abilities on targets that are considered members of a race such as Human, Nova,Zireh,Weapkin, and ect .
Name: Digital Modification-Digital Code:Edit Lvl 2 Classification:Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Edit" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the matrix user to recode subjects that can be digitized. Code: Edit is made under the premise of being able to alter the coding of subjects within contact range or within the barrier space(room) of effect. If the subject is weapon like, this mod can be used to recode said subject to be twisted and bent(no damage). This is done to prevent said target from functioning properly. If the subject has arms and legs then this method recodes the subject to have their arms and legs melded together preventing any use of them while said subject is within the barrier space. The subject can struggle to rip his/her limbs apart from each other if they possess C-rank strength but in doing so will suffer 4 counts of C-rank pain(no blood loss). This modification along does no harm or destruction to the subject. Further more the subject in question cannot be harmed in that state by anyone. At this level this effect can be completely nullified if the subject posses C-rank spirit tiers.
Name: Digital Modification-Digital Code:Door Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Door" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it allows the user the ability to teleport subjects. Code:Door was made under the premise of granting the matrix user the ability to transport within the matrix storage or barrier space(room) from one spot to another. At this level if the subject is a member of a race, they can prevent this effect from happening by possessing spirit tiers B-rank or better.The maximum distance in which this effect can take place is dependent on the range of the barrier space. Due to the nature of this effect it cannot be used unless Code:Room is applied to the matrix at the same level or better. When used these subjects can disappear and reappear anywhere within the space at B-rank speeds and at this level only physical,liquid,and energy based contents can be teleported.
Name: Digital Modification-Digital Code:Theft Lvl 3 Classification:Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Theft" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it enables the matrix user to digitize subjects that are not their own. Code:Theft was made under the premise of being able to convert a subject that belongs to a target(s) into digital coding and storing said subject into the Matrix. This can only happen if the subject is within contact range or within the barrier space(room) when the effect is activated. Subjects that are considered members of a race can prevent this effect from happening by either escaping the barrier space(if one exists) or breaking contact with the matrix user. Otherwise they must possess B-rank spirit tiers or better to void the effect or use a barrier destroying technique specifically build for destroying pocket dimensions(B-rank or better) to escape.The subject in question must correspond to what the user’s “Subject” codes allow. At this level subjects are digitized at B-rank speeds and can only be stolen from opponents B-rank and below.
Name:Digital Modification-Digital Code: Curse Transmission Lvl 3 Classification: Juinjutsu/ Barrier Ninjutsu Rank:A Class: Supplementary Range: Barrier Space Description:When learned the user places the kanji coding for “Transmit” to the matrix, furthering its effects. This modification code need only to be applied once at this level. Upon doing so it allows the matrix user the ability to transmit learned curses onto subjects that can be effected by Digicodes. This code was created on the premise of being able to transmit curses via barrier space rather than placing them on a target directly. This is made possible as long as the seal is written or tattooed on skin/flesh, carved into bone, or etched into items. It’ll also require the medium and target to both be within the barrier space. Therefore the user must have code: room in their digital matrix. At this level this modifier allows only up to A-rank curses to be transferred at B-rank+ speeds onto tangible targets., If applied to a barrier capable of restricting semi-tangible or intangible targets then it's transmitted at B-rank and B-rank- speeds respectively.
Name:Digital Modification-Digital Code: Molecular State Classification: Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range: Contact/ Barrier Space Description:When learned the user places the kanji coding for “Molecule” to the matrix, furthering its effects. This modification code need only to be applied once. Upon doing so it allows the matrix user the ability to store solid and liquid subjects that can be effected by Digicodes. This code was created with the premise of enabling the storage and manipulation of subjects/ techniques that are in solid, liquid, or Gaseous states. When stored via this method, unless through internal interference within the Digitized Space, subjects (objects, techniques, individuals) do not harm one another so long as they adhere to this particular state of matter. Internal interference includes but is not limited to, stored subjects fighting within the digitized space, space-time techniques messing with things within the digitized space. This also includes subjects which possess A-rank Barrier Tiers being able to ignore the isolation of damage while being stored or removed from the digital space. This is the first out of the 3 known states of matter codes.
Name:Digital Modification-Digital Code: Unstable State Classification: Fuinjutsu/Barrier Ninjutsu Rank:A Class: Supplementary Range: Contact/ Barrier Space Description:When learned the user places the kanji coding for “Unstable” to the matrix, furthering its effects. This modification code need only to be applied once. Upon doing so it allows the matrix user the ability to manipulate Unstable based subjects that can be effected by Digicodes. This code was created with the premise of enabling the storage and manipulation of subjects/ techniques that are in the unstable state.When stored via this method, unless through internal interference within the Digitized Space, subjects (objects, techniques, individuals) do not harm one another so long as they adhere to this particular state of matter. Internal interference includes but is not limited to, stored subjects fighting within the digitized space, space-time techniques messing with things within the digitized space. This also includes subjects which possess A-rank Barrier Tiers being able to ignore the isolation of damage while being stored or removed from the digital space. This is the final out of the 3 known states of matter codes.
- S-rank:
Name: Digital Modification-Digital Code:Theft Lvl 4 Classification:Fuinjutsu/Barrier Ninjutsu Rank:S Class: Supplementary Range:Self(Target) Description: When learnt the user places the kanji coding for "Theft" to the matrix, furthering it’s effects. This modification code need only to be applied once and upon doing so it enables the matrix user to digitize subjects that are not their own. Code:Theft was made under the premise of being able to convert a subject that belongs to a target(s) into digital coding and storing said subject into the Matrix. This can only happen if the subject is within contact range or within the barrier space(room) when the effect is activated. Subjects that are considered members of a race can prevent this effect from happening by either escaping the barrier space(if one exists) or breaking contact with the matrix user. Otherwise they must possess A-rank spirit tiers or better to void the effect or use a barrier destroying technique specifically build for destroying pocket dimensions(A-rank or better) to escape.The subject in question must correspond to what the user’s “Subject” codes allow. At this level subjects are digitized at A-rank speeds and can only be stolen from opponents A-rank and below.
- SS-rank:
Last edited by Elias on 27th June 2021, 1:05 am; edited 8 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st November 2020, 12:09 am | |
| - Iron Sand:
- D-rank:
Name: Circuit Fist Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Varies Description: The Circuit Fist is the primary fighting style of Kaironokuma Clan members who utilize Iron Sand in their attacks, it was made due to Kaian Kaironokuma observing Shukaku as it fought noticing how by having no feet movement and relying on it's eyes with concentration that it could shape it's sand around it's body at eye speeds. He likened it to circuits as he watched the Bijuu's sand travel in looping pathways and went to hone his skills thus creating this "Stationary" fighting style. The Circuit Fist style is closely tied to the user's Iron Sand Kekkei Genkai passive as they do not require hand seals to utilize techniques involving it. This can be done in two methods the first being using their eyes to shape and guide the sand which can be honed by advanced Circuit Fist speed honing techniques or it can be assisted by moving one's hands using one's speed tiers to guide and shape the iron sand. When the two are used simultaneously all of the user's Iron Sand techniques being guided by this style outspeed normal speed tiers instead moving on par with samurai speed.
Name: Circuit Fist - Iron Sand Control: Swift Release Classification: Taijutsu Rank: D-rank Class: Supplementary Range: Self (Eyesight & Iron Sand) Description: Based on the principles of the Circuit Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Swift Release speeds when switching focus from one thing to another which works hand in hand with their Iron Sand manipulation increasing the speed that all Iron Sand techniques being used are formed at to this level. For a Kaironokuma this works in place of their speed tier with most rarely training their own natural speed in favor of this due to reliance on their Iron Sand to protect them. But for those that do train two sets of speed tiers, namely the Circuit Fist as well as normal speed tiers it results in the formation of their Iron Sand techniques being on par with Tenmetsu Style Samurai's Swift Release.
Name: Pulse Release - Hiding in the Iron Sand Classification: Kinjutsu Rank: D-rank (D-rank Chakra & Variable Iron Sand Price) Class: Supplementary Range: AOE Description: Utilizing their ability to not only produce but likewise manipulate Iron Sand the user lifts a vast quantity of iron sand grains to cover a 40ft radius around themselves. Due to the vast amount of iron sand grains visibility is cut off while due to their constant movement Time-Slowing Dojutsu are unable to utilize their advanced perception abilities to record movement. It is unable to fool Dojutsu with X-ray capabilites like the Zenraigan however it is able to mask the scent of the user completely due to the vast amount of iron in the air. Depending on how much Iron Sand is put into this technique it becomes more difficult to disperse and can cover a larger area of effect however it has the drawback of making all of the iron sand used in it's creation unable to be further manipulated by the user to utilize other iron sand techniques. The density of the sandstorm and the degree that it can negate Time-Slowing Dojutsu's advanced perception is dependent on the user's Circuit Fist - Iron Sand Control due to the user constantly moving the grains of iron sand while this technique is active. While capable of being cleared by a D-rank Area Clearing technique other than the wind release variety, when saturated it requires Area Clearing techniques equal to the amount of iron sand comprising the sandstorm. Iron Sand Price/Iron Sand Control - Radius of Effect - Time-Slowing Negated (Reaction to See Through) D - 40ft - Kyougan/Raidengan Activation (D) C - 80ft - Kyougan/Raidengan Stg 1 (C) B - 120ft - Kyougan/Raidengan Stg 2 (B) A - 160ft - Kyougan/Raidengan Stg 3 (A) S - 200ft - Kyougan Stg 4/Mashin Raidengan Stg 1-3 (S)
- C-rank:
Name: Circuit Fist - Iron Sand Control: Bullet Release Classification: Taijutsu Rank: C-rank Class: Supplementary Range: Self (Eyesight & Iron Sand) Description: Based on the principles of the Circuit Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Bullet Release speeds when switching focus from one thing to another which works hand in hand with their Iron Sand manipulation increasing the speed that all Iron Sand techniques being used are formed at to this level. For a Kaironokuma this works in place of their speed tier with most rarely training their own natural speed in favor of this due to reliance on their Iron Sand to protect them. But for those that do train two sets of speed tiers, namely the Circuit Fist as well as normal speed tiers it results in the formation of their Iron Sand techniques being on par with Tenmetsu Style Samurai's Bullet Release.
- B-rank:
Name:Circuit Fist - Iron Sand Control: Crashing Ground Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Self (Eyesight & Iron Sand) Description: Based on the principles of the Circuit Fist fighting style the user has learned to focus their mind to work in sync with their vision, a Kaironokuma's eyesight is just as sharp as any other human without a dojutsu however their eye movement is on a different level. This is because they train how fast their eyes can focus on things from a young age, this allows their eyes to move at Crashing Ground speeds when switching focus from one thing to another which works hand in hand with their Iron Sand manipulation increasing the speed that all Iron Sand techniques being used are formed at to this level. For a Kaironokuma this works in place of their speed tier with most rarely training their own natural speed in favor of this due to reliance on their Iron Sand to protect them. But for those that do train two sets of speed tiers, namely the Circuit Fist as well as normal speed tiers it results in the formation of their Iron Sand techniques being on par with Tenmetsu Style Samurai's Crashing Ground.
Name: Pulse Release: Iron Sand: Scattered Dust Classification: Kinjutsu Rank:B Class: Supplementary Range: Self(Iron Sand), Varies(Target) Description: In the event that a technique or construct comprised of iron sand makes contact with or is destroyed by anything that is not an iron sand technique; put this technique into play. Alone this technique doesn't do much to hinder a target.The iron sand can also be dislodged by chakra expulsion technique of equal rank to the amount of powder on target if said technique is good against pulse element. Likewise if its weaker than pulse release then it'll require the chakra expulsion technique to be one rank higher. If repeated contact is made by the means previously mentioned; then the amount of iron sand on the target(s) will stack. When "Scattered Dust" comes into play one of two things occur: ✹ If contact is made with iron sand or an iron sand technique that target is now covered in said materia. The amount of iron sand covering the target is equal to the amount of sand that the technique is comprised of. The target will never be covered with more than half the sand that the tech needs to remain active. ✹In the case that the iron sand technique or construct is destroyed; then it'll burst into a screen of iron sand and engulf all within its radius with the entirety of its contents at speeds equal to its rank. In which case the amount of materia engulfing a target(s) will be split between those caught within the radius. Iron Sand Composition :Materia Released:On Contact-On Destruction(Radius) 1D-rank: N/A -1D(5ft) 2D-rank: 1D - 2D(7ft) 1C-rank: 3D - 1C(10ft) 1B-rank: 1C - 1B(15ft) 1A-rank: 1B - 1A(20ft) 1S-rank: 1A- 1S(25ft) 1SS-rank: 1S - 1SS(30ft) 1SSS-rank:1SS - 1SSS(40ft)
Name:Pulse Release: Iron Sand: Scattered Restrict Classification: Ninjutsu/ Kinjutsu Rank:B Class: Supplementary Range: Self(Iron Sand), Varies(Target) Description:This technique can only come to play when Scattered Dust is active. In the event that a target is subjected to the effects of Scattered Dust, this technique becomes active. When in effect all targets covered in Iron Sand are now subjected to an increase magnetism. Since Iron Sand is far more magnetic than lodestone powder, those covered in it can be overcome by its magnetism. This will be the case unless the target(s) possess sufficient strength equal to the amount of sand or strength +endurance tier chains one rank lower to bypass the magnetic effects of the iron sand engulfing the target. The true effectiveness of this techniques comes through when the sands stacks on a target.In turn increasing the target's magnetism and the requirements to offset the effects. Even if a target can overcome the effects of this technique with tiers that target will experience a massive increase in weight. The weight will force the target to slow down, attract more lodestone powder, and eventually become immobilized. The max amount of targets that this technique can effect at a time goes from 1-5 based on the user's rank. The speed in which the effects occur on a target is based on the user's circuit fist control. Amount of Iron Sand: Magnetism- Tier/Tier chain Needed- Weight Increase- Slow Effect(if not immobilized) 1D-rank: 2D- D+/D - 1x - 1 tier levels 3D-rank: 1C- C/D++- 1.5x- 2 tier levels 1C-rank: 1B- B/C - 3x - 3 tier levels 1B-rank: 1A- A/B- 3.5x- 4 tier levels 1A-rank: 1S- S/A- 4x - 5 tier levels 1S-rank: 1SS-SS/S- 4.5x - 6 tiers levels 1SS-rank:1SSS-SSS/SS- 5x - 7 tier levels 1SSS-rank:2SSS-SSS++/SS++- 6x- 8 tier levels
Name:Pulse Release: Iron Sand : Scattered Pull Classification: Ninjutsu/ Kinjutsu Rank:B Class: Supplementary Range: Self(Iron Sand), Varies(Target) Description: When scattered dust is active, the user can also put this technique in play. The user will pay a B-rank of pulse release chakra; once paid all targets (dependent on the user's clone limit) are subjected to a magnetic pull. This pull attracts magnetic or magnetized objects, persons, or techniques towards that target. That happens so long as the target's magnetism is at-least equal to the rank of whatever is being pulled. This can be prevented if the pulled has enough strength tiers to offset the target's magnetism. If not the pulled will be forced towards the target with speeds and force equal to said target's magnetic pull. Otherwise this can be prevented by breaking free from the effects of Scattered Dust.
Name: Pulse Release - Iron Sand: Reinforcement Classification: Ninjutsu Rank:B Class: Supplementary Range: AOE Description: This technique created by Elias takes full advantage of his use of multiple types of magnetic materials in combat. He will pay a B -rank amount of pulse release chakra to activate this. Once activated when a pulse release technique is used in an area with magnetic materia other than iron sand; that materia can be broken down and added to the technique to reinforce it. This can only work effectively with if the materia being added is at least the same quantity (if weak against Pulse), 2x as much (if neutral to Pulse) or 4x as much (if strong against Pulse) as the amount of the iron sand used in the technique. When this is done right the physical durability and potential damage of iron sand techniques are increased by one rank(or follows their reinforced descriptions). Reinforcement technique come at a reoccurring cost. Depending on the user's endurance tiers the rounds before repayment may vary. Rank - Rounds Before Repayment(Endurance Modifier) D-rank - 1 (+1) C-rank - 2 (+2) B-rank - 3 (+3) A-rank - 4 (+4) S-rank - 5 (+5)
- A-rank:
Name:Pulse Release - Iron Sand: Quicksand Waterfall Flow Classification: Kinjutsu Rank: A-rank (C-rank Chakra & A-rank Iron Sand) Class: Supplementary Range: AOE Description: The user manipulates their iron sand while infusing chakra into it in order to utilize this powerful technique, it has an activation delay of 20 posts (total) before it can be triggered due to the infusion process taking time to forcibly increase the amount of iron sand due to grinding the earth and converting it to ferrous metallic sand. Once triggered however this technique creates a massive amount of iron sand in the form of a wave, covering and "drowning" the opponent in an ocean of iron sand like a tsunami that engulfs absolutely all the things in his line of sight covering a 160ft radius around the user feet in iron sand. While this delay occurs the user's Offensive and Supplementary Iron Sand techniques are slowed by 1-rank. After those 20 posts (total) are up additional time can be added on in order to increase the speed and size of the sand wave. This raging sea deals a lot of damage by itself equal to 1 A-rank sweeping victims caught within it if they do not possess A-rank strength and burying them under the sand requiring an A-rank underground movement technique or S-rank strength to swim to the surface, it is quite slow only moving at swift release speeds but one can further take advantage of the sand for a second and a third consecutive assault. The reason for it's speed is due to due to the weight of the iron sand however if is lightened it increases in speed by +1 rank each time lighter it is made, however despite it's speed it is very versatile allowing him to attack his opponent with other Iron Sand techniques while they attempt to outrun the wave. This technique has the added effect of changing the landscape into a "sea of iron sand" while the user is able to speed up the time of invocation by saturating their Iron Sand max limit by paying 1 C-rank of blood to lower the delay to 11 posts (total) while spending 1 B-rank of blood to lower the delay to 1 post (total) regardless if he/she speeds it up or not the additional posts to increase the sand wave can still be added on. It is subtle in it's use and unless his opponent has vibration sensory A-rank or above this technique doesn't need to be placed in spoiler tags until it is triggered. Activation Time in Posts (total) - Iron Sand Materia Produced 10 - A 20 - S 30 - SS (3 A) 40 - 4 A 50 - SSS (5 A) Iron Sand Wave Modifier *10 additional posts (total) to increase iron sand wave speed to Bullet Release *20 additional posts (total) to increase iron sand wave speed to crashing ground *30 additional posts (total) to increase iron sand wave speed to vacuum release
Name: Pulse Release - Iron Sand: Black Angel Classification: Kinjutsu Rank: A (variable blood & A-rank Iron Sand) Class: Supplementary Range: Long Description: A technique inspired by a nightmare, the user will utilizes their Iron Sand to fashion a thin layer of armor around their body before infusing blood into it in order to improve it defenses. This technique causes skin around the user to develop patterns resembling feathers. While these patterns are still on the user's skin it'll serve as another layer of protection granting the user the ability to withstand S-rank & up; below physical techniques without a scratch and a varying level of spiritual damage before the armor crumbles away depending on how much blood is infused into the armor. At will the user can spread their wings, causing the patterns on their skin to lift off of them rapidly to form massive wings that spread out up to 40ft each side(80ft total). Once in this form the user's body no longer gains the added protection rather the durability stated by this tech applies only to the wings. The advantage of spreading their wings is to allow the user wings that can be used as extra limbs.These wings when spread lightens the user's weight depending on the amount of blood infused into this tech. When the wings are spread the user can utilize these wings to fly, block, or strike(A-rank spiritual damage) all at speed equal to what their Circuit Fist- Iron Sand Control level allows. This technique is able to be set up in advance with a blood price and an iron sand price. Furthermore this technique can be reformed in the middle of battle if the user possesses Circuit Fist- Iron Sand Control: Vacuum Release by paying a blood/powder price one rank lower than the damages dealt. Meanwhile unless the user spreads their wings, It'll go unnoticed to others and only be required to be put in spoiler tags if the opponent possesses magnetic sensory A-rank or higher or the user is hit by a strong enough attack to reveal it (not necessary to reveal it's level of defense) or break it (reveal level of defense). Blood Infused - Weight Lightening - Spiritual Dmg Sustained before Crumbling (Dmg Stacks) D - 1x - D C - 2x - C B - 3x - B A - 4x - A S - 5x - S
- S-rank:
- SS-rank:
Last edited by Elias on 23rd November 2020, 11:50 pm; edited 6 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 21st November 2020, 12:12 am | |
| - Digital Combat:
Name: Digi-Code: Digital CombatClassification: Fighting Style Rank: A Class: Supplementary Range: Self(user),AOE(barrier space) Description: This Barrier Ninjutsu based Fighting Style is applied to the user's Digital Matrix, and the effect granted to them via Digi-Codes. This allows a manipulation of the Digital Maxtrix in a way that is distinct from it's predecessors despite all of these techniques being reliant on an acute development of the individual's Digital Matrix. The techniques within this fighting style do not require hand seals, with the techniques reliant on the user touching one of their Barcodes in order to apply them to themselves or if targets are within one of their established digital spaces (Digi-Code: Room) alongside a chakra price to put it into effect. The techniques within this fighting style all require cool-downs (variable turns) after they've been utilized, and due to manipulating an established barrier space require either 1-rank Lower Spatial Sensory, Equal-rank Displacement Sensory or 1-rank Higher Sensory + knowledge of any of the Co-Ordinate Dimension Seals to the rank of the techniques of this style to detect their use in battle. The Cooldowns of the techniques within this fighting style can be mitigated by the user’s skill rank and endurance tiers as detailed in the chart below. Otherwise, the user must choose wisely when to use each technique. Rank : - Turn Reduction(Endurance Tier Modifier) D- rank: - 0(-1) C- rank: -1(-2) B- rank: -2 (-3) A- rank: - 3(-4) S-rank: - 4(-5) - D-rank:
- C-rank:
- B-rank:
Name:Digital Combat: Digital Portal Classification: Barrier Ninjutsu Rank: B Class: Supplementary Range: Barrier Space(room) Description: The user can use this technique on themselves or any other subject within the barrier space. When triggered the user must have the correct codes to affect the subjects in question. In addition, the user must also pay a chakra price. Upon activation, this technique uses digi-codes to open a door or portal that leads from one location to another within the given space. Due to this, Code: Door must also be learned to use this technique.
To those who have not learned this technique, the portals are nearly undetectable. Otherwise in order to sense these portals, it’ll require one to possess C-rank Spatial Sensory, B-rank Displacement Sensory or A-rank Sensory + knowledge of any of the Co-Ordinate Dimension Seals(B-rank or better). Once the user or subject walks through the portal they’ll simultaneously reappear in another spot within the barrier space. Therefore implying that the user/subject cannot remain within the pocket dimension connecting these two spaces.
So the user/subject will reappear anywhere the user chooses within the same post, so long as it’s within the parameters indicated. For this technique, the max speed in which the user/subject can be transported without taking recoil is equal to their current moving speed(B-rank if standing still).If the subject also learned this technique , they can use it in order to dictate where they’ll be transported. After use, this technique will undergo a six turn cool down. Rank - Number of Targets per use D-1 C-2 B-3 A-4 S-5
- A-rank:
Name:Digital Combat: Crossfire Classification: Barrier Ninjutsu Rank: A Class: Defensive Range:AOE(barrier space) Description:When triggered the user must have the correct codes to affect at least one of the subjects in question. When contact is made with a subject or if that subject is within the barrier space(room), the user may pay a chakra price to put crossfire into play. When active, this technique uses digi-codes to transport attacks or techniques performed by a target from one location to another within the given space. Due to this, Code: Door must also be learned to use this technique.
This trap gets its name from its ability to transport techniques from one target to another, near instantaneously. A target can detect the use of this technique in battle if they possess B-rank Spatial Sensory, A-rank Displacement Sensory or S-rank Sensory + knowledge of any of the Co-Ordinate Dimension Seals(A-rank or better).When the technique or subject being transported reappears in front of any target within the set range(or barrier space); said target is now subjected to the transported technique’s tier checks and requirements albeit one rank higher than initially. If the target cannot meet the requirements, then they’re to take the damage indicated by the technique which hit them. This technique has a eight turn cool down. Rank - Number of Techs per use D -1 C -2 B -3 A -4 S- 5
Last edited by Elias on 21st October 2021, 9:48 am; edited 4 times in total | |
| | | Elias
Posts : 1483 Join date : 2015-12-05
| Subject: Re: Elias D.A.R.K 27th June 2021, 12:40 am | |
| - Tech Slots:
Gained From Trap Specialist: 20A, 18B, 15C,20D Remaining:5 A Gained From Earth Specialist: 17A, 13B, 11C, 19D Remaining: 6A, 9B, 4C, 1D
D:32/50 C: 27/30 B: 18/25 A: 10/10 S: 3/3 SS:0/1
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