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 Akira's Techniques

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Savannah
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PostSubject: Akira's Techniques   Akira's Techniques Icon_minitime1st March 2019, 4:52 pm

Name: Kurusu Puppetry Style - Wild Card
Classification: Fighting Style
Rank: B
Class: Supplementary
Range: Self

Description: Req. Mask of Ren, Flash Blade Creation. A unique brand of puppet taijutsu, developed by Akira due to his proficiency with wielding puppets within short range. The Wild Card fighting style is developed around the simple premise of switching out his puppets mid-combination, keeping the assaults coming from all sides and protecting his puppets from immediate counter attacks to storing them just as quickly. Due to the nature of the style, attacks linked by the style are limited in to taijutsu and kenjutsu due to the necessity of quick, close combat. With experience, Akira can link more blows and more puppets, not counting himself, in to this style in a single combination, and with increasing speeds at which the puppets appear, requiring reaction tiers equal to the speed of Akira's puppet control so long as they are in the Effective Radius. The radius of the techniques cannot exceed the area of influence Akira has over his puppets.

Rank - Max puppets in combo - Effective Radius (Max Radius)
D - 1 - 5 Ft (10 Ft)
C - 2 - 10 Ft (20 Ft)
B - 3 - 15 Ft (30 Ft)
A - 4 - 20 Ft (40 Ft)
S - 5 - 25 Ft (50 Ft)


Name: Wild Card - Three Way blow
Classification: Taijutsu/Kugujutsu
Rank: C
Class: Offensive
Range: Short

Description: The Three Way Blow was the basis for the Wild Card style. Together with a puppet that possesses hands, Akira initiates a scissor move along side his active puppet, striking an opponent from both sides within 7ft. Upon making contact, Akira then switches out his puppet for another half in reserves, who completes a follow up attack of their own from a different angle. Whilst Akira and his puppet's attacks are limited to their own speeds, the additionally summoned puppet's attack requires a reaction tier one rank higher to predict where the attack is coming from to defend against it. Each blow dealing a C-rank of damage, with Akira dealing physical, whilst the blows from the puppets deliver C-ranks of Hybrid Damage.

Name: Wild Card - Overpowering Blow - Orpheus
Classification: Taijutsu/Kugujutsu
Rank: C
Class: Offensive
Range: Short

Description: An attack built around the use of Orpheus' large harp, Akira begins by charging his opponent with his initial puppet 2ft behind behind him, and swings with his strongest punch, and following through to clear room. This is then followed by his puppet flying over Akira's shoulder from just 2ft behind, and slamming their own fist in to the target. From here, Akira stores the puppet away just as it's own follow-through is made, and Orpheus is summoned with it's Harp out, once more summoned just 2ft back and swinging for an additional blow. Each blow deals a C-rank of damage, with Akira dealing physical whilst his puppets deliver hybrid damage, however if Orpheus' attack lands, the opponent is thrown back 15ft unless they possess a B-rank strength to maintain their place.

Name: Wild Card - Gravity Drop - Orpheus+Arsene
Classification: Kugujutsu
Rank: B
Class: Offensive / Supplementary
Range: Short (Akira), Mid (Puppets)

Description: Akira moves in to distract his opponent through feints, requiring B-rank reaction tiers to see through them, keeping himself moving and attention away from the puppet. With Arsene flying above a target, Akira commands it to divebomb the target with a punch from above, gaining strength in intervals for how high the dive begins, however the strength comes with Orpheus being summoned above with the same momentum from Arsene's downfall, driving it's Harp down on to a target. If they do not dodge, Orpheus deals a B-rank of hybrid damage, with opponents not possessing a B-rank or higher defence tier suffering the limb struck being broken. Even if the damage or the break is negated, the strike of the harp still deals a B-rank of pain.

Distance Dive Bomb - Arsene Damage Dealt
25 - C
50 - 2C
75 - 3C
100 - 4C

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Last edited by Zakiyoshi on 19th June 2019, 4:14 pm; edited 3 times in total
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Savannah

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime2nd March 2019, 11:51 am

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Haio




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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime28th May 2019, 2:47 pm

You didn’t add the Effictive Radius (Max radius) to the graph.
Kurusu Puppetry Style - Wild Card Graph:

You didn’t make the corrections to “gravity drop - orpheus + Arsene” which sav mention.

The other two are good to go

Wait for blade to check before making the corrections.

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime19th June 2019, 4:17 pm

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime10th August 2019, 10:00 am

Name: Kirame Style Shadow Release: Shadow Tendrils
Classification: Ninjutsu
Rank: B
Class: Offensive / Supplementary
Range: Contact (to shadows), Varies (tendril lengths)

Description: Making use of both the Shadow Release element Akira takes nearby shadows, and forms them in to a number of shadowy tendrils that sprout from a segment of their body, or from a shadow of their own, or connected. These tendrils are created from Shadow Release, but created freely allowing for precise movements, with B-rank speed. They have a B-rank durability each before they are destroyed externally, and can also be destroyed by being broken out of when they are holding a target as breaking out disperses the shadows making them. The range and lengths of the Living Darkness is dependant upon Akira's rank, whilst the number increases with his strength. These tendrils can each wrap around a target, slowly constricting them, initially dealing a B-rank of physical damage, and an additional C-rank crushing each subsequent turn that the target is constricted. Each tendril can be broken out of with B-rank strength, and avoided with B-rank reaction.

Rank - Length of Tendrils (ft) - Number of tendrils
D - 5 - 1
C - 10 - 2
B - 15 - 3
A - 20 - 4
S - 25 - 5

Name: Shadow Release: Shadow Wave Eiha
Classification: Ninjutsu
Rank: B
Class: Offensive / Supplementary
Range: Mid

Description: Taking the premise that is the typical Shadow Release, Akira Kurusu took it upon himself to create a line of techniques around the idea of using raw chakra with the Shadow element. This came in the Shadow Wave line, with Eiha being the basis. Shadow Wave Eiha is a very simplistic ability, first creating a ball of shadow chakra in the user's hand, before thrusting forwards as it bends and stretches in to a long rope of intertwined shadowy chakra in a straight line at a target in B-rank speeds. Contact with this shadow rope deals a B-rank of Shadow Release damage, and Dizzies a target, preventing them from moving at their max tier without falling over, unless they possess a B-rank of Reaction to keep their balance.

Name: Shadow Release: Shadow Wave Maeiha
Classification: Ninjutsu
Rank: A
Class: Offensive / Supplementary
Range: Self

Description:  Taking the premise that is the typical Shadow Release, Akira Kurusu took it upon himself to create a line of techniques around the idea of using raw chakra with the Shadow element. Maeiha was the second of the line created, with the idea of an area of effect being the key to it's creation. The user forms a small sphere of shadow infused chakra in to their hand, and thrusts it forwards. This sphere keeps it's shape until hitting it's target, or unless something gets in to the way, travelling at A-rank speed. Regardless of what it hits first, the sphere then suddenly expands at S+rank speed, until it has grown to a 5 foot radius, capable of wrapping around a surface used to shield from the initial sphere to still create an expanded sphere. Those caught within this blast receive an A-rank of Shadow Release damage, and are rendered Dizzy, preventing them from moving at their max tiers without falling over, unless they possess an A-rank of reaction.

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Last edited by Zakiyoshi on 10th August 2019, 8:35 pm; edited 1 time in total
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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime10th August 2019, 7:57 pm

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime16th August 2019, 12:40 pm

Name: Heart Taker Style
Classification: Fighting Style
Rank: C
Class: Offensive / Supplementary
Range: Self

Description: The true style of the Phantom Thieves, to steal a person's heart, a piece of their inner self made of their warped desires. But in order to perform these tasks, the Thief in question must be prepared. They must step back, and analyse the situation, and especially their targets. They must know how, when, and where to strike to achieve their goal. And this is where the Heart Taker Style comes in to play. The style encompasses the observation of a target, and from there further techniques can be branched out to make use of these observations. For each turn that passes whilst the user is observing, they may gather information that will help them in a coming fight. And with experience, they can find flaws in armour, and weakpoints, in multiple targets at once. Of course, an unknowing target makes for an easier target, and the time necessary to find these weak points is lesser for it, and in turn, cause any strikes to find their target through their defences, granting even regular blows with short bladed weapons (daggers/knives/etc) defense piercing, depending upon how long they were observed, on that particular target.

Defence Piercing - Observation Time (pt) - Stealth Observation Time (pt)
D - 4 - 3
C - 8 - 6
B - 12 - 9
A - 16 - 12
S - 20 - 15

Users Rank - Max Targets
D - 1
C - 2
B - 3
A - 4
S - 5

Name: Heart Taker: Analyse
Classification: Taijutsu
Rank: C
Class: Supplementary
Range: Mid (sight)

Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Analyse skill, the user takes note of their opponent and searches for distinguishing marks, unless they are taking special note to disguise the features that would be observed. This comes in terms of their race, their class, and their element, or specialist style if they lack element, such as puppeteer, archer, etc, the longer they are observed.

Observation Time (pt) - Stealth Observation Time (pt) - Analysis
5 - 3 - Race
10 - 6 - Class/Clan
15 - 9 - Element/Specialism

Name: Heart Taker: Break Down
Classification: Taijutsu
Rank: C
Class: Supplementary
Range: Mid (sight)

Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Break Down skill, the user focuses upon weaponry, and the dangers it might bring. Through prolonged exposure and analysis of a person's weapon, they can bring themselves to better know how to counter. They can anticipate a traditional usage of said weapon, and use that knowledge to gauge the most likely method of use. As the user observes a weapon longer, they can take note of the type of weapon, such as samurai sword, living weapon, etc, however this does not allow the user to know what said weapon's ability is, and begin to know how to counter, granting Reaction Tier level increases when they are dodging.

Observation Time (pt) - Stealth Observation Time (pt)- Reaction Tier level increase - Weapon recognised
4 - 3 - 1 - Blacksmith
8 - 6 - 2 - Puppet
12 - 9 - 3 - Samurai/Reaper Sword
16 - 12 - 4 - Living Weapon

Name: Heart Taker: Break Down II
Classification: Taijutsu
Rank: B
Class: Supplementary
Range: Mid (sight)

Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Break Down skill, the user focuses upon weaponry, and the dangers it might bring. The next level to the Break Down builds on the previous level, and is used to better works against the opponents weapon. After understanding the make of a weapon, the user is able to recognise the inconsistancies in the weapon's make, giving a boost to the user's Reaction Tier equal to the first level of Break Down, whilst also Speed by the same tier levels so long as they are parrying, and can bring the defense piercing of the base style at higher levels, in to use on the opponents weapon, or puppet. This is all dependant upon Akira's rank too, with his increased strength he is capable of doing damage to stronger and more reinforced weapons. Members of the Rikigaku clan following the Destruction Path can carry this technique on, able to bring the effect forwards to damaging Lobos, Organoids and Golems at A rank and Living Weapons at S rank.

Akira's Rank - Observation Time (pt) - Stealth Observation Time (pt) - Weapon Capable to Break
D - 4 - 3 - Normal Weapon
C - 8 - 6 - Blacksmith Forged
B - 12 - 9 - Puppet
A - 16 - 12 - Samurai Sword
S - 20 - 15 - Reaper Sword

Name: Heart Taker: Escape Route
Classification: Taijutsu
Rank: C (4 stamina)
Class: Supplementary
Range: Self (movement), Mid (sight)

Description: As part of the Heart Taker Style, the user is trained to observe on the fly, to take in every bit of information, and turn that to their advantage. With the Escape Route skill, the user is always looking for the quick retreat. The Escape Route skill comes in two forms, in combat, and out, but both are built from a basis of observing an area, rather than an opponent. This grants the user the fast track, granting an additional Speed tier to travel out of combat, or to escape from combat, across terrain. They know the fastest routes to take themselves, and how to evade obstacles. When used in combat, the user is unable to perform any offensive techniques. The exception to this rule, is traps placed with the Heart Taker style. Traps placed in conjunction with Escape Route before combat is initiated, require additional Reaction tier levels to spot, with their base requirement increasing with how long the area was observed, as they are hidden in harder to spot places. Tier increases from this style cannot stack with other tier level boosts.

Observation Time In Combat - Observation Time Out of Combat - Tier level boosts
5 - 3 - 1
10 - 6 - 2
15 - 9 - 3
20 - 12 - 4

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Last edited by Zakiyoshi on 16th September 2019, 7:42 pm; edited 5 times in total
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Elias

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime8th September 2019, 10:55 pm

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime16th September 2019, 6:52 pm

Approved

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime2nd October 2019, 4:00 pm

Name: Shadow Release: Body Flicker
Classification: Ninjutsu
Rank: B
Class: Supplementary
Range: Self

Description: By cycling chakra into their body the user is able to rapidly move at an unreadable pace causing opponents without movement slowing dojutsu or sensory techniques besides vision, to be unable to follow their movement, and even then the user appears as an inhuman shadowy mass. While this occurs the user seemingly blurs in the the ground or the surrounding shadows, and they can use it to rapidly jump in to a nearby shadow, or from one to another within range, in an instance as well as seemingly blur out of the way of physical based techniques moving at equal or below their movement speed at tier+ while flickering between the shadows.
Rank - Distance possible to travel between shadows (ft)
D - 10
C - 20
B - 30
A - 40
S - 50

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Last edited by PunkPrincess on 23rd February 2020, 11:50 am; edited 1 time in total
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Savannah

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime23rd February 2020, 11:43 am

Hmm moving in shadows wouldn't be a C rank, it would be a B-rank as for the distances you used you should base it on Mid distances so 10,20,30,40,50.

Kk you fixed it so Approved

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime6th May 2020, 7:33 pm

Name: Kurusu Style Kirame: Picaro Mode
Classification: Kugujutsu
Rank: A (B-rank Blood)
Class: Supplementary
Range: Touch

Description: The Kurusu family of puppeteers have always sought new ways to enhance their puppetry skills, due to their preference in having only a single puppet out at one time for higher focus. This can often put them at a disadvantage as much of the puppet control is built from the very body, and is stuck to the bodies' limitations. And so, the Picaro Mode was developed from a failed attempt at creating a segment of an individual puppet to allow this. In order for a puppet to be used with Picaro Mode, they require a Magnetite Drive of some kind to take on the impulse of life energy from the user.  The puppeteer pays a price in blood to unlock the 'inner rogue' of their puppet, changing their appearances in various ways that inhabit the 'spirit' of the puppet to visually show the change to Picaro Mode, though typically the change in colouration to reds and blacks is evident enough, and the Kirame Style is unlocked. The puppets are capable of moving at a tier level higher speed, and can be controlled without any movement at all from the puppeteer. Along with this, all of their damage is increased by a tier level, and some equipment in the puppets attain additional effects. Each of this additions is trained either outside or as In-Battle Training and all count towards the user's slots.

User's Rank - Duration of Picaro Mode (rounds) - Type of Puppet (WC to Upgrade Slot)
D - 2 - Standard (100)
C - 4 - Separating (200)
B - 6 - Fusion (300)
A - 8 - Battle (400)
S - 10 - Human (500)

Puppet - Equipment Upgrade

Arsene - Arsene's Sinful Shell has it's limitation removed for the duration of Picaro Mode, and uses one tier lower chakra cost, whilst also taking an extra D of blood for each rank of chakra used and can only fire once each round. Once the Mode is over, the limitation returns to the state prior to Picaro's activation

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Last edited by PunkPrincess on 8th May 2021, 12:16 pm; edited 1 time in total
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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime12th November 2020, 8:29 pm

Picaro Mode needs an updated Chart: Use this:

Each of this additions is trained either outside or as In-Battle Training and all count towards the user's slots.

User's Rank - Duration of Picaro Mode (rounds) - Type of Puppet (WC to Upgrade Slot)
D - 2 - Standard (100)
C - 4 - Separating (200)
B - 6 - Fusion (300)
A - 8 - Battle (400)
S - 10 - Human (500)

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime14th June 2021, 9:18 am

Also editted that last post, Vix just I guess didn't get around to approving

Name: Kirame Style: Silent Killing
Classification: Fighting Style
Rank: C
Class: Offensive
Range: Self

Description: As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves silently, it cannot be defended against, because the attack cannot be anticipated. The user will often slit their opponent's throat, preventing any cry that might give them away. The Kirame Samurai Style of the usage however allows the user to more precisely control the movements of their puppets along with them. With this the user and their puppets are able to silently move about the field, allowing a variety of uses to protect the puppeteer from sound based detection whilst the puppet engages, or to allow the puppet itself to catch opponents unaware.

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Last edited by PunkPrincess on 17th June 2021, 3:49 pm; edited 2 times in total
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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime16th June 2021, 6:24 pm

Approved:

Name: Ibwa Style: Silent Killing: Unapproved as is, will message you about it shortly.

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PostSubject: Re: Akira's Techniques   Akira's Techniques Icon_minitime17th June 2021, 3:50 pm

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