| | Roark Hokkai | |
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Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Roark Hokkai 5th March 2020, 4:33 pm | |
| Personal Info Name: Roark Hokkai Alias: Old Man Age: 28 Gender: Male Height: 6'1 Weight: 190lbs Zodiac Sign: Capricorn Personality: Roark keeps to himself for the most part and finds an easier time with trusting animals than actual people, regardless of race. For the few creatures he does trust, Roark is willing to lay his life on the line without a second thought. However, due to his tendency to stay mostly in his weapon form, few people even know Roark exists, or confuse Banjo for Roark when the two are walking through the village. At a young age he discovered books depicting interesting people, from a strange, made up land who spoke with thick accents and odd verbiage. Ever since that day, he's taken after the people of those books, adapting what one might call a "western" style of voice and principal. When push comes to shove, he'll always do the right thing. Appearance:- Spoiler:
History: As a child, Roark was abandoned by his parents and taken in by the Hokkai clan as a result, or so he was told. He lived among the Hokkai as one of them, but he was a shy child who kept mostly to himself. The only person, or creature rather, that he did openly share his time with was his partner Banjo. Roark and Banjo would often venture into the labyrinth surrounding Nazo, leaving for days at a time. Roark would take on his shotgun form, fastening a make-shift sling so Banjo could easily carry him. As a result, tales of a crazed, shotgun-wielding monkey began to fill the streets of Nazogakure. As a child, Roark never felt like he belonged anywhere, thus he spent most of his time either outside the village or doing menial tasks for the clan. He never thought he'd go down the Shinobi route and found peace with helping where he could and being alone with Banjo. It was only recently in his life that he realized there was more to the world than the labyrinth walls of Nazo and that the only way he'd be able to see it all was by going down the shinobi path. Weaponkin Info Village: Nazogakure Rank: Genin Type of Soul: Human Element: None (PAT) Weapon Type: Shotgun Associated Technique: Hojutsu Weapon Description: - Appearance:
Last edited by Kenji on 7th March 2020, 10:36 pm; edited 4 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Roark Hokkai 5th March 2020, 5:04 pm | |
| - Kinjutsu:
Name: Split Soul Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: N/A
Description: Weaponkin do not possess full souls of their own. Due to the strange nature of the initial creation of the first generation of Weaponkin, their souls are instead split in half between the Yoroi which are dead and gone and the soul that was initially devoured by the Weapon. This half soul shows itself in that the Weaponkin can gain cosmetic appearances of the race that their non-Yoroi half came from, such as the more metallic skin of Cypher or the pointed ears of Nova. In addition they gain a physical ability based off of the species of their soul and an element along with it, of course they are unable to use ninjutsu but this element can be used for a wide variety of other things. Type of Soul - Tier Gained - Element Able to be Chosen Human - Endurance - Primary
Name: Knowledge Thief Classification: Kinjutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The Living Weapons that the Weaponkin were birthed from were particularly skilled in dealing with souls, able to devour and steal information from those souls in order to empower themselves, going as far as taking entire technique lines from the person that was killed. Weaponkin unfortunately are not able to do this but they still retain a tiny amount of that ability to steal souls. If they have taken part in the death of an opponent close enough to them, depending on their rank, they are able to steal a shard of their soul, a tiny piece of their knowledge and training coming with it. The more the person has done the greater the knowledge that is stolen from them, this allows the Weaponkin to reduce the WC of their next training topic, be it solo, specialisation, weekly or even an awakening topic by using this 'stored' knowledge. Weaponkin are also able to stack this up by killing multiple people before using it. Rank of User/Target - Radius of Theft(ft) - WC Reduced D - 10 - 100 C - 20 - 200 B - 30 - 400 A - 40 - 800 S - 50 - 1000 'Z' - 75 - 1500 'X' - 100 - 2000
- Kugujutsu:
Name: Synergistic Existence Classification: Kugujutsu Rank: D-Rank Class: Supplementary Range: Self/Contact
Description: There were tales before of Living Weapons being able to take over the mind of the Yoroi or Vanir wielding them or granting boons to the one wielding them through their own power, although this was generally always in the Yoroi's control and could be shut off. Some of this power has leaked down into Weaponkin while they are transformed in that they are able to manipulate their wielder, granting them a measure of control even as a mere weapon. This comes in two forms that are wildly different from one another, the first is Symbiotic Wielding(Energy Tech/Kugujutsu) which allows the Weaponkin to grant additional effects and bonuses to the wielder of the weapon and allowing them to retain full control of both the weapon and their own body. On the other side is Forced Wielding (Kinjutsu/Kugujutsu) which allows the Weaponkin to either suddenly, or slowly, seep into and take over the mind of the person wielding them, controlling some of their movements or in extreme cases their entire bodies if their minds aren't strong enough. The other thing that Synergistic Existence allows is that the Weaponkin can grant their techniques and knowledge to the person wielding them, allowing anyone to become proficient with their weapon type regardless of their own natural skill.
Name: Walking Arsenal Classification: Kugujutsu/Taijutsu Rank: D-Rank Class: Passive Range: Self
Description: All Weaponkin are born with a weapon form ingrained into their bodies and minds. This weapon form is usually a mix or similar to their parents if they were born or exactly the same as they were as a Living Weapon if they happened to be First Generation. Through control and mastery, the Weaponkin is able to learn to alter their body in its entirety or just partially into its weapon form or even just parts of its weapon form (such as just the spear point of a halberd), allowing them great versatility in combat. When their weapon form is chosen they are of course able to utilise the weapon style it is aligned to, kenjutsu for melee weapons, shurikenjutsu for projectiles, kyujutsu for bows, hojutsu for guns, etc and are able to make techniques based around it which are classified as Kugujutsu/Taijutsu. Lastly, their transformation speed is altered by a 1k word weekly training which allows them to enhance the speed of their transformation. Number of Weekly Trainings - Speed of Transformation 1 - D+
2 - C+ 3 - B+ 4 - A+ 5 - S+
Name: Dominant Wielding Classification: Fighting Style Rank: D Class: Supplementary Range: Contact
Description: This is a new form of wielding that Roark developed almost accidentally with Banjo and his other pets. Unlike Forced Wielding which could almost be described as an 'evil' technique line, used only on opponents and those that the Weaponkin wishes to see suffer, or Symbiotic Wielding which is aimed at aiding teammates, Dominant wielding is more of a grey area that focuses on an Alpha and a Beta relationship similar to the Hokkai clan. This relationship is mutually beneficial as, without the Beta, the Alpha is less effective and vice-versa, but the Alpha is almost always entirely in control. This style is focused around being wielded by an animal/summon (or someone of lesser intelligence than the Alpha) and allows the Alpha (Roark) to share some of his abilities/tiers with the Beta while being able to freely use the abilities/tiers of the Beta himself. Without soul sensory being utilized, the only outside sign of this is that both of the wielder's eyes will change color to match that of the Weaponkin.
Name: Dominant Wielding: Channeling Classification: Kugujutsu Rank: C Class: Supplementary Range: Contact (Touch)
Description: One of the simplest, but most effective techniques in the Dominant Wielding line, the Alpha (Weaponkin) will instruct the Beta to channel his/her chakra nature through them. This results in the Weaponkin either being coated in the element, or capable of firing projectiles made of the element. Depending on the charka nature being used, different status effects can be inflicted on targets struck by the element. It is important to note here that chakra is only being channeled through the Weaponkin like any other weapon, thus drawing from the Beta's chakra pool and not the Weaponkin's. This is similar to other chakra channeling techniques where a sword might be coated in lightning chakra, but the sword itself is not generating the lightning chakra.
- Hokkai Passives:
Name: Enhanced Speed Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Hokkai put much emphasis on training and hardwork, both to forge strong bonds with their packs and to enhance their own physical bodies. This training method is highly taxing even on the best of days, however it pays off greatly in the form of blistering speed. This grants them passive Speed Tiers, requiring a 1000 Word Weekly training in order to raise it a rank starting at D-Rank to a maximum of S-Rank after 4 Trainings. Their speed is modified by their age, however, with those in their prime moving with much more ferocity and vigor than those older than them. This passive is capable of being used in lieu of or in addition to normal Speed Tiers, though when combined the Hokkai's speed is increased by a Tier Level, though at a doubled (2x) stamina drain. When this is applied to Tier Chains that affect speed the boost stays the same but the drain is raised to triple (3x). Roark's Speed Tier = A-Rank+ (3 Trainings) Age - Speed Level Below Prime - Tier Base Prime - Tier+ Above Prime - Tier-
Name: Zoolingualism Classification: Taijutsu Rank: D-rank Class: Passive Range: Self
Description: Hokkai have been close to the members of the Beast race since the clan's founder, and are in fact the clan most inclined towards inviting them into their ranks. This closeness has resulted in a form of unity over the years, with all Hokkai learning how to "speak" to animals through their natural ways of communication, whether verbal or non-verbal. However, all animals do not speak the same and all Hokkai cannot hope to understand the hundreds upon thousands of "dialects" within the animal kingdom. Based on their first pet, the Hokkai is capable of understanding the languages of the various animal kingdoms at different levels: Perfect Understanding (able to communicate normally), Good Understanding (Day/Night Roll to communicate normally), Decent Understanding (Weather Roll to communicate normally), Moderate Understanding (Success Chance to communicate normally), Poor Understanding (Encounter Roll to communicate normally) & No Understanding (Unable to communicate). Pet Type (Perfect) - Understanding (Good, Decent, Moderate, Poor, No) Reptilian - Amphibian, Piscine, Insectoid, Avian, Mammalian Piscine - Reptilian, Amphibian, Mammalian, Insectoid, Avian Amphibian - Piscine, Reptilian, Avian, Mammalian, Insectoid Avian - Insectoid, Mammalian, Amphibian, Reptilian, Piscine Mammalian - Avian, Insectoid, Piscine, Amphibian, Reptilian Insectoid - Mammalian, Avian, Reptilian, Piscine, Amphibian
Name: Primal Instinct Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Hokkai have seen the rise and fall of those who have tried to emulate the power of Beasts and those who have tried to steal it for themselves. Rather than be like any of their predecessors, they became Beasts and embraced their nature. Their minds are much more simplistic, capable of perceiving things in a way that one may describe as "missing the bigger picture", however this has also resulted in their mind being fortified against intrusion or trickery. They are capable of seeing through illusions with ease, as they notice the difference between their simple world and the one constructed around them by another's hand. This has resulted in varying levels of Illusion Resistance, based on their rank, however as this passive progresses they lose the ability to train Illusions themselves. Rank - Resistance (Max. Rank of Illusions Trainable) D - Physical Illusion Detection (A-Rank or Below) C - Physical Illusion Resistance (B-Rank or Below) B - Physical Illusion Immunity (C-Rank or Below) A - Genjutsu Add-On Resistance (D-Rank or Below) S - Genjutsu Add-On Immunity (Unable to Train) *Note: Resistance reduces the power of the illusion by Half (1-Rank) if equal to the user's rank or to a Quarter (2-Ranks below) if below the user's rank, while Immunity completely negates any illusion cast on the user, equal to their rank or below.
Name: Pack Mentality Classification: Kinjutsu Rank: D-rank Class: Passive Range: Self
Description: The Hokkai aren't a family, nor are any members a part of one. They are a Pack, and are capable of inducting members into their pack as they go through life. Likewise, they are capable of leaving their pack or removing members from their pack through methods such as Death, becoming an Omega (defecting from the Clan/Faction) or becoming an Alpha of their own pack. Members of a pack are inducted through a mark unique to the Hokkai and their pack, placed by a simple bite on an area of their choosing (Neck is reserved for Mates). Once placed, the Mark connects all members of the pack on an instinctual level enabling them to communicate with each other similarly to how animals do, mainly through body movements and sub-vocalizations. They are capable of flooding the bond with emotion, enabling the pack to know the mental states of any and all members within. This can also be used as a way to replenish Emotion Limits, as one pack member can sacrifice their own to restore another's at a 1:1 ratio. The Harmony of a Pack far outstrips that of any team, no matter how close, and thus they require half the post count in Dual, Team, Pet and Combination Technique trainings, so long as all members of the training bare the Mark. Roark's Pack 1. Banjo
Last edited by Kenji on 29th April 2021, 9:03 am; edited 6 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Roark Hokkai 7th March 2020, 10:33 pm | |
| - Tiers:
Name: Heavy Plating Classification: Taijutsu Rank: D-Rank Class: Defensive/Supplementary Range: Self Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as D-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a D-Rank counter weapon destruction technique. Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical)D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S Name: Stone Plating Classification: Taijutsu Rank: C-Rank Class: Defensive/Supplementary Range: Self Description: Weaponkin are naturally disposed to Defense tiers as part of their inorganic bodies and pseudo-mechanical physiology. However Weaponkin defense tiers are different compared to those of Ronin as they do not just accept impacts but the energy of strikes against them, even ones that breach the defenses, are channeled back out into the point of the strike unleashing it in the form of a concussive impact. This counts as C-Rank defense tiers but when struck causes knockback requiring strength tiers to anchor one's self in place to avoid being sent flying backwards depending on the power of the user's defense tiers. Alternatively, the Weaponkin can allow the impact to work on themselves, launching them a distance backwards away from the foe with physical damage being sustained upon striking an object depending on the force of the knockback, mitigated immediately due to the Weaponkin's defense tiers. This effect changes when in full Weapon Form, during that the Weaponkin loses the knockback effect but this counts as a C-Rank counter weapon destruction technique. Defense Tier - Knockback Force - Str. To Negate - Distance(ft) - Damage(Physical)D - D - D+ - 15 - D C - C - C+ - 30 - C B - B - B+ - 45 - B A - A - A+ - 60 - A S - S - S+ - 75 - S 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. Name: Organic Carbon Fiber Classification: Fighting Style Rank: C Class: Supplementary Range: Self Description: Due to Roark's natural defense tiers as a Weaponkin, and endurance tiers from his human soul, his body's composition has evolved to be more durable than the average Weaponkin. As a result, equal rank chakra based techniques have no effect on Roark, however Chakra Piercing and Chakra Bypassing techniques are unaffected by this technique. In addition, due to the altered nature of his weaponkin defense tiers, equal rank chakra techniques are knocked in the opposite direction they impact Roark. This effect follows the Heavy Plating knockback effect chart. Each rank takes a fatigue price with each use: D - 1 fatigue C - 2 fatigue B - 3 fatigue A - 4 fatigue S - 5 fatigue - Spoiler:
Name: Organic Carbon Fiber I Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: Building on the concept of Defense Tiers, which incorporates the skin of the user and thus is capable of being pierced, Roark layers endurance tiers around the point of impact, transmitting the physical negation abilities past his skin and into his body. This results in Roark negating chakra techniques thanks to the combination of his defense and endurance tiers. Chakra Piercing and Bypassing techniques are unaffected. When Organic Carbon Fiber isn't active however this technique functions as normal D-rank Endurance tiers.
Name: Organic Carbon Fiber II Classification: Taijutsu Rank: C Class: Supplementary Range: Self
Description: Building on the concept of Defense Tiers, which incorporates the skin of the user and thus is capable of being pierced, Roark layers endurance tiers around the point of impact, transmitting the physical negation abilities past his skin and into his body. This results in Roark negating chakra techniques thanks to the combination of his defense and endurance tiers. Chakra Piercing and Bypassing techniques are unaffected. When Organic Carbon Fiber isn't active however this technique functions as normal C-rank Endurance tiers.
- Eight Gates:
Name: Kaimon - The Gate of Opening Classification: Kinjutsu Rank: C (D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The First of the Eight Gates, which is located in the brain, removes the restraints of the brain on the muscles so 100% of the user's strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. This grants the user B-rank Strength, Speed & Endurance while having a base activation duration of 5 Posts (Total). This can be extended however depending on two things, the user's skill level as well as their endurance tiers. While active due to the pain of activation the user is broken out of a D-rank genjutsu, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Base Duration Modifier (Rank/End Tier/Both) D (+1/+1/+2) C (+2/+2/+4) B (+3/+3/+6) A (+4/+4/+8) S (+5/+5/+10)
Name: Kyūmon - The Gate of Healing Classification: Kinjutsu Rank: C (2 D-rank Pain Activation + D-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Second of the Eight Gates, which is located in the brain, forcibly increases the user's physical strength to A-rank and temporarily re-energizes the body causing, them to temporarily ignore pain during it's activation which lasts as long as it is activated or until the user activates another gate. This pain ignoring grants the user something similar to Pain Resistance in which the user registers that they are getting injured however it doesn't affect them physically or mentally. Depending on the user's Age this technique can likewise boost the duration of the user's gates by a set amount. While active due to the pain of activation the user is broken out of up to 2 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 2 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to D-rank Physical Recoil Damage. Age of User - Gate Duration Modifier Under Prime - +5 Prime - +10 Over Prime - +0
Name: Seimon - The Gate of Life Classification: Kinjutsu Rank: B (3 D Pain Activation + C-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Third of the Eight Gates, which is located on the spinal cord, which likewise causes the user to possess increased blood flow causing the skin to turn red. This is due to the speed at which oxygen is being coursed through the body via the blood increasing and as a result the user's speed is boosted to A-rank. While active penalties to the user's tiers as a result of Blood Loss is negated to set degrees depending on the user's age which lasts as long as this gate is activated or until the user activates higher gate. While active due to the pain of activation the user is broken out of up to 3 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to C-rank Physical Recoil Damage. Age of User - Blood Loss Penalty Negated Under Prime - Three-Quarters Prime - Near Empty to Empty Over Prime - Half
Name: Shōmon - The Gate of Pain Classification: Kinjutsu Rank: B (4 D-rank Pain Activation + C-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Fourth of the Eight Gates, which is located on the spinal cord, which increases the user's physical capabilities making their tiers on par with Samurai Level which lasts for every subsequent activation of higher gates. The activation of this gate may cause muscle tissue to tear on use and unlike the other gates the user is subjected to intense pain during it's entire activation however due to the adrenaline coursing through their body it does not influence them more than simply causing them to constantly break out of weak genjutsu chains of up to (4 D-ranks) however depending on their age it can shorten the overall duration they can keep their gates active. If they are not put under a genjutsu the pain stacks allowing the user to use the pain they've experienced during the activation towards breaking a higher level genjutsu technique. including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to C-rank Physical Recoil Damage. Age of User - Gate Duration Depletion Under Prime - Minus 5 P.T from activation Duration Prime - 0 (Unaffected) Over Prime - Minus 10 P.T from Activation Duration
Name: Tomon - The Gate of Limit Classification: Kinjutsu Rank: A (5 D-rank Pain Activation + B-rank Phy Recoil Deactivation) Class: Supplementary Range: Self
Description: The Fifth of the Eight Gates, which is located in the abdomen, increases the user's speed to S+, while the user's pupils vanish their eyes becoming completely white. This is not just an aesthetic effect as due to that opponents are no longer able to initiate eye-contact with them despite the gate user looking or staring right at them it is difficult to discern where exactly their pupils are and thus the focus of their vision. However the user of this technique can still initiate eye-contact on their opponent in which case if doing so the opponent is likewise allowed to reply in kind granting them the ability to utilize their own eye-contact focused techniques until said eye-contact is broken, whether by the user or the opponent blinking, looking away and various other methods of breaking eye-contact. While active due to the pain of activation the user is broken out of up to 5 D-rank genjutsu in a chain, including those which are normally incapable of being broken out of through pain. Regardless of the user's pain threshold due to the chakra coursing through their body, the pain associated with the activation of this technique will not cause them any adverse effects until after this technique has been deactivated. When deactivated, the recoil from this technique results in the user sustaining 3 D-rank times (x) the number of posts (total) this technique was active in Pain in addition to B-rank Physical Recoil Damage.
- Juinjutsu:
Name: Base Curse – Paralysis 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 “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 D-rank or lower strength tier. 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 Paralysis 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 Paralysis Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Name: Base Curse – Paralysis Curse Lvl 2 Classification: Juinjutsu Rank: C-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 C-rank or lower strength tier. One can break free of this curse by releasing a strong amount of chakra in the form of a B-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 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 Paralysis Curse they are trying to modify, in addition, adding modifiers does not alter the final curse's rank.
Last edited by Kenji on 22nd April 2021, 7:58 am; edited 7 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Roark Hokkai 7th March 2020, 10:33 pm | |
| - Hokkai Techniques:
Name: Beast Brain Classification: Taijutsu Rank: D Class: Supplementary Range: Self
Description: This is a Hokkai Technique that can be learned by both a Hokkai Shinobi and a Hokkai Pet. After decades of training closely with pets, the Hokkai have developed a way to naturally enhance their senses for short periods of time. This has made the Hokkai fantastic trackers and sensory shinobi, as few enemies are able to hide from a properly trained Hokkai. For a target to successfully hide from a Hokkai, they need to use a hiding technique that hides their scent/sound/appearance/etc. at least two ranks lower than the sense level of the Hokkai. However, targets who have been marked by Dynamic Marking are easier to track and find, meaning the target needs a hiding technique at least one rank lower than the sense level of the Hokkai. Rank of User - Sense Level - Stamina Price Per Post D - Base - 0 C - Raised - 1 B - Heightened - 2 A - Enhanced - 3 S - Max - 4
Name: Tsuga Classification: Taijutsu Rank: C rank Class: Supplementary Range: Self
Description: The user spins at a ferocious speed and delivers many powerful beast-like attacks when contact is made with the target drilling through them with intense force. The damage it can inflict on a human target can be extremely damaging, as it can readily tear through thick tree branches and chakra reinforced earth wall; all of which with a radius thicker than the user itself. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers.
Name: Tenga Classification: Taijutsu Rank: B rank Class: Offensive Range: Short-Mid
Description: The user is surrounded in a chakra shroud of their pets form and then begin to roll at a ferocious speed in a buzz-saw like shape, to deliver many powerful beast-like attacks when contact is made with the target. This technique can double as a shield as while rolling physical and chakra techniques bounce off of the buzz-saw if they are B-rank and below. This technique revolves around the user's strength and speed tiers dealing piercing damage equal to +1 above their strength tiers while the speed that they revolve and move through the air is equal to +1 to their speed tiers.
- Combination Techniques:
Name: Evolution Hybrid Transformation Classification: Combination Technique Rank: B-rank Class: Supplementary Range: Self
Description: A Combination Transformation where man and beast become a single entity, yet while the Evolved Beast Combination embraced the primal aspect of the merge this embraces the human aspect of the merge. While in this form the user gains a special ability namely the possession of the perks and traits of both themselves as well as their creature pet for the duration of the combination. They adopt a Humanoid sized blend of the two similar to that of a Dobutsu in appearance however retain their ability to talk, and use hand seals. While in this form combination techniques between the Hokkai and their Pet are capable of being preformed like normal techniques while any techniques not shared between the two will be unable to be preformed. This excludes Hokkai Clan techniques as well as passives or existing Seals, or Marks which have already been placed on one of the participant's bodies.
Last edited by Kenji on 13th June 2021, 8:11 pm; edited 3 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Roark Hokkai 7th March 2020, 10:52 pm | |
| - Taijutsu:
Name: Loose Cannon Style (Signature) Classification: Fighting Style Rank: D Class: Supplementary Range: Self
Description: This is a fighting style Roark developed by utilizing his weapon form at different intervals when fighting in his humanoid form. The style focuses on several principals, namely: simultaneous attack and defense, continued strikes to incapacitate, and targeting the most vulnerable spots of the body with the user's hardest. While attacking a target, Roark will rapidly transform parts of his body into his shotgun form, firing them in the direction opposite of the target. This does not require projectiles to use, as Roark simply utilizes the recoil of the gun firing, giving his limbs an extra, sudden burst of speed at the moment before impact. Rank of User - Momentary Speed Boost of Strike D - Tier+ C - Tier++ B - +1 Tier- A - +1 Tier S - +1 Tier+
Name: Loose Cannon Style: Half-Past Knee Strike Classification: Taijutsu Rank: C Class: Offensive Range: Contact
Description: This is one of Roark's simplest techniques in the Loose Cannon Style. Converting his foot to a shotgun barrel, Roark fires, causing his knee to rapidly enter the abdomen of his target. Depending on the target's strength tiers, this has the potential to knock him/her airborne, opening them up for further follow up attacks. If the target does not possess equal or greater strength tiers to the user, he/she will be thrown into the air depending on the difference between the two.
- Hojutsu:
Name: Spectrum Hojutsu Classification: Fighting Style/Hojutsu Rank: D Class: Supplementary Range: Varies
Description: This fighting style was developed after Roark's creation of Dominant Style: Channeling, and as a result requires that technique to be known before any techniques in this line can be used. Drawing upon the wielder's chakra nature, the user has developed a way to fire that chakra nature through their weapon form in different variants. Depending on the chakra nature being channeled through the weaponkin, the shots fired will have different status effects as each shot is a raw, condensed version of that chakra nature. As the user comes in contact with more elements, their table will be updated. Chakra Nature - Status Effect 1. Blank - Blank
Rank of Hojutsu Technique - Duration of Effect D - 1 C - 3 B - 5 A - 7 S - 9 SS - 11 SSS - 13
Name: Spectrum Hojutsu: Outlaw Classification: Hojutsu Rank: C Class: Supplementary Range: Self
Description: While the Spectrum Hojutsu line of techniques utilizes chakra based damage to attack opponents, this technique can be used in combination with Spectrum Hojutsu. While the wielder channels their chakra nature into the Weaponkin, the Weaponkin is able to use their own blood as a price for the technique, rather than the wielder's chakra pool. If the Weaponkin is a user of the Dominant Wielding line of techniques, he/she can also instruct his/her Beta to contribute blood to the technique. As a result, each Spectrum Hojutsu technique used when this technique is activated, deals Spiritual Damage rather than Chakra based damage. Status effect duration remains the same, but is no long countered by Endurance Tiers. Rank of Technique - Blood Price D - 1 D-rank's worth C - 2 D-rank's worth B - 1 C-rank's worth A - 1 B-rank's worth S - 1 A-rank's worth SS - 1 S-rank's worth SSS - 1 SS-rank's worth
Name: Spectrum Hojutsu: Powder Keg Classification: Hojutsu Rank: C Class: Supplementary Range: Self
Description: As a Weaponkin, Roark has full control over his body and weapon form. As a result, he is able to exert an extra amount of effort to fire his projectiles faster. When applied to Hojutsu techniques, this results in the projectile being fire 1 rank faster than it normally is, but results in 1 rank less than the technique's rank in pain being dealt to Roark. As such, this technique should only be used sparingly.
Name: Spectrum Hojutsu: Birdshot Classification: Hojutsu Rank: C Class: Offensive Range: Short
Description: The Birdshot line of Spectrum Hojutsu techniques is sometimes referred to as the Buckshot's little brother. While it covers a smaller range with smaller pellets, Birdshot is excellent at dealing massive damage to single, smaller targets. With this type of technique, the user fires a large number of small shots made of a condensed element. The number of shots fired depends on the user's rank, with each shot dealing a D-rank amount of damage and moving at B-rank speeds (due to their smaller size) up to 10 feet, with the spread being as wide as 2 feet. The trick to this technique, is that the closer the target, the more birdshot pellets are likely to strike it, resulting in more damage to the target. User's Rank - Number of Pellets Fired in Each Shot - Target Size D - 2 - Tiny C - 4 - Small B - 6 - Humanoid A - 8 - Medium (S) S - 10 - Medium (M)
Name: Spectrum Hojutsu: Buckshot Classification: Rank: C Class: Offensive Range: Mid
Description: The Buckshot line of Spectrum Hojutsu techniques can best be described as the big game hunter line. With this type of technique, the user fires a large number of small shots made of a condensed element. The number of shots fired depends on the user's rank, with each shot dealing a D-rank amount of damage and moving at C-rank speeds up to 20 feet, with the spread being as wide as 5 feet. The trick to this technique, is that the bigger the target, the more buckshot pellets will strike it, resulting in more damage to the target. The buckshot line of techniques are almost never used on humanoid or smaller opponents, unless there are multiple targets. This technique is not subject to the damage reduction of larger sizes. Target size determines the size of creatures that the damage reduction is bypassed for when hit with this technique. User's Rank - Number of Pellets Fired in Each Shot - Target Size D - 3 - Medium L C - 6 - Medium XL B - 9 - Large (S) A - 12 - Large (M) S - 15 - Large (L)
Name: Spectrum Hojutsu: Slug Shot Classification: Rank: C Class: Offensive Range: Mid-Long
Description: The Slug Shot line of Spectrum Hojutsu techniques are made for dealing a large amount of damage to a single target over a longer range. As a result, these shots actually gain power the farther away the target is. At mid-range, up to 20 feet, the Slug Shot deals 1 D-rank's worth of piercing damage, moving at B-rank speeds. Between 20 and 40 feet however, the slug shot is able to move at B-rank speeds and deal 1 C-rank's worth of piercing damage to the target.
Name: Spectrum Hojutsu: Whelp's Hiccup Classification: Rank: C Class: Offensive Range: Mid
Description: With the Whelp's Hiccup line of Spectrum Hojutsu techniques, the chakra channeled through the Weaponkin is condensed into an almost plasma/flame like state of matter (not the elements). This results in an arcing spread of shots that deals 1 C-rank of damage and moves at C-rank speeds up to 20 feet far and 5 feet wide. The real use of this line of techniques however is that it increases the usual post duration of a status effect. For Whelp's Hiccup, this post duration is increased by 1.
Last edited by Kenji on 17th May 2021, 7:33 am; edited 4 times in total | |
| | | Kenji
Posts : 3338 Join date : 2011-01-06 Age : 29 Location : Wouldn't you like to know ;D
| Subject: Re: Roark Hokkai 9th March 2020, 4:38 pm | |
| Jutsu Count: Genin 16/20 D-ranks 16/20 C-ranks 3/5 B-ranks 1/1 A-rank 0/1 S-rank Chakra Limit: 5 C-ranks and 1 B-rank Fatigue: 87 (70 x .25) Blood Limit: 4 S-ranks Physical Limits: 87 Mental Limits: 21 Spiritual Limits: 43 Hybrid Limits: 65 Specializations: 0/2 - Specialization List:
Combination Techniques:0/?? C-ranks 1/?? B-ranks 0/?? A-ranks 0/?? S-ranks 0/?? SS-ranks 0/?? SSS-ranks
Last edited by Kenji on 16th July 2021, 12:04 pm; edited 11 times in total | |
| | | Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Re: Roark Hokkai 9th March 2020, 11:38 pm | |
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