| | Kaironokuma Clan | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Kaironokuma Clan 3rd April 2011, 9:56 pm | |
| Clan Name: Kaironokuma Clan Location: Hakagakure Clan Symbol: - Spoiler:
Kekkai Genkai: Clan Information: The Kaironokuma clan is a powerful clan which was one of the few new clans to become a powerful force. The Kironokuma clan members are noted by their unique eye color when they are stressed out it (Silver) as well as strange paw prints which are on the hands and feet of every Kaironokuma member Kekkai Genkai: Pulse Release (Earth + Lightning): The Ability to control electromagnetic forces which allows one to apply this in order to warp and manipulate metal, induce and overpower magnetic forces. It is said that Iron sand becoming popular as a weapon is a direct result of the Kaironokuma Clan. Requirements Academy Rank. 1 C-rank Earth Ninjutsu, 1 C-rank Lightning Ninjutsu. +100 Word Element Training. Kekkai Tota: Quake Release (Earth + Lightning + Wind) Requirement Jonin rank. Wind Element Training. 1 A-rank, 2 B-rank, 3 C-rank Earth Ninjutsu. 1 A-rank, 2 B-rank, 3 C-rank Lightning Ninjutsu. +1000 Word Tota Training. Clan History: N/A Passives:- Spoiler:
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)
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[b]Name:[/b] Push [b]Classification:[/b] Taijutsu [b]Rank:[/b] D Rank [b]Class:[/b] Passive [b]Range:[/b] Self (Palms & Soles of Feet)
[b]Description:[/b] 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). [u]No. of Trainings - "Strength" Tier Gained -Max Push Speed - Size of Object Pushable Bar Techniques[/u] 1 - D - C - Tiny 2 - C - B - Small 3 - B - A - Medium (S) 4 - A - S - Medium (M) 5 - S - SS - Medium (L)
[b]Name:[/b] Techno [b]Classification:[/b] Kinjutsu [b]Rank:[/b] D-rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] 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.
[u]Rank of Technique - Cooldown in Posts (Total) - Body Part Modifier (Posts Total)[/u] 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
[b]Name:[/b] Iron Sand [b]Classification:[/b] Kinjutsu [b]Rank:[/b] D [b]Class:[/b] Passive [b]Range:[/b] Varies
[b]Description:[/b] 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. [u]Rank - Amount Produced Each Post (Total) - Max Amount - Saturated (Fatigue Loss Each of the Users Posts)[/u] 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)
[b]Name:[/b] Atomic Metal [b]Classification:[/b] Ninjutsu [b]Rank:[/b] D-rank [b]Class:[/b] Passive [b]Range:[/b] Self
[b]Description:[/b] 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. [u]User Rank - Non-Metal Conversion Chakra Price - Metal Purity Modifier (Chakra Cost/Rank of Raw Material)[/u] 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)
Clan Equipment- Spoiler:
Equipment Name: 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] Durability: Raw = 5 D-rank worth of Damage Physical = 3 D-ranks worth of Damage Chakra = 1 D-ranks worth of Damage Spiritual = 1 D-rank worth of Damage
Magnetic = D-rank Chakra Resistant = D-rank
Components:
Organic Metal (D) x1: Techno Imbued Flesh of Kaironokuma Owner Ferrous Metal (D) x 3: Iron Ferrous Metal (D) x 1: Magnetite Precious Metal (D) x 1: Iridium
Traits: Magnetic Chakra Resistant Physical Resistant
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 Price: 1300 Xel (Given for Free to All Kaironokuma as Academy Students)
Each Refitting can be done each rank up resulting in the rank of the gourd increased by 1-rank along with the durability and quality of raw materials used in it's construction. Rank of User - Refitting Price in Xel C - 2600 Xel B - 5200 Xel A = 10,400 Xel S = 20,800 Xel "Z" = 41,600 Xel "X" = 83,200 Xel
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[b]Equipment Name:[/b] (Insert First Name) Kaironokuma Gourd [b]Type of Equipment:[/b] Gourd [b]Rank:[/b] D (Can get refitted every rank up to equal user's rank) [b]How Many:[/b] 1 [b]Appearance:[/b] 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)
[b]Special Ability:[/b] 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.
[b]Weight:[/b] +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. [b]Slots:[/b] N/A [b]No of Refittings[/b] None
Last edited by Aurielle on 21st February 2015, 11:41 am; edited 15 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kaironokuma Clan 4th April 2011, 12:50 am | |
| Pull Fighting Style- 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)
Name: Pull - Rip Classification: Nintaijutsu Rank: D-rank Class: Offensive Range: Contact, (Short)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 D-rank internal pulse release chakra damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain C-rank pulse release chakra damage instead unless they have either D-rank Chakra Tiers or C-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Ripping Classification: Nintaijutsu Rank: D-rank Class: Offensive Range: Contact, (Mid)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 D-rank internal pulse release chakra damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain C-rank pulse release chakra damage instead unless they have either D-rank Chakra Tiers or C-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Ripped Classification: Nintaijutsu Rank: D-rank Class: Offensive Range: Contact, (Long)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 D-rank internal pulse release chakra damage. If the victim possesses D-rank strength tiers however to lock themselves in place they sustain C-rank pulse release chakra damage instead unless they have either D-rank Chakra Tiers or D-rank Endurance tiers (still takes D-rank pulse dmg in the case of endurance) in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Tear Classification: Nintaijutsu Rank: C-rank Class: Offensive Range: Contact, (Short)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 pulse release chakra damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain B-rank pulse release chakra damage instead unless they have either C-rank Chakra Tiers or B-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Nintaijutsu Rank: C-rank Class: Offensive Range: Contact, (Mid)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 pulse release chakra damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain B-rank pulse release chakra damage instead unless they have either C-rank Chakra Tiers or B-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Tore Classification: Nintaijutsu Rank: C-rank Class: Offensive Range: Contact, (Long)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 C-rank internal pulse release chakra damage. If the victim possesses C-rank strength tiers however to lock themselves in place they sustain B-rank pulse release chakra damage instead unless they have either C-rank Chakra Tiers or C-rank Endurance tiers (still takes C-rank pulse dmg in the case of endurance) in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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)
Name: Pull - Drag Classification: Nintaijutsu Rank: B-rank Class: Offensive Range: Contact, (Short)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 B-rank internal pulse release chakra damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain A-rank pulse release chakra 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 retraining's of "Push" 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. 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: Pull - Slit Classification: Nintaijutsu Rank: B-rank Class: Offensive Range: Contact, (Mid)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 B-rank internal pulse release chakra damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain A-rank pulse release chakra 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 retraining's of "Push" 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. 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: Pull - Slitting Classification: Nintaijutsu Rank: B-rank Class: Offensive Range: Contact, (Long)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 B-rank internal pulse release chakra damage. If the victim possesses B-rank strength tiers however to lock themselves in place they sustain A-rank pulse release chakra damage instead unless they have either B-rank Chakra Tiers or B-rank Endurance tiers (still takes B-rank pulse dmg in the case of endurance) in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Yank Classification: Nintaijutsu Rank: A-rank Class: Offensive Range: Contact, (Short)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 A-rank internal pulse release chakra damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain S-rank pulse release chakra damage instead unless they have either A-rank Chakra Tiers or S-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Slash Classification: Nintaijutsu Rank: A-rank Class: Offensive Range: Contact, (Mid)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 A-rank internal pulse release chakra damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain S-rank pulse release chakra damage instead unless they have either A-rank Chakra Tiers or S-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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: Pull - Slashing Classification: Nintaijutsu Rank: A-rank Class: Offensive Range: Contact, (Long)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 A-rank internal pulse release chakra damage. If the victim possesses A-rank strength tiers however to lock themselves in place they sustain S-rank pulse release chakra damage instead unless they have either A-rank Chakra Tiers or A-rank Endurance tiers (still takes A-rank pulse dmg in the case of endurance) in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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).
Name: Pull - Wrench Classification: Nintaijutsu Rank: S-rank Class: Offensive Range: Contact, (Short)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 25 feet of the user causing them to sustain S-rank internal pulse release chakra damage. If the victim possesses S-rank strength tiers however to lock themselves in place they sustain SS-rank pulse release chakra damage instead unless they have either S-rank Chakra Tiers or SS-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push 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. In order to destabilize the charge it requires either a B-rank Flux/Quake, A-rank Pulse/Gravity, S-rank Magnet/Raiden or SS-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 10 posts (total).
Name: Pull - Gash Classification: Nintaijutsu Rank: S-rank Class: Offensive Range: Contact, (Mid)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 50 feet of the user causing them to sustain S-rank internal pulse release chakra damage. If the victim possesses S-rank strength tiers however to lock themselves in place they sustain SS-rank pulse release chakra damage instead unless they have either S-rank Chakra Tiers or SS-rank Endurance tiers in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. In order to destabilize the charge it requires either a B-rank Flux/Quake, A-rank Pulse/Gravity, S-rank Magnet/Raiden or SS-rank Lightning Release technique focused on destabilizing Electromagnetic charges otherwise it last for 5 posts (total)
Name: Pull - Rent Classification: Nintaijutsu Rank: S-rank Class: Offensive Range: Contact, (Long)
Description: The user touches the target at least once with one of the paw prints on their hands or feet 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 100 feet of the user causing them to sustain S-rank internal pulse release chakra damage. If the victim possesses S-rank strength tiers however to lock themselves in place they sustain SS-rank pulse release chakra damage instead unless they have either S-rank Chakra Tiers or S-rank Endurance tiers (still takes S-rank pulse dmg in the case of endurance) in order to negate the effect. This technique only becomes stronger with retraining's of "Push" 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. 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 3 posts (total).
Push Paw Prints- Spoiler:
Name: Push - Sap Push Classification: Taijutsu Rank: D-rank Class: Offensive/Supplementary Range: Contact
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out stamina in order to lower the victims fatigue limit by -1 each time this technique is used on the victim. An Orange Paw Print extends outward from the point of impact causing two distinct effects; it can be detonated upon impact to deal D-rank physical pulse 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. The Orange Paw Print can travel 1 foot before dispersing.
Name: Push - Shatter Push Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact (Within 1 Foot)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to leave an indent upon impact shaped like a paw print. When released the paw print itself is colored red and can travel up to a foot, at swift release speeds, before dispersing however when a target is struck it deals D-rank Pulse Release physical damage in addition to bursting the blood vessels on the point of impact unless the victim has D-rank Defense+Strength Tier chains or C-rank Defense 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.
Name: Push - Numb Push Classification: Taijutsu Rank: D-rank Class: Offensive/Supplementary Range: Contact (Within 1 Foot), Short (Knockback)
Description: Taking advantage of the paw-prints, the user "pushes" either limb of their arm’s or legs to launch forward at swift release speeds, dealing a strong blow (with the elbow or the knee) to opponents causing D-rank physical 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 propelled by its force. If contact is initiated, 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 Tiers, they 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 D-rank defense tiers (which nullifies the numbing effect and damage from this technique). The target of the attack is pushed away at swift release speeds. The victim can however be launched at higher speeds dependent on the users current Paw Print "Strength" tier. Victims that have been made contact with require D-rank Strength Tiers or higher to lock themselves in place to prevent the knockback. If this happens they would only experience the D-rank physical damage. If they do not possess D-rank or higher strength tiers, the pushback would knock the target back flying 5 feet with, victims potentially sustaining additional damage if they impact anything during their flight.
Name: Push - Sapping Push Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Contact
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out stamina in order to lower the victims fatigue limit by -2 each time this technique is used on the victim. An Orange Paw Print extends outward from the point of impact causing two distinct effects; it can be detonated upon impact to deal C-rank physical pulse 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. The Orange Paw Print can travel 2 feet before dispersing.
Name: Push - Shattering Push Classification: Taijutsu Rank: D-rank Class: Offensive Range: Contact (Within 2 Feet)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to leave an indent upon impact shaped like a paw print. When released the paw print itself is colored red and can travel up to a 2 feet, at bullet release speeds, before dispersing however when a target is struck it deals C-rank Pulse Release physical damage in addition to bursting the blood vessels on the point of impact unless the victim has C-rank Defense+Strength Tier chains or B-rank Defense Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a 2 D-ranks each post (total) which can eventually lead to them bleeding out.
Name: Push - Numbing Push Classification: Taijutsu Rank: C-rank Class: Offensive/Supplementary Range: Contact (Within 2 Feet), Short (Knockback)
Description: Taking advantage of the paw-prints, the user "pushes" either limb of their arm’s or legs to launch forward at bullet release speeds, dealing a strong blow (with the elbow or the knee) to opponents causing C rank physical 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 propelled by its force. If contact is initiated, 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 posts (total) during which the opponent can not move that specific body part, unless they possess D-rank Defense Tiers, they 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). The target of the attack is pushed away at bullet release speeds. The victim can however be launched at higher speeds dependent on the users current Paw Print "Strength" tier. Victims that have been made contact with require C-rank Strength Tiers or higher to lock themselves in place to prevent the knockback. If this happens they would only experience the C-rank physical damage. If they do not possess C-rank or higher strength tiers, the pushback would knock the target back flying 10 feet with, victims potentially sustaining additional damage if they impact anything during their flight.
Name: Push - Open Palm Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (2 Feet), Short (Knockback)
Description: Taking advantage of the paw-prints, the user "pushes" their arm, palms facing in towards the users body, to launch forward at bullet release speeds, twisting their hands right before impact to deal a strong palm thrust to opponents causing C rank damage. If contact is initiated, the target of the attack is pushed away at C rank bullet release speeds at the end of the technique. A second damage check is added dependent on the users current Paw Print "Strength" tier potentially dealing even more damage due to the force the leg is propelled by. Victims that have been made contact with require C-rank Strength Tiers to lock themselves in place to prevent the knockback instead sustaining C-rank Pulse Release physical damage while knocking them flying 10 feet with victims potentially sustaining additional damage if they impact anything during their flight.
Name: Push - One Shot Kick Classification: Taijutsu Rank: C-rank Class: Offensive Range: Contact (2 Feet), Mid (Knockback)
Description: Taking advantage of the paw-prints, the user "pushes" their leg with their foot pointed to launch it upward at bullet release speeds, dealing a strong toe-kick to opponents causing C rank physical damage. If contact is initiated, the target of the attack is pushed away at bullet release speeds at the end of the technique. A second damage check is added dependent on the users current Paw Print "Strength" tier potentially dealing even more damage due to the force the leg is propelled by. Victims that have been made contact with require Strength Tiers to lock themselves in place to prevent the knockback instead sustaining C-rank physical damage while knocking them flying 20 feet with victims potentially sustaining additional damage if they impact anything during their flight.
Name: Push - Fatigue Push Classification: Taijutsu Rank: B-rank Class: Offensive/Supplementary Range: Contact
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out stamina in order to lower the victims fatigue limit by 3 each time this technique is used on the victim. An Orange Paw Print extends outward from the point of impact causing two distinct effects; it can be detonated upon impact to deal B-rank physical pulse 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. The Orange Paw Print can travel 3 feet before dispersing.
Name: Push - Shattered Push Classification: Taijutsu Rank: B-rank Class: Offensive Range: Contact (Within 3 Feet)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to leave an indent upon impact shaped like a paw print. When released the paw print itself is colored red and can travel up to 3 feet, at crashing ground speeds, before dispersing however when a target is struck it deals B-rank Pulse Release physical damage in addition to bursting the blood vessels on the point of impact unless the victim has B-rank Defense+Strength Tier chains or A-rank Defense Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a 3 D-ranks each post (total) which can eventually lead to them bleeding out.
Name: Push - Pain Push Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Contact (Within 3 Feet), Varies (Transfer)
Description: Drawing on the principles of Push the user makes contact with a target "Pushing" out the pain felt by a target as long as it is B-rank or below in total into another target who has been affected by any of the user's Push techniques. Upon having the pain transfered the first recepient of this technique no longer feels the pain from their injuries while the second is subjected to the exact amount of pain the original target had even if they are physically fine, this lasts for 6 posts (total) before both target's pain receptors return back to normal. The paw print is colored scarlet and can travel up to a distance of 3 feet, at crashing ground speeds, before fading away. Despite the advantages of this technique both targets can feel new pain as long as it is introduced during the duration as it only transfers the pain that the first target was in prior to the use of this technique, as a result if new pain is sustained it is added on to the current pain being felt. The first target only gets back the initial pain "pushed" out so 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: Push - Debuff Push Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Contact (Within 3 Feet), Short (Transfer)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out a buff B-rank & below from the victim in question. The paw print is colored cyan and can travel up to a distance of 3 feet, at crashing ground speeds, before fading away to that end a skilled user can actually push out a buff from their opponents into an ally who is standing just close enough to benefit, namely at most 15ft away from the end of the body of the victim of this technique.
Name: Push - Delink Push Classification: Taijutsu Rank: B-rank Class: Supplementary Range: Contact (Within 3 Feet), Short (Transfer)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out the connection between a Puppeteer & their controlled puppet as long as the puppetry technique being used to control them is B-rank & below. The paw print is colored maroon and can travel up to a distance of 3 feet, at crashing ground speeds, before fading away to that end a skilled user can actually push out a link from their opponents before granting control over that puppet to a puppeteer ally who is standing just close enough to benefit, namely at most 15ft away from the end of the body of the victim of this technique.
Name: Push - Jackhammer Push Classification: Taijutsu Rank: A-rank (Stamina/Fatigue Price Varies) Class: Supplementary Range: Self
Description: This is a Push 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 push is used it always appears as a gold colored push 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 differenciate 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 Travelled - Stamina Price Per Multiplication D - 1x - Every 5ft - 1 C - 2x - Every 4ft - 2 B - 3x - Every 3ft - 3 A - 4x - Every 2ft - 4 S - 5x - Every 1ft - 5
Name: Push - Debuffing Push Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Contact (Within 4 Feet), Short (Transfer)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out a buff A-rank & below from the victim in question. The paw print is colored cyan and can travel up to a distance of 4 feet, at vacuum release speeds, before fading away to that end a skilled user can actually push out a buff from their opponents into an ally who is standing just close enough to benefit, namely at most 20ft away from the end of the body of the victim of this technique.
Name: Push - Delinking Push Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Contact (Within 3 Feet), Short (Transfer)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" out the connection between a Puppeteer & their controlled puppet as long as the puppetry technique being used to control them is A-rank & below. The paw print is colored maroon and can travel up to a distance of 4 feet, at crashing ground speeds, before fading away to that end a skilled user can actually push out a link from their opponents before granting control over that puppet to a puppeteer ally who is standing just close enough to benefit, namely at most 20ft away from the end of the body of the victim of this technique.
Name: Push - Replenish Push Classification: Medical Nintaijutsu Rank: A-rank (Chakra Price Varies) Class: Supplementary Range: Contact (Within 4 Feet), Short (Transfer)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" some of their own ambient chakra into allies with a "Push" paw print in order to either temporarily bolster their max reserves if their chakra reserves are full or replenish their chakra by a set amount. The paw print is colored sea-green and can travel up to a distance of 4 feet, at vacuum release speeds, before fading away. This technique varies in terms of effectiveness, the more chakra pushed into a target 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: Push - Agony Push Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Contact (Within 4 Feet), Varies (Transfer)
Description: Drawing on the principles of Push the user makes contact with a target "Pushing" out the pain felt by a target as long as it is A-rank or below in total into another target who has been affected by any of the user's Push techniques. Upon having the pain transfered the first recepient of this technique no longer feels the pain from their injuries while the second is subjected to the exact amount of pain the original target had even if they are physically fine, this lasts for 8 posts (total) before both target's pain receptors return back to normal. The paw print is colored scarlet and can travel up to a distance of 4 feet, at vacuum release speeds, before fading away. Despite the advantages of this technique both targets can feel new pain as long as it is introduced during the duration as it only transfers the pain that the first target was in prior to the use of this technique, as a result if new pain is sustained it is added on to the current pain being felt. The first target only gets back the initial pain "pushed" out so 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: Push - Crater Push Classification: Taijutsu Rank: S-rank Class: Offensive Range: Contact (Within 5 Feet), Short (Crater size)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to leave an indent upon impact shaped like a paw print while likewise causing a massive crater to appear behind them or in the ground if they are hit from above. When released the paw print itself is colored dark red and can travel up to 5 feet, at blinding light speeds, before dispersing however when a target is struck it deals S-rank Pulse Release physical damage in addition to bursting the blood vessels on the point of impact unless the victim has S-rank Defense+Strength Tier chains or SS-rank Defense Tiers. Due to the rupturing of the blood vessels the victim sustains internal bleeding of a C-rank each post (total) which can eventually lead to them bleeding out. The crater effect makes it useful for destroying structures or targetting large targets as rather than deal damage over a specific point it repeats and is spread over a larger radius, this technique was notoriously utilized by Kaian to end the lives of many summons summoned by his enemies in battle as upon returning to the summoning realm they would die from the internal bloodloss. Rank of User - Size of Target - Size of Crater (radius) - Internal Blood Loss each P.T D - Medium (S-M) - 5ft - C C - Medium (L-XL) - 10ft - 2 C (B) B - Large (S-M) - 15ft - 3 C (A) A - Large (L-XL) - 20ft - 4 C (A) S - Bijuu - 25ft - 5 C "Z" - Colossus - 30ft - 6 C (S) "X" - Titanic - 35ft -7 C
Name: Push - Siphon Push Classification: Nintaijutsu Rank: S-rank Class: Offensive Range: Contact (Within 5 Feet)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to at first glance do absolutely nothing however dependent on the victims endurance tiers takes a set amount of time in post (total) before a teal colored paw print marking appears on the place the paw print comes in contact with. When released the paw print itself is invisible to any without chakra sensory and can travel up to 5 feet, at blinding light speeds, before dispersing however if a target is struck it gradually siphons chakra from their chakra reserves which a target doesn't notice unless they have an S-rank chakra sensory technique dealing with chakra flow. If the target possesses S-rank chakra tiers or SS-rank endurance tiers however they are immune to the chakra siphoning effect. Once it gets a sufficient amount as long as the teal marking has appeared it can be detonated at will in order to deal defense bypassing pulse release physical damage of an S-rank+ ambient chakra damage equal to the amount of chakra siphoned from the victim. It is typically utilized for assasinations due to it's subtle nature and is not required to be placed in spoilers until it is triggered unless the opponent possesses either a dojutsu with chakra vision or an S-rank chakra sensory technique. Endurance Tiers - Time before marking appears in P.T - Chakra Siphoned each P.T D - 1 - A C - 2 - B B - 3 - C A - 4 - 3 D S - 5 - D
Name: Push - Bullet Push Classification: Taijutsu Rank: S-rank Class: Offensive Range: Contact (Within 5 Feet)
Description: Drawing on the principles of Push the user makes contact with a victim "Pushing" in order to pierce straight through a target, quite unlike the others often leaving a gaping hole within the victims body shaped like a paw print. When released the paw print itself is colored brown and can travel up to 5 feet, at blinding light speeds, before dispersing however when a target is struck it pierces straight through their body unless they have an S-rank Strength+Defense tier chain to deal S-rank pulse release physical damage. The wound is gaping and often results in the victim quickly bleeding out along with a spray of blood bursting from the exit wound. Targetted Body Part - Amount of Blood Loss each post (total) Graze - D Finger(s)/Toe(s)/Ear(s) - D per digit, 3 D per ear Appendage (Tail, hand(s), foot/feet) - C, C per hand/foot Limb (Arm, Leg) - B per limb Stomach - A Chest - S Head/Heart/Reactor Core - Death unless immortal otherwise SS
Last edited by Aurielle on 12th July 2015, 6:14 am; edited 7 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kaironokuma Clan 4th April 2011, 12:52 am | |
| Iron Sand- Spoiler:
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: 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)
Name: Pulse Release - Iron Sand: Senbon Classification: Kinjutsu Rank: D-rank (D-rank Chakra & D-rank Iron Sand Per Senbon) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance)
Description: Using their ability to manipulate Iron Sand the user shapes the iron sand grains into thin pointy senbon each capable of dealing D-rank piercing physical damage when launched at opponents. Each senbon naturally travels over a distance of 10 feet (when not thrown) at D-rank speed however the speed they can be fired can be modified to move faster due to the Iron Sand Control line. Upon a target being struck it results in the victim being attached an electromagnetic charge resulting in additionally thrown metallic objects being attracted to their body at Swift Release Speeds. This effect can be negated if the victim possesses D-rank chakra tiers, C-rank endurance tiers or a counter electromagnetism technique (D if Flux based, D if Pulse/Gravity based, D if Magnet/Raiden based or C if Lightning based). Additional Senbon can be created at will for additional chakra prices allowing the user to constantly produce and fire numerous senbon over multiple posts (total) with the drawback of just draining their chakra reserves.
Name: Pulse Release - Iron Sand: Strings Classification: Kinjutsu Rank: D-rank (D-rank Chakra & D-rank Iron Sand Per String) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance)
Description: Using their ability to manipulate Iron Sand the user shapes the iron sand grains 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 Circuit Fist: Iron Sand Control, it is mainly useful for it's applications to Kugujutsu as well as metals which are outside of the Kaironokuma's normal control. Iron Sand: 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 Iron Sand Control as long as the chakra comprising the technique is not disrupted, destroyed or absorbed.
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 - Iron Sand: Shuriken Classification: Kinjutsu Rank: C-rank (3 D-rank Chakra & 3 D-rank Iron Sand Per Shuriken) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance)
Description: Using their ability to manipulate Iron Sand the user shapes the iron sand grains into small square shaped shuriken each capable of dealing C-rank physical damage when launched at opponents but durable enough to sustain damage from a C-rank physical or chakra based technique without breaking (with equivalent damage to reflect other damage types). Each shuriken 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 Iron Sand Control line. Upon a target being struck it results in the victim being attached an electromagnetic charge resulting in additionally thrown metallic objects being attracted to their body at Bullet Release Speeds. This effect can be negated if the victim possesses C-rank chakra tiers, B-rank endurance tiers or a counter electromagnetism technique (D if Flux based, D if Pulse/Gravity based, C if Magnet/Raiden based or B if Lightning based). Additional Shuriken can be created at will for additional chakra prices allowing the user to constantly produce and fire numerous shuriken over multiple posts (total) with the drawback of just draining their chakra reserves.
Name: Pulse Release - Iron Sand: Clone Classification: Kinjutsu Rank: C-rank (D-rank Chakra & B-rank Iron Sand Per Clone) Class: Supplementary Range: Varies
Description: The user manipulates their iron sand fashioning clones comprised of Iron Sand 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 Iron Sand technique utilizing the Iron Sand comprising their body to facilitate the technique in question dealing physical damage rather than chakra based due to only using Iron Sand Materia. As a result if they do not have the necessary iron sand needed for the technique they are unable to use the technique in question which is why Iron Sand: Clones are perhaps the most costly clone type to produce. All Iron Sand Clones move at the speed of the user's Iron Sand 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 Iron Sand, otherwise it dissolves back into iron sand.
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.
Name: Pulse Release - Iron Sand: Binding Coffin Classification: Kinjutsu Rank: C-rank (B-rank Chakra & D-rank Iron Sand) Class: Supplementary Range: Short (Within 10 ft of any source of at least a D-rank of Iron Sand)
Description: The user manipulates their Iron Sand 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 Iron Sand 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 Iron Sand 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, Iron Sand: Waterfall Funeral. Size of Opponent - Iron Sand 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: Pulse Release - Iron Sand: Wall Classification: Kinjutsu Rank: C-rank (D-rank Chakra & C-rank Iron Sand) Class: Defensive Range: Long
Description: The user manipulates their Iron Sand after infusing it with chakra in order to produce this useful defensive technique. The user is capable, for a paltry chakra price as long as sufficient iron sand is available, of creating a dense wall of iron sand which is capable of blocking up to a C-rank chakra based technique before dissolving back into iron sand. In terms of it's abilities at defending from physical attacks it is far more resilient as it can block C-rank techniques even with defense piercing while projectiles simply sink into the wall and are absorbed before being ground down to produce more iron sand if they are comprised of metal. Depending on the user's skill level the size of the Iron Sand Wall they produce varies in size however it is a flexible technique which can be formed up to 40ft away from the user. It's initial forming speed is bullet release however those with an improved mastery of the Circuit Fist can shape the iron sand at speeds equivalent to their level of Circuit Fist - Iron Sand Control. Rank of User - Size of Wall - Number of Projectiles (Iron Sand Produced) D - Small - 1 (D) C - Humanoid - 5 (C) B - Medium (S) - 10 (B) A - Medium (M) - 20 (A) S - Medium (L) - 40 (S)
Name: Pulse Release - Iron Sand: Square Shuriken Classification: Kinjutsu Rank: B-rank (C-rank Chakra & C-rank Iron Sand Per Senbon) Class: Supplementary/Offensive Range: Short, Mid (Firing Distance)
Description: Using their ability to manipulate Iron Sand the user shapes the iron sand grains into small square shaped shuriken each capable of dealing B-rank piercing physical damage when launched at opponents. Each shuriken 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 Iron Sand Control line. Upon a target being struck it results in the victim being attached an 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 chakra tiers, A-rank endurance tiers or a counter electromagnetism technique (D if Flux based, C if Pulse/Gravity based, B if Magnet/Raiden based or A if Lightning based). Additional Shuriken can be created at will for additional chakra prices allowing the user to constantly produce and fire numerous shuriken over multiple posts (total) with the drawback of just draining their chakra reserves.
Name: Pulse Release - Iron Sand: Clone Explosion Classification: Kinjutsu Rank: B-rank (D-rank Chakra Price per explosion) Class: Offensive/Supplementary Range: Short
Description: The follow up to Iron Sand: Clone in which the user causes one of the created Iron Sand clones to detonate spraying grains of iron sand at crashing ground speeds over a 15ft radius around the clone itself. It costs very little chakra to inititate simply because the user needs to change the electromagnetic charge holding the sand 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 pulse release chakra damage over the blast radius, as well as it's ability to scatter a B-rank amount of Iron sand over a wide area assisting in blanketing the terrain with the user's iron sand.
Name: Pulse Release - Iron Sand: Armor Classification: Kinjutsu Rank: B-rank (Variable Chakra & B-rank Iron Sand) Class: Defensive Range: Short
Description: The user utilizes their Iron Sand 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 iron sand 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 an iron sand price in exchange for permanently lowering the user's available Iron Sand able to be manipulated in battle. Furthermore this technique can only be reformed in the middle of battle if the user possesses Circuit Fist: Crashing Iron Sand Control due to the individual Iron Sand 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: Pulse Release - Iron Sand: Dome Classification: Kinjutsu Rank: B-rank (D-rank Chakra & B-rank Iron Sand) Class: Defensive Range: Long
Description: The user manipulates their Iron Sand after infusing it with chakra in order to produce this standard defensive technique. The user is capable, of creating a dense dome of iron sand which is capable of blocking up to a B-rank chakra based technique before dissolving back into iron sand. 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 iron sand if they are comprised of metal. 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 Iron Sand 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 Circuit Fist can shape the iron sand at speeds equivalent to their level of Circuit Fist - Iron Sand Control. Rank of User - Size of Dome - Number of Projectiles (Iron Sand 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: 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: Electromagnetic Suspension Classification: Kinjutsu Rank: B-rank (D Chakra & B-rank Iron Sand) Class: Supplementary Range: Short
Description: This is one of the multiple supplementary and auxiliary methods the Kaironokuma has thought of during combat. It is a trick where the user uses their Iron sand 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 iron sand 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 iron sand in order to support their weight. This technique seems to benefit the most from the Circuit Style - Iron Sand Control line of techniques as the iron sand platform moves through the air at speeds equal to it. Req. Iron Sand/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: Pulse Release - Iron Sand: Electromagnetic Arena Classification: Kinjutsu Rank: B-rank (B Chakra & Variable Iron Sand) Class: Supplementary Range: AOE
Description: This is one of the multiple supplementary and auxiliary methods the Kaironokuma has thought of during combat. It is a trick where the user supercharges their iron sand with pulse release chakra in order to generate an electromagnetic field which results in metals and metallic objects having their weight lowered depending on the user's skill level. Within this field (120 ft radius, 240 ft diameter) weapons which are thrown and are backed by strength will have their piercing lowered or made non-existent whereas those thrown by speed have the damage dealt by them lowered or even removed entirely due to their weight being lowered due to the electromagnetic force being exerted by the iron sand. This technique is also a useful set up for Pulse Release - Iron Sand: Armor as the two have opposing charges which when the Lodestone Armor is being stacked with others (Earth Spear &/or Lodestone 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 - Str Back Piercing Nerf/Spd Thrown Projectiles Dmg Nerf D - 2x - 1-rank Lower C - 3x - 2-ranks Lower B - 4x - 3-ranks Lower A - 5x - 4-ranks Lower S - 6x - 5-ranks Lower
Name: Pulse Release - Iron Sand: Drizzle Classification: Kinjutsu Rank: B-rank (D Chakra & B-rank Iron Sand) Class: Offensive Range: Long
Description: After clotting together iron sand via electromagnetism 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 iron sand 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 iron sand 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 immobilise 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 iron sand 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: Pulse Release - Iron Sand: Waterfall Funeral Classification: Kinjutsu Rank: B-rank (Chakra Price Varies) Class: Offensive Range: Contact (With Iron Sand)
Description: After wrapping/clumping an opponent with iron sand with either Iron Sand: Binding Coffin or Iron Sand: Drizzle, the user will cause the iron sand to implode and crush whatever is within it with up to S-rank electromagnetic force. According to Kaian the originator of this technique, 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 sizeable 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: Pulse Release - Iron Sand: Conduction Rods Classification: Kinjutsu Rank: A-rank (A-rank Chakra & C-rank Iron Sand) Class: Supplementary/Defensive Range: AOE
Description: Req. Iron Sand: Drizzle. The user manipulates their Iron Sand to rain down from the sky, at vacuum release speeds, similar to it's parent technique, however upon landing the Iron Sand 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 electrolocation 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 Electrolocation experience sensory overload causing them intense pain each post (total) they keep their electrolocation 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 Pulse 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: 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: Gathering Assault Classification: Kinjutsu Rank: A-rank (B Chakra & B-rank Iron Sand) Class: Supplementary Range: Short (Compression), Mid-Long (Shapes), AOE (Magnetic Field)
Description: The user gathers a great volume of Iron Sand 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 Iron Sand, 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 pulse 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 defences (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 Iron Sand, the shape can be whatever the user wants, and can even be changed during the fight while manipulated through the Kaironokuma's Iron Sand 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 Iron Sand 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: Circuit Fist - Iron Sand Control: Vacuum Release Classification: Taijutsu Rank: A-rank Class: Supplementary Range: Self (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 Vacuum 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 Vacuum Release.
Name: Pulse Release - Iron Sand: Waterfall Imperial Funeral Classification: Kinjutsu Rank: S-rank (Chakra Price Varies) Class: Offensive Range: AOE
Description: Req. Both Sand Waterfall Funeral to be learned & Quicksand Waterfall Funeral to be currently active on the field. This technique was Kaian Kaironokuma's speciality, where he makes the land a stage for his representation and became infamous during the Great War between Dipu and a village based in the Land of Madness occuring during the era of the Territory Wars between all the up and coming hidden villages of that time. This technique is identical to Iron Sand: Waterfall Funeral in that the stream of sand crushes the enemy as well as the added effects the crushing causes on a trapped opponent. But as far as scale goes, this is in a totally different league due to being able to liquify numerous opponents buried underneath the Iron Sand. One may be able to hold their own against a single attack, but multiple obliterations are where this technique shines due to the physical Pulse Release crushing damage sustained stacking like a combination technique each time it is used. In order to initiate the user slams both hands down onto the sand, creating powerful shock waves that compress the sand anything buried in the sand is subsequently crushed. This technique has a unique use with any AOE Quake release technique used right after it, as the physical damage dealt is amplified depending on the rank of Quake Release technique utilized to trigger the crushing effect. Chakra Price/Crushing Force - Effect S - Distance this technique extends underground is equal to 200 ft. SS - External Defenses such as armor/exo-skeletons or shells are ineffective with victims being dealt internal crushing damage equal to half the actual crushing force dealt. SSS - Distance this technique extends underground is equal to 280 ft.
Quake Tech Rank - Physical Damage Modifier D - 1x C - 2x B - 3x A - 4x S - 5x SS - 6x SSS+ - 7x
Name: Circuit Fist - Iron Sand Control: Blinding Light Classification: Taijutsu Rank: S-rank Class: Supplementary Range: Self (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 Blinding Light 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 Blinding Light. This is the highest eye-movement speed a Kaironokuma can obtain due to still being limited by S-rank Tier Caps as a Ninja.
Name: Pulse Release - Iron Sand: World Method Classification: Kinjutsu Rank: SS-rank (A-rank Chakra, SS-rank Iron Sand Price) Class: Supplementary/Offensive Range: Long (Sphere), AOE (Spiked Branches)
Description: The user manipulates their Iron Sand to create a gigantic sphere of branching spikes which has a radius of 140ft. The user first creates two masses of Iron Sand of opposing magnetic fields and then merges them together. This causes the magnetic forces to instantly increase and the repellent force created by the two opposing magnetic fields scatters the Iron Sand across a vast area at Ripping Discord speeds. The Iron Sand spreads in spikes that branch off irregularly, making it almost impossible to get a clear overview of what is happening. This also makes evading the spikes nearly impossible unless an individual has a Time-Slowing Dojutsu/SS-rank Reaction along with Ripping Discord speed. Even if the opponent has managed to evade getting hit, the Iron Sand spikes will have filled the entire surroundings within a 240ft radius from the center of the original gigantic sphere, cutting off any escape routes. With the opponent trapped, the user is free to attack in person as opponents trapped within are unable to move at speeds without being cut up by the numerous spikes of Iron Sand unless they have SS-rank defense. Depending speed the opponent moves after being trapped the more damage they sustain and to those with blood the more cuts are inflicted often causing victims to eventually succumb to bloodloss and perish. Speed of Victim - Physical Dmg each P.T - Bleed Dmg each P.T D - D - D C - 2 D - 2 D B - 4 D - 3 D A - C - 4 D S - B - 5 D SS - A - C SSS - S - B
Lightning Release- Spoiler:
Name: Lightning Release: Push - Thunderclap Classification: Nintaijutsu Rank: C-rank Class: Supplementary/Offensive Range: Mid & Contact (Dmg), Short (Echo)
Description: The user infuses lightning release chakra into one of the paw prints on his hands before throwing out his arm with his hands open palm. This shoots out a Yellow paw print moving at Bullet Release speeds at a target, upon impacting a target it detonates releasing a sound like thunder deafening those within a 5 foot radius of it's impact while inflicting C-rank lightning release chakra damage to victims that it hits. Depending on the victim's hearing strength the amount of time they are deafened varies making this technique useful on those with sensitive hearing. Due to how this technique is structured it makes use of chakra flow in conjunction with the Kaironokuma Kekkei Genkai allowing the user to preform it without hand seals and due to this it can be used in rapid succession for a C-rank chakra price per paw print. Hearing Strength - Deafening (Posts Total) Deaf - Immune Kurogane Minimum - 1 Reduced - 2 Normal - 3 Enhanced - 4 Animal/Beast/Dobutsu - 5 Kurogane Maximum - 6
Name: Lightning Release: Pull - Third Rail Classification: Ninjutsu Rank: B-rank Class: Supplementary. Range: Long (Varies)
Description: This technique involves the user first making hand seals before pulling their hand apart resulting in a bolt of lightning appearing between both hands. The user then directs the bolt of lightning creating a pathway making straight lines with turns only occurring at 90 degree (right) angles. Upon finishing the pathway the user then claps both hands together causing the lightning to fade away from the visible light spectrum only being able to be detected by Heat Sensory or Electrolocation B-rank and above. This technique's true use is in conjunction with the Paw Prints on the soles of the user's feet after they have jumped into the air. The user "Pulls" along the lightning which acts as a guidance rail allowing the user to move at Crashing Ground speed along the track construct. Depending on the user's skill level the length of the rail varies in distance while each time it is used it simply costs a B-rank to form the railing. Phase Release users who are unfortunate enough to pass through the railing are dealt B-rank damage and forced out of being intangible while normal opponents who contact with it are dealt constant lightning release damage of a C-rank each post (total) if they do not possess B-rank chakra or A-rank Endurance Tiers. Rank of User - Length of Railing (ft) D - 20 C - 40 B - 60 A - 80 S - 100
Earth Release- Spoiler:
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
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: 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 where this technique acts to compound it's effect magnetizing the Iron Sand 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, (i.e a Chidori with A-rank piercing goes through the users Iron Sand: 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).
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) 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
Last edited by Aurielle on 24th June 2016, 12:03 am; edited 13 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kaironokuma Clan 27th December 2014, 11:40 am | |
| Wind Release- Spoiler:
Techno- Spoiler:
Name: Techno: Biometal Transformation Classification: Fighting Style Rank: D-rank Class: Supplementary Range: Self
Description: This is the fighting style revolving around Techno which involves the smooth transitioning from one Techno form to another and is used in conjunction with their special endurance tiers to make said conversion last longer in combat. Due to Techno revolving around cooldowns rather than expending chakra or fatigue it is very versatile however it takes a certain degree of skill to utilize it effectively in combat. To that degree this fighting style was created to help guide Kaironokuma members seeking to make the best use of their Techno abilities to it's fullest potential. Upon learning this technique the Kaironokuma can now mantain 1 active Techno technique at one time before having to end it in order to use another. (Insert Name)'s Base Techno Duration = (Insert Number of P.T dependent on character's rank which was explained in Techo Passive. I.E B-rank = 3 P.T)
Name: Techno: Biometallic Transformation Lvl 1 Classification: Taijutsu Rank: D-Rank Class: Supplementary Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the first level increases the number of active Techno transformations to 2 while likewise increasing the duration of D-rank Techno transformations by +1. 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.
Name: Techno: Lockpick Classification: Kinjutsu/Kenjutsu Rank: D-Rank Class: Supplementary/Offensive Range: Short
Description: The Kaironokuma clan member alters the composition of their finger into a bluish metal while deadening it's pain receptors in order to form a lockpick at D-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 12 posts (total) while it's cooldown before it can be used again is 1 post (total). The lockpick is actually rather durable being capable of sustaining damage from D-rank physical based techniques without a scratch however it can destroyed by any other type technique to end the technique prematurely causing it to change back into it's non techno state. This technique is rather versatile as besides being handy to open locks which would normally require a key it is also capable of destroying D-rank Barrier Ninjutsu techniques. Depending on the skill level of the user it takes a set amount of time to pick locks of varying ranks using this technique. Rank of User - Rank of Lockable to be Picked (P.T Req. to Pick Lock) D - D - 2 C - D - 4 B - C - 6 A - B - 8 S - A - 10
Name: Techno: Spyglass Classification: Kinjutsu/Kenjutsu Rank: D-Rank Class: Supplementary Range: Self, Long (Sight Range)
Description: The Kaironokuma clan member alters the composition of one of their eyes into a bluish metal while deadening it's pain receptors in order to form a spyglass at D-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 10 posts (total) while it's cooldown before it can be used again is 3 post (total). The spyglass is actually rather durable being capable of sustaining damage from D-rank physical based techniques without a scratch however it can destroyed by any other type technique to end the technique prematurely causing it to change back into it's non techno state. This technique is rather versatile due to the function of a spyglass to extend one's vision past what is normally capable by the eye, when used it acts as a modifier to extend the distance of Long Range techniques by an additional distance. Rank of User - Viewing Distance (Long Range Tech Distance Bonus) D - 20ft (+10ft) C - 40ft (+20ft) B - 60ft (+30ft) A - 80ft (+40ft) S - 100ft (+50ft)
Name: Techno: Senbon Classification: Kinjutsu/Shurikenjutsu Rank: D-Rank Class: Supplementary/Offensive Range: Mid
Description: The Kaironokuma clan member alters the composition of their index & middle fingers into a bluish metal while deadening it's pain receptors in order to form a senbon launcher at D-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 12 posts (total) while it's cooldown before it can be used again is 1 post (total). The Kaironokuma clan member can spawn a single senbon and fire it from the launcher to deal D-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Senbon fired the cooldown of this technique has 1 P.T added to it. The speed that each senbon is fired at is Swift Release speeds which results in them gaining D-rank defense piercing and they can travel over a distance of 10ft before dispersing. Depending on the skill level of the user they can spawn multiple senbon for the price, in terms of cooldown, of one. Rank of User - No of Senbon fired at once D - 1 C - 5 B - 10 A - 15 S - 20
Name: Techno: Mini Bow Classification: Kinjutsu/Kyujutsu Rank: D-Rank Class: Supplementary/Offensive Range: Long
Description: The Kaironokuma clan member alters the composition of their index, middle & pinky fingers as well as their thumb into a bluish metal while deadening it's pain receptors in order to form a mini bow at D-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 12 posts (total) while it's cooldown before it can be used again is 1 post (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal D-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 20ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one. Rank of User - No of Arrows fired at once D - 1 C - 2 B - 4 A - 8 S - 16
Name: Techno: Biometallic Transformation Lvl 2 Classification: Kinjutsu Rank: C-Rank Class: Supplementary Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the second level increases the number of active Techno transformations to 3 while likewise increasing the duration of C-rank & below Techno transformations by +1 (+2 Overall when used with Lvl 1). 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.
Name: Techno: Binoculars Classification: Kinjutsu/Kenjutsu Rank: C-Rank Class: Supplementary Range: Self, AOE (Sight Range)
Description: The Kaironokuma clan member alters the composition of both their eyes into a bluish metal while deadening it's pain receptors in order to form a Binoculars at C-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 10 posts (total) while it's cooldown before it can be used again is 3 post (total). The binoculars are actually rather durable being capable of sustaining damage from C-rank physical based techniques without a scratch however it can destroyed by a D-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state. This technique is rather versatile due to the function of binoculars to extend one's vision past what is normally capable by the eye, when used it acts as a modifier to extend the distance of Long Range techniques by an additional distance. The user can modify what they see similar to telescopic vision allowing them to see targets far away with the same clarity and definition as if they were right in front of them. Rank of User - Viewing Distance (Long Range Tech Distance Bonus) D - 40ft (+20ft) C - 80ft (+40ft) B - 120ft (+60ft) A - 160ft (+80ft) S - 200ft (+100ft)
Name: Techno: Drill Classification: Kinjutsu/Kenjutsu Rank: C-Rank Class: Supplementary/Offensive Range: Short
Description: The Kaironokuma clan member alters the composition of their hand into a bluish metal while deadening it's pain receptors in order to form a drill at C-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 8 posts (total) while it's cooldown before it can be used again is 3 posts (total). The drill is actually rather durable being capable of sustaining damage from C-rank physical based techniques without a scratch however it can destroyed by a D-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state. The drill itself possesses C-rank defense piercing and can be spun at bullet release speeds to deal repeated C-rank hybrid based damage overtime however for every post (total) it is maintained it adds 1 additional post to it's cooldown period. When pressed against a defensive structure the damage stacks allowing the user to gradually drill through a defense in order to destroy it. No of Posts Maintained - Defense capable of being drilled through 1 (Normal Use) - C (D-rank Physical/Mental/Chakra Based Defenses) 2 - B (C-rank Phy/Men/Chk) 3 - A (B-rank Phy/Men/Chk) 4 - A+ (A-rank Phy/Men/Chk or B-rank Spt/Nat) 5 - S- (Only Hybrid Based Defenses)
Name: Techno: Kunai Classification: Kinjutsu/Shurikenjutsu Rank: C-Rank Class: Supplementary/Offensive Range: Mid
Description: The Kaironokuma clan member alters the composition of their hand into a bluish metal while deadening it's pain receptors in order to form a kunai launcher at C-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 8 posts (total) while it's cooldown before it can be used again is 3 posts (total). The Kaironokuma clan member can spawn a single kunai and fire it from the launcher to deal C-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Kunai fired the cooldown of this technique has 1 P.T added to it. The speed that each senbon is fired at is Bullet Release speeds and they can travel over a distance of 20ft before dispersing. Depending on the skill level of the user they can spawn multiple kunai for the price, in terms of cooldown, of one. Rank of User - No of Kunai fired at once D - 1 C - 3 B - 5 A - 7 S - 9
Name: Techno: Short-Bow Classification: Kinjutsu/Kyujutsu Rank: C-Rank Class: Supplementary/Offensive Range: Long
Description: The Kaironokuma clan member alters the composition of their hand into a bluish metal while deadening it's pain receptors in order to form a short-bow at C-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 8 posts (total) while it's cooldown before it can be used again is 3 posts (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal C-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 40ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one. Rank of User - No of Arrows fired at once D - 1 C - 2 B - 4 A - 6 S - 8
Name: Techno: Biometallic Transformation Lvl 3 Classification: Kinjutsu Rank: B-Rank Class: Supplementary Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the third level increases the number of active Techno transformations to 4 while likewise increasing the duration of B-rank & below Techno transformations by +1 (+3 Overall when used with Lvl 1 & 2). 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.
Name: Techno: Telescope Classification: Kinjutsu/Kenjutsu Rank: B-Rank Class: Supplementary Range: Self, AOE (Sight Range)
Description: The Kaironokuma clan member alters the composition of their entire head into a bluish metal while deadening it's pain receptors in order to form a Telescope at B-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 post (total). The telescope is actually rather durable being capable of sustaining damage from B-rank physical based techniques without a scratch however it can destroyed by a C-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state.This technique is rather versatile due to the function of a telescope to extend one's vision far past what is normally capable by the eye. In fact as long as the user has a clear vantage point they can see out of the topic to keep track or target those outside of their target if they are skilled enough. The user can modify what they see similar to telescopic vision allowing them to see targets far away with the same clarity and definition as if they were right in front of them. Rank of User - Viewing/Targetting Distance D - Same Topic C - Same Location, Different Topic B - Neighboring Location, Same Area A - Different Location, Same Area S - Different Location, Neighboring Area
Name: Techno: Blade Classification: Kinjutsu/Kenjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Contact (Blade Length), Short
Description: The Kaironokuma clan member alters the composition of their hand, wrist and upper half of their forearm into a bluish metal while deadening it's pain receptors in order to form a double edged blade at B-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The blade is actually rather durable being capable of sustaining damage from B-rank physical based techniques without a scratch however it can destroyed by a C-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state. When used offensively it can deal B-rank hybrid based slicing damage to opponents with smooth cuts geared at slicing through armor or other weapons as long as their either lack either C-rank Physical resistance or raw durability above B-rank. Depending on the user's skill level the length of the blade varies yet it remains as heavy as the user's normal arm regardless of it's length. Any Kenjutsu used with Techno: Blade benefits from the increased length extending any Short-Range techniques by an additional amount of ft equal to the length of the blade. Rank of User - Blade Length D - 1ft C - 2ft B - 3ft A - 4ft S - 5ft
Name: Techno: Saw-Blade Classification: Kinjutsu/Shurikenjutsu Rank: B-Rank Class: Supplementary/Offensive Range: Mid
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a disc launcher at B-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The Kaironokuma clan member can spawn a single saw-blade and fire it from the launcher to deal B-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Kunai fired the cooldown of this technique has 1 P.T added to it. The speed that each senbon is fired at is Crashing Ground speeds and they can travel over a distance of 30ft before dispersing. Depending on the skill level of the user they can spawn multiple saw-blades for the price, in terms of cooldown, of one. Rank of User - No of Saw-Blades fired at once D - 1 C - 2 B - 3 A - 4 S - 5
Name: Techno: Longbow Classification: Kinjutsu/Kyujutsu Rank: B-Rank Class: Supplementary/Offensive Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a long-bow at B-rank speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal B-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 60ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one. Rank of User - No of Arrows fired at once D - 1 C - 2 B - 3 A - 4 S - 5
Name: Techno: Biometallic Transformation Lvl 4 Classification: Kinjutsu Rank: A-Rank Class: Supplementary Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the fourth level increases the number of active Techno transformations to 5 while likewise increasing the duration of A-rank & below Techno transformations by +1 (+4 Overall when used with Lvl 1, 2 & 3). 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.
Name: Techno: Chain-Saw Classification: Kinjutsu/Kenjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Contact (Blade Length), Short
Description: The Kaironokuma clan member alters the composition of their entire leg into a bluish metal while deadening it's pain receptors in order to form a fully mobile chainsaw at A-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 7 posts (total). The chain-saw is actually rather durable being capable of sustaining damage from A-rank physical based techniques without a scratch however it can destroyed by a B-rank chakra/mental based technique to end the technique prematurely causing it to change back into it's non techno state. When used offensively it revs resulting in gaining A-rank defense piercing, is capable of slicing through incoming B-rank or below chakra based techniques as if it possessed chakra flow if the user is fast enough to intercept them & can be revved at vacuum release speeds to deal repeated A-rank hybrid based damage overtime however for every post (total) it is maintained it adds 1 additional post to it's cooldown period. When pressed against a defensive structure the damage stacks allowing the user to gradually saw through a defense in order to destroy it. Depending on the user's skill level the length of the chain-saw varies yet it remains as heavy as the user's normal arm regardless of it's length. Any Kenjutsu used with Techno: Chain-Saw benefits from the increased length extending any Short-Range techniques by an additional amount of ft equal to the length of the blade. No of Posts Maintained - Defense capable of being sawed through 1 (Normal Use) - A- (Only Hybrid Based Defenses) 2 - A (B-rank Phy/Men/Chk) 3 - A+ (A-rank Phy/Men/Chk or B-rank Spt/Nat) 4 - S- (Only Hybrid Based Defenses) 5 - S (S-rank Hyb, A-rank Phy/Men/Chk or B-rank Spt/Nat)
Rank of User - Chain-Saw Length D - 1ft C - 2ft B - 3ft A - 4ft S - 5ft
Name: Techno: Boost Knuckle Classification: Kinjutsu/Shurikenjutsu Rank: A-Rank Class: Supplementary/Offensive Range: Mid-range, Short (Knockback)
Description: The Kaironokuma clan member alters the composition of their entire arm into a bluish metal while deadening it's pain receptors in order to form a larger version of their arm at A-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 7 posts (total). This technique launches a detached part of the user's arm (forearm including hand made into a fist), using it as a projectile weapon. With a small-scale discharge, caused by chakra collected in the cut end of the forearm, the hand portion gains propulsive power and flies off in a straight line with tremendous force dealing A-rank Pulse Release Hybrid based damage. Its destructive power is great enough to easily break through even A-rank defenses and can travel over a distance of 40ft at Vacuum Release speeds. The propelled hand portion is protected due to it's inate durability, which allows it to remain unscathed unless destroyed by an A-rank physical or chakra based offensive technique. Once it's target has been reached the seperated part of the arm draws the launched back like a magnet, reattaching it again. Unlike other Techno it's duration is only depleted each time it is fired (1 P.T) as until it is retached it's duration does not go down. Depending on the skill of the user the size of the arm when this technique is used is increased yet it still remains as lightweight as the user's normal arm. Those victim's smaller than the size of the the launched forearm sustain will end up being launched flying (scaled to size) due to additional knockback potentially sustaining additional damage if they hit anything while in flight. Rank of User - Size of Arm - Str to Resist Knockback (Knockback Distance) D - Humanoid - D (5ft) C/Elite C - Medium (S)/Medium (M) - C (30ft) B/Elite B - Medium (M)/Medium (L) - B (45ft) A/Elite A - Medium (L)/Medium (XL) - A (60ft) S/Elite S - Medium (XL)/Large (S) - S (75ft/125ft)
Name: Techno: Composite Bow Classification: Kinjutsu/Kyujutsu Rank: A-Rank Class: Supplementary/Offensive Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a composite bow at A-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 5 posts (total). The Kaironokuma clan member can spawn a single arrow and fire it from the bow to deal A-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each Arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 80ft before dispersing. Depending on the skill level of the user they can spawn multiple arrows for the price, in terms of cooldown, of one. Rank of User - No of Arrows fired at once D - 1 C - 1 B - 2 A - 2 S - 3
Name: Techno: Biometallic Transformation Lvl Max Classification: Kinjutsu Rank: S-Rank Class: Supplementary Range: Self
Description: The Kaironokuma have modified their own utilization of their inate endurance to suit their own purposes, this technique is geared towards doing two things, maximizing the amount of time a Techno technique can be sustained while likewise increasing the number of active Techno techniques that can be maintained at once. This technique being the final level increases the number of active Techno transformations to 5 while likewise increasing the duration of A-rank & below Techno transformations by +1 (+5 Overall when used with Lvl 1, 2, 3 & 4). 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.
Name: Techno: Rocket Classification: Kinjutsu/Kenjutsu Rank: S-Rank (Optional Chakra Price) Class: Supplementary Range: Short
Description: The Kaironokuma clan member alters the composition of their lower torso (waist & both legs) into a bluish metal while deadening it's pain receptors in order to form a rocket at S-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 4 posts (total) while it's cooldown before it can be used again is 9 posts (total). Once formed the rocket grants the Kaironokuma clan member flight and while they are capable of moving through the air via electromagnetic forces at speeds equivalent to their speed tier (consumes fatigue like normal) this technique can be fueled with chakra to give the user an additional boost equal to the amount of chakra expended each post (total) capping at S-rank. However when both normal speed tiers and a chakra price equivalent to it are spent the user is capable of outspeeding equal-rank Sam Lvl Speed while moving through the air.
Name: Techno: Cross-Bow Classification: Kinjutsu/Kyujutsu Rank: S-Rank Class: Supplementary/Offensive Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire forearm into a bluish metal while deadening it's pain receptors in order to form a composite bow at S-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 6 posts (total) while it's cooldown before it can be used again is 9 posts (total). The Kaironokuma clan member can spawn a single crossbow bolt and fire it from the bow to deal A-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each crossbow bolt fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user pulls back the drawstring before releasing it to fire & they can travel over a distance of 100ft before dispersing.
Name: Techno: Ballista Classification: Kinjutsu/Kenjutsu Rank: SS-Rank Class: Supplementary Range: Long
Description: The Kaironokuma clan member alters the composition of up to their entire upper torso into a bluish metal while deadening it's pain receptors in order to form a Ballista at SS-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 2 posts (total) while it's cooldown before it can be used again is 11 posts (total). The Kaironokuma clan member seems to lean forward balancing with their legs and despite lacking eyes can still aim accurately though other sensory mediums, or if Techno: Spyglass/Telescope is currently active the two can be used simultaneously to hit opponents across vast distances. The Ballista can spawn a single arrow and fire it from the bow to deal SS-rank Non-Elemental Hybrid Damage which can be done in rapid succession however for each arrow fired the cooldown of this technique has 1 P.T added to it. The speed that each arrow is fired is dependent on how fast the user loads the ballista which can be done manually by the user using their speed tiers as a guide or with the assistance of another individual if they are faster than the user and willing to help. The shots fired can travel over a huge distance which depending on the skill level of the user the size of the ballista formed varies and thus the scale in terms of distance the user can accurately hit a target increases. Rank of User - Size of Ballista - Max Distance Arrows can reach before Dispersing D - Humanoid - 100ft C - Medium (S) - 300ft B - Medium (M) - 300ft A - Medium (L) - 300ft S - Medium (XL) - 300ft "Z" - Large (S) - 500ft "X" - Large (M) - 500ft
Name: Techno: Full Body Armor Classification: Kinjutsu/Kenjutsu Rank: SSS-Rank Class: Supplementary/Defensive Range: Self
Description: The Kaironokuma clan member alters the composition of their entire into a bluish metal while deadening it's pain receptors in order to form a full body armor at SSS-rank Speed. It's base duration without adding any modifiers due to rank or Biometallic Transformation End Tiers is 0 posts (total) and as such it is completely reliant on the additional modifiers to give it a worthwhile duration while it's cooldown before it can be used again is 13 posts (total). This technique due to converting the user's entire body into the bluish metal produced by techno increases their defensive capabilities drastically with the user now being capable of sustaining damage from SSS-rank physical based techniques without a scratch however it can destroyed by a SS-rank chakra/mental based technique or a S-rank spiritual/natural based technique to end the technique prematurely causing it to change back into it's non techno state. Due to encompassing the entire body this durability is extended to any other Techno transformations the user possesses while this technique is active, and likewise when it deactivates due to it's duration running out those weapons which were produced at the same time keep the same durability until their own durations run out. As a result it not only serves as a potent defense but also a very useful support ability for the use of any skilled Techno user.
Atomic Metal- Spoiler:
Name: Atomic Metal: Conversion Factor Classification: Fighting Style Rank: D Class: Supplementary Range: Self (Iron Sand)
Description: The Kaironokuma have learned how to alter the composition of their Iron Sand production to suit their purposes in battle, Iron on it's own is a fairly generic type of metal and it's simplistic nature is why all Kaironokuma can passively produce it without additional training. It was through their Atomic Metal passive that they learned to alter the atoms comprising their Iron Sand to change it into various other metals with their own properties either in sand, powder or dust form. Often the metals used are also solid, and may be lighter or heavier than Iron which gives them either inferiority or superiority in terms of clashing against it. There are two methods of doing such, the temporary version in which the conversion is done with just applying the change to already produced Iron Sand or the permanent version which are Medical Ninjutsu which alter the sand being produced by the Kaironokuma with them being unable to switch back to the base variant. The various metals also can be compared against each other, the denser the metal materia the more likely it is to overpower a less dense metal materia however combinations (whether as alloys or just mixed together) of less dense metal materia can be used to equate or even potentially overpower denser metal materia which are purely comprised of that type. Type of Metal - Density Comparison Magnesium - (-4) Aluminum - (-3) Copper - (-2) Titanium - (-1) Iron - 0 Silver - (+1) Gold - (+2) Platinum - (+3) Lead - (+4) *Note: The values only specifically matter when used for alloys or mixtures, otherwise they either overpower or are overpowered by another. (I.E Lead Overpowers Gold or Platinum if they are seperate, however mixed together or a Gold+Platinum Alloy overpowers Lead)
Name: Atomic Metal: Conversion Factor - Iron Sand Classification: Ninjutsu Rank: D Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her altered metal materia back into Iron Sand this can also be utilized on Steel Release techniques & materia. If that is done due to modifying the very structure of the materia in question this technique has a cost ratio 1:1 meaning in essence 1 D-rank of Iron cost 1 D-rank of chakra to produce, or when converting a Steel Release technique to Iron Sand it is always an equal rank price to the rank of the Steel Release technique to do so. Iron is known for being magnetic, capable of oxidation (rust), Iron Sand is the base material capable of being produced by all Kaironokuma without additional techniques by way of their Iron Sand Passive. Iron Sand is notable for it's use against Sand which if using the Density Chart as a comparison is (-1) in comparison to Iron Sand's (0). Rank of User - Speed of Conversion D - C C - B B - A A - S S - SS
Name: Atomic Metal: Conversion Factor - Copper Powder Classification: Ninjutsu Rank: C Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the less dense, yet highly conductive Copper. 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 Copper costs 2 D-ranks of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Copper in question isn't as dense as Iron as a result when coming against Iron Sand techniques equal rank to one using Copper Powder the latter is always overpowered unless the Copper Powder technique has piercing while the Iron Sand one doesn't. The properties of Copper due to it being one of the better conductors of electricity and heat with a focus on electricity, thus resulting in any lightning, heat, fire, blaze, plasma or flux release technique being boosted in speed while passing through it. Rank - Speed of Conversion - Conductibility Speed Boost (Element) D - C - + Increased to Samurai Level (Blaze) C - B - +1 (Fire, Heat) B - A - +2 (Plasma) A - S - +3 (Flux) S - SS - +4 (Lightning)
Name: Atomic Metal: Conversion Factor - Aluminium Dust Classification: Ninjutsu Rank: C Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the less dense, yet highly reflective Aluminium. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:3 ratio meaning in essence 1 D-rank of Aluminium costs 3 D-ranks of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Aluminium in question is less dense compared to Iron and as a result when coming against Iron Sand techniques equal rank to one using Aluminium Dust the latter is always overpowered unless the Aluminium Dust technique has piercing while the Iron Sand one doesn't. The properties of Aluminium include it's reflection as well as it's resistance to corrosion, depending on the user's rank the user's Defensive techniques utilizing Aluminium Dust will possess a natural immunity to corrosion damage and an ability to reflect incoming Light based techniques (Includes Light Release) up to half the initial distance the light traveled while being an excellent reflector Light in the Infa-Red spectrum allowing Pulse Release - Aluminium Dust techniques to be useful in heat masking or heat sensory concealment techniques. Rank of User - Speed of Conversion (Corrosion Resistance) - Light Reflection D - C - N/A C - B - D B - A - C A - S - B S - SS - A
Name: Atomic Metal: Conversion Factor - Silver Sand Classification: Ninjutsu Rank: B Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the denser, yet highly conductive Silver. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:4 ratio meaning in essence 1 D-rank of Silver costs 4 D-ranks of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Silver in question is denser than Iron as a result when coming against Iron Sand techniques equal rank to one using Silver Sand the former is always overpowered unless the Iron Sand technique has piercing while the Silver Sand one doesn't. The properties of Silver due to it being the best conductor of both electricity and heat result in any lightning, heat, fire, blaze, plasma or flux release technique being boosted in speed while passing through it. Rank - Speed of Conversion - Conductibility Speed Boost (Element) D - C - +1 (Flux) C - B - +2 (Plasma) B - A - +3 (Blaze) A - S - +4 (Fire) S - SS - +5 (Heat, Lightning)
Name: Atomic Metal: Conversion Factor - Magnesium Powder Classification: Ninjutsu Rank: B Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the less dense, yet highly flammable Magnesium. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:5 ratio meaning in essence 1 D-rank of Magnesium costs 5 D-ranks of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Magnesium in question is less dense compared to Iron and as a result when coming against Iron Sand techniques equal rank to one using Magnesium Powder the latter is always overpowered unless the Magnesium Powder technique has piercing while the Iron Sand one doesn't. The properties of Magnesium are it's high flammability and the ability to produce bright light when set aflame, as a result any Pulse Release: Magnesium Powder techniques are weak to at least equal rank, Fire, Blaze or Yugure Flames and depending on the user's rank produces light of varying intensity which can be used to trigger blind status effects. Rank of User - Speed of Conversion - Light Intensity (Materia) - Blind Status Duration in P.T D - C - D (None) - 1 C - B - C (D) - 3 B - A - B (C) - 5 A - S - A (B) - 7 S - SS - S (A) - 9
Name: Atomic Metal: Conversion Factor - Gold Dust Classification: Ninjutsu Rank: B Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the denser, yet high plasticity possessing Gold. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:6 ratio meaning in essence 1 D-rank of Gold costs 1 C-rank of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Gold in question is denser than Iron as a result when coming against Iron Sand techniques equal rank to one using Gold Dust the former is always overpowered unless the Iron Sand technique has piercing while the Gold Dust one doesn't. The properties of Gold is it's high plasticity, it is both malleable and ductile allowing it to utilize less materia in comparison to the other types in relation to chakra and still give the same amount of strength (rank) in terms of it's techniques. For example: Pulse Release - Iron Sand: Clone requires 1 D-rank of chakra and each clone possesses 1 B-rank of Iron Sand within them, on the other hand a B-rank Gold Dust user can utilize Pulse Release - Gold Dust: Clone which will require 1 D-rank of chakra and each clone possesses 1 D-rank of Gold Dust within them. Not only will the Gold Dust Clone overpower it's Iron Sand counterpart but will most likely be able to preform just as many techniques before running out of materia due to Gold's plasticity. (This is due to the Plasticity Factor lowering the innate cost of Gold Dust Materia in a technique so while Pulse Release - Gold Dust: Dome will originally cost 1 D-rank of Chakra & 1 B-rank of Gold Dust, a B-rank or higher Gold Dust user will instead pay 1 D-rank of Chakra & 1 D-rank of Gold Dust) Rank - Speed of Conversion - Plasticity Factor (Relation to Techniques when user is not Saturated) D - C - 1x (Same as Normal) C - B - 2x (1-rank Less) B - A - 3x (2-ranks Less) A - S - 4x (3-ranks Less) S - SS - 5x (4-ranks Less)
Name: Atomic Metal: Conversion Factor - Titanium Sand Classification: Ninjutsu Rank: A Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the less dense, yet highly durable Titanium. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:7 ratio meaning in essence 1 D-rank of Titanium costs 7 D-ranks of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Titanium in question is less dense compared to Iron and as a result when coming against Iron Sand techniques equal rank to one using Titanium Sand the latter is always overpowered unless the Titanium Sand technique has piercing while the Iron Sand one doesn't. The property of Titanium is it's high tensile strength as it possess the best density to strength ratio out of all the metals, this allows it to be both light-weight and extremely resistant to physical damage. This only becomes noticeable the more skilled the user is, as even their low rank techniques will have a high resistance to physical damage requiring stacking damage to destroy while those equal-rank or higher negate physical damage including those with defense piercing. Rank of User - Speed of Conversion - Physical Negation D - C - D C - B - C B - A - B A - S - A S - SS - S
Name: Atomic Metal: Conversion Factor - Lead Powder Classification: Ninjutsu Rank: A Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the denser, yet highly poisoning Lead. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:8 ratio meaning in essence 1 D-rank of Lead costs 8 D-rank of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Lead in question is denser than Iron as a result when coming against Iron Sand techniques equal rank to one using Lead Powder the former is always overpowered unless the Iron Sand technique has piercing while the Lead Powder one doesn't. The properties of Lead are it's poisonous traits and it's resistance to radiation, lead is known as a potent neuro-toxin to organic organisms as well as those possessing blood. It bonds to it and disrupts neural impulses contributing to intelligence lowering among developmental stages, sensory impairing and loss, organ failure and even death in high levels. Depending on the skill of the user it's radiation resistance will extend to even low rank Pulse Release: Lead Powder techniques requiring stacked damage to destroy while Equal-rank & higher are completely immune to the effects of radioactive fall out. Rank of User - Speed of Conversion - Radiation Resistance D - C - D C - B - C B - A - B A - S - A S - SS - S
Name: Atomic Metal: Conversion Factor - Platinum Dust Classification: Ninjutsu Rank: A Class: Supplementary Range: Self (Iron Sand)
Description: Utilizing Atomic Metal the user in question alters the atomic structure of his/her Iron Sand into the denser, yet chemical inert Platinum. Due to modifying the very structure of the materia in question this technique has a cost to produce in a 1:9 ratio meaning in essence 1 D-rank of Platinum costs 9 D-rank of chakra to produce. The speed at which the materials are produced becomes faster dependent on the user's skill level. Platinum in question is denser than Iron as a result when coming against Iron Sand techniques equal rank to one using Platinum Dust the former is always overpowered unless the Iron Sand technique has piercing while the Platinum Dust one doesn't. The property of Platinum is it's inertness, in exchange for it's loss of elements it's strong against it becomes neutral to it's weaknesses. This allows Pulse Release: Platinum Dust techniques to be completely neutral in regards to elemental match-ups similar to Psionic Release while Platinum is easily the best of the metal materias to be utilized in alloy form due to this trait carrying over to the alloy in question albeit at reduced levels. Rank of User - Speed of Conversion - Max Rank of Alloy or Alloy using technique which possesses Elemental Neutrality D - C - N/A C - B - D B - A - C A - S - B S - SS - A
Name: Atomic Metal: Conversion Factor - Chemical Alter Classification: Medical Ninjutsu Rank: S Class: Supplementary/Passive Range: Self, Contact (Preforming it on another)
Description: This is a unique medical technique created by the Kaironokuma clan which deals with the altering of their brain chemistry in order to permanently change the composition of their Iron Sand into one of the other variants of manipulated metals. Once this technique is preformed it results in the user no longer able to naturally produce Iron Sand and thus all Iron Sand related techniques must be formed from existing Iron Sand or after converting the produced metal into Iron Sand via Atomic Metal: Conversion Factor - Iron Sand. Upon learning this technique depending on the complexity of the metal being used the Kaironokuma member is unable to naturally produce any metal materia for a set amount of time as they are recovering. Once that time is up then they regain their ability to do so. This technique can be utilized multiple times, depending on certain factors, the first use can occur at anytime giving the user 1 type of metallic materia produced naturally. The second occurs at B-rank, the third occurs at A-rank & the fourth can only occur if the user possesses an Elite Rank or if they are clan head. When the Kaironokuma clan member has more than one variant it's production is done based on ratio. (Insert Name)'s Ratio of Production = 1:0:0:0 (Insert Different Ratio when applicable) Type of Metal - IC Recovery Time (OOC Recovery Time) Iron Sand - 1 Month (1 Week) Copper Powder - 2 Month (2 Weeks) Aluminum Dust - 2 Month (2 Weeks) Silver Sand - 3 Months (3 Weeks) Magnesium Powder - 3 Months (3 Weeks) Gold Dust - 3 Months (3 Weeks) Titanium Sand - 4 Months (1 Month) Lead Powder - 4 Months (1 Month) Platinum Dust - 4 Months (1 Month)
Last edited by Aurielle on 8th June 2016, 11:00 pm; edited 10 times in total | |
| | | Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Kaironokuma Clan 21st February 2015, 7:37 am | |
| Metal Puppetry- 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 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: 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
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 Shellcode Fist: Figurine Control, the fighting style generated for the express purpose of Figurine 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 and 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
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 Shellcode Fist: Figurine Control, they become able to manipulate the puppets using their Shellcode Fist completely bypassing the need for wire or chakra strings or even hand movements. 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.
Name: Shellcode Fist - Figurine Evolution: Indomitable Model Classification: Kugujutsu (Taijutsu) Rank: B-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, Humanoid (excluding Human) and Large sized puppets. It also increases the duration of all Techno modifications by +4 while decreasing the cooldown by -3. This level allows Techno slots to be made permanent in Humanoid 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 Humanoid 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. Humanoid Puppet Type - Chakra + Metal Sand Price Standard - B + 2 B Separating - B + 3 B Fusion - 2 B + 4 B Battle - 2 B + 5 B Human - 3 B + 6 B (Req. Immortal Model)
Name: Metal Puppetry: Puppet Figurine – Techno Slotting Classification: Kugujutsu Rank: A-rank Class: Supplementary Range: Self (Puppet), Contact
Description: This is a unique form of metal puppetry which was created with the express purpose of utilizing the Kaironokuma’s Techno as slots in their metal figurines. Due to infusing some of their blood as well as their chakra as part of the metal grafting process the metal figurines are very receptive to assuming new shapes. However they have a limit, which is determined by how many free slots were available in the puppet they were prior to becoming Figurines. The user is only capable of slotting Techno that they themselves have trained, and upon doing so the Metal Figurine is capable of morphing its body to assume the Techno shape that was slotted into it. This follows all of the rules of Techno (duration maintained as well as cool-downs after use) and thus if one is skilled at utilizing Techno their Figurines will be better equipped. If the user has likewise learned Metal Puppetry: Figurine Merge, then the puppeteer can have their figurines use up a set amount of Iron Sand (or it’s variants) in order to quickly reset the cool-down on a slotted Techno technique, which will need to be equal in rank to the Techno slot in question.
Name: Metal Puppetry: Human Puppet Conversion Classification: Medical Kugujutsu Rank: A-rank Class: Supplementary/Passive Range: Self (Human Puppet)
Description: This is the technique converts a Human Puppet's composition replacing the organic composition with metal substitutes while retaining the natural properties of the original Human Puppet. When this technique is utilized to convert parts into metal materia the Kaironokuma is capable of manipulating with Shellcode Fist: Figurine Control they become able to manipulate the puppets using their Shellcode Fist completely bypassing the need for wire or chakra strings or even hand movements. Similar to Shellcode 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.
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. Rank of User - Clone Puppetry Slots (Each) - Size of Target Engulfed D - 1 - Small C - 2 - Humanoid B - 3 - Medium (S) A - 4 - Medium (M) S - 5 - Medium (L)
Name: Shellcode Fist - Figurine Control: Vacuum Doll Classification: Kugujutsu (Taijutsu) Rank: A-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 Vacuum 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 Vacuum Release, while when combined with any variant of strings to be utilized alongside Puppetry their Metal Puppetry techniques they are capable of moving at A-Rank++ Speeds though at a 2x Stamina price if they do not possess A-Rank Endurance.
Name: Shellcode Fist - Figurine Evolution: Unbreakable Model Classification: Kugujutsu (Taijutsu) Rank: A-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, Humanoid (excluding Human), Large and Titanic sized puppets. It also increases the duration of all Techno modifications by +5 while decreasing the cooldown by -4. This level allows Techno slots to be made permanent in Large 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 Large 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. Large Puppet Type - Chakra + Metal Sand Price Vehicle - A + 2 A Wall - A + 3 A Standard - 2 A + 4 A Aerial - 2 A + 5 A Storage - 3 A + 6 A
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)
Name: Metal Puppetry: Self Puppet Conversion Classification: Medical Kugujutsu Rank: S-rank Class: Supplementary/Passive Range: Self (Puppet)
Description: This is the technique converts a Kaironokuma's body composition replacing the organic composition with metal substitutes while retaining the natural properties of the original Human Puppet. When this technique is utilized to convert parts into metal materia those within the Kaironokuma Clan have the option of having Techno techniques as weapon slots thus losing the time-limit placed in addition to it's price in exchange for being triggered like a normal puppet. The added benefit being said weapons being concealed within the body of the Self Puppet, as a result of being a combination of Atomic Metal and Techno the Self Puppet's inner composition has the same bluish metallic sheen as Techo whereas any due to often being comprised of the same metal materia that the Kaironokuma can manipulate with Iron Sand Control they gain the ability to mentally control their own body. This can grant them "levitation" and movement through the air without expending physical strain, and similar to Shellcode Fist: Figurine Control when hand movements are utilized their speed can be increased to Samurai Levels.
Name: Shellcode Fist - Figurine Control: Blinding Doll Classification: Kugujutsu (Taijutsu) Rank: S-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 Blinding Light 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 Blinding Light, while when combined with any variant of strings to be utilized alongside Puppetry their Metal Puppetry techniques they are capable of moving at S-Rank++ Speeds though at a 2x Stamina price if they do not possess S-Rank Endurance.
Name: Shellcode Fist - Figurine Evolution: Immortal Model Classification: Kugujutsu (Taijutsu) Rank: S-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 all sizes of puppets, now including Human and Self Puppets. It also increases the duration of all Techno modifications by +6 while decreasing the cooldown by -5. This level allows Techno slots to be made permanent in Titanic 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 Titanic 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. Titanic Puppet Type - Chakra + Metal Sand Price Standard - S + 2 S Aerial - S + 3 S Transport - 2 S + 4 S Aquatic - 2 S + 5 S Fortress - 3 S + 6 S Siege - 3 S + 7 S
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With the first round of classes complete and the students already acclimated to life at the academy. The school has organized a field trip in order to give the students a taste of what …
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