Furaingutanku (Flying Tank / Beetle Family Summon)
Mar 29, 2012 15:45:25 GMT -8
Post by The Dude on Mar 29, 2012 15:45:25 GMT -8
NAME: Flying Tank Beetles
TYPE: Beetles
SPECIAL: The beetle family in their isolation has not learned the tongue of man. Must be able to communicate with bugs (Aburame) in order to summon them.
ORIGIN & HISTORY:
Atop the highest mountain piercing the clouds themselves there is said to be a plateau rather than a peak. The plateau is an unexplainable phenomenon to the few who have made the journey and lived to tell the tale. Witnesses claim that all weather outside of the plateau has no effects upon the plateau’s own environment. It is said to be a drastic change from the freezing winds and snow of the mountain side to stepping onto level terrain with warm weather and a thick lush forest growing atop rich soil. Stranger still is that in this miraculously accommodating environment there are no animals save for the beetles. Although little is known from the accounts of the witnesses about the beetles themselves as many of them fled immediately claiming the beetles were monstrous and vicious some bigger than the trees in the forest.
Among their own kind however the beetles pass down the legend of their existence and how they came to live atop their paradise plateau. It is said that in the beginning many of the beings dwelling on earth looked to the heavens with envious eyes. Their envy drove them to raise armies and attempt to climb the mountains high into the heavens themselves to invade and claim their own manifest destinies. The heavenly entities saw this as an affront but because of their compassion they could not strike down their earth bound children. Instead it was decided that earthly agents would be the ones to strike down their own and maintain a sense of order. Having searched the entire planet they found one of the strongest and yet humblest of creatures in the very soil, winds, and trees of the earth.
The beetles became endowed with enhanced strength, size, and an affinity for chakra itself. The beetles were able to show their power and prowess causing minimal casualties and remaining completely unharmed within their large protective shells and exoskeletons. To reward the beetles, they were given a home and title upon the highest plateau to serve forever as the guards between heaven and Earth forever preventing future trespassing between the two realms.
Welcome to the Family
NAME: Shohei
CLASSIFICATION: Senior
RANK: C
KIND: Flyer
SPECIALTIES:
Primary: Genjutsu
Secondary: Taijutsu
Tertiary: Ninjutsu
Racial Breakers:
Exoskeleton- As a member of the beetle family Shohei comes with an exoskeleton exterior to protect his vitals and muscles.
Multi Sealing- Four arms allows sealing of two sets of hand seals at any given time or one set of hand seals forming while two arms are utilized for anything else.
Taijutsu Style: Kenjutsu
DESCRIPTION:
20 Meters
Dominantly a body of royal blue with four long powerful arms and two legs all six limbs with massive claws for gripping tearing and shredding. Two pairs of flexible transparent wings that become a buzzing blur in flight. His head has two jaws one vertical one horizontal excellent for crushing smaller foes and prey. His head is also covered in a dense heavy protective helmet like shell mounted with two large rough and sharp horns. On his ass is a sharp sturdy stinger used to penetrate extremely tough defenses for penetrating damage.
EQUIPMENT: Rough Horns, Massive claws, Katanas x4
TECHNIQUES:
GENJUTSU
1975 Exp
1975 Exp
Kouryoku no Genjutsu (Genjutsu Potency)
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the base range of any Genjutsu creation the user is able to produce.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the senses around them. The more and more they hone their Genjutsu skill, the stronger their illusion will be.
Domain: Genjutsu Skill.
Extra range training = 'C' ranked + 1 meter per retrain! [requires 'S' ranked Duration]
Sonzoku no Genjutsu (Genjutsu Duration)
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the length at which the illusion elapses.
D: 1 turns
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra in order to make it last longer. The more and more they hone their Genjutsu skill, the longer their illusions will last.
Domain: Genjutsu Skill.
Extra length training - 'B' ranked + 1 extra turn per retrain! [requires 'S' ranked Duration]
Yuukou no Genjutsu (Genjutsu Effectiveness)
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the amount of targets one can affect with an illusion.
D: 1 target
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the amount targets it can affect. The more and more they hone their Genjutsu skill, the more senses they will be able to affect.
Domain: Genjutsu Skill.
Extra target training - 'A' ranked + 1 extra turn per retrain! [requires 'S' ranked Effectiveness]
Horoshi no Jutsu (Creeping Crawling Skin)
Rank: C-C-C-C [200]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Mid
Special: Produces up to 5 grotesque ants, plus 5 more each time retrained. However, after every fourth retraining, the chakra consumption of this technique will go up by one.
Description: Once the needed seals have been formed, the target of the victim becomes aware of movement under their own skin, like there’s something underneath. At this point the skin on the victim breaks open into little holes, and hundreds of ants climb from the openings. These ants quickly cover the victim’s skin and overwhelm them. This can act as a major distraction as the victim will generally try to get them off in a panic.
Domain: Universal Genjutsu
Kitsunenomado (Spaghetti Fingers)
Rank: C-C-C-C-C [250]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Mid
Special: Affects up to one finger at a time within a target, plus one more each time retrained. However, after every fourth retraining, the chakra consumption of this technique will go up by one.
Description: A useful almost immediate affect that most ninja soon come to love. The user performs the needed seals to activate the technique, and the target chosen by the user is immediately affected. The victim of this technique feels theirs hands twitch straight away, then become sluggish after the initial twitch, leaving the hands to feel slow. Almost as though their hands were losing feeling and becoming numb. This has a very high potential to mess up handseals in progress, and may slow down future seals.
Domain: Genjutsu
Nododitsumaru (Draining Oxygen Slip)
Rank: B [100]
Type: Basic Genjutsu
Handseals: Yes
Chakra: High
Special:
Description: A simple yet affective Genjutsu used mainly as a distraction and to cause panic in the victim. After forming the needed seals, the user designates a target and the technique will start to take effect. The target of the technique will begin to feel as though they’re not taking in enough oxygen at first, with shallow and quick breaths. The next few turns the target feels as though they’re taking in no oxygen at all, which is followed by the feeling of drowning. The victim's body believes it is literally taking no oxygen, and so the body doesn't search for it but instead wastes more energy trying to obtain more. This results in the target falling unconscious if the illusion goes unchecked.
Domain: Universal Genjutsu
Kokuangyou no Jutsu (Journey into Black Darkness Technique)
Rank: A [150]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Very High
Special: Affects everyone within range. Must be trained for each sense the user wishes to negate. However, after every second retraining, the chakra consumption of this technique will go up by one.
Description: One of the more advanced visual Genjutsu techniques, Kokuangyou no Jutsu causes the user's opponent to be enveloped in total darkness. While in the black void, the ninja will be unable to see any incoming attack or threat, or have any use for any of their senses for that matter.
Domain: Universal Genjutsu
Tsukaeru (Vader's Grip)
Rank: A-A [300]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Very High
Special: Must be staring at victim, with their dominant arm and hand overstretched, and the fingers clinging the air and choking the victim as if the user was actually doing so. Can be used only once per thread, plus one more each time retrained. However, after every second retraining, the chakra consumption of this technique will go up by one. Can only be used on a single victim at a time. The longer it is used, the closer the victim gets to passing out.
Description: The ultimate choke. Named supposedly after a fabled legend of children's manga, this illusion allows the caster to choke their victim's from a fixed distance as if they were actually doing so. The vice placed on their victim's neck is extremely hard, and if not dispelled, can be used to completely crush their throat.
Domain: Universal Genjutsu
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the base range of any Genjutsu creation the user is able to produce.
D: 10 meters
C: 20 meters
B: 30 meters
A: 40 meters
S: 50 meters
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the senses around them. The more and more they hone their Genjutsu skill, the stronger their illusion will be.
Domain: Genjutsu Skill.
Extra range training = 'C' ranked + 1 meter per retrain! [requires 'S' ranked Duration]
Sonzoku no Genjutsu (Genjutsu Duration)
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the length at which the illusion elapses.
D: 1 turns
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra in order to make it last longer. The more and more they hone their Genjutsu skill, the longer their illusions will last.
Domain: Genjutsu Skill.
Extra length training - 'B' ranked + 1 extra turn per retrain! [requires 'S' ranked Duration]
Yuukou no Genjutsu (Genjutsu Effectiveness)
Rank: D, C, B, A [325]
Type: Passive / Genjutsu Skill
Handseals: No
Chakra: --
Special: Highest rank determines the amount of targets one can affect with an illusion.
D: 1 target
C: 2
B: 3
A: 4
S: 5
Description: An essential passive Genjutsu Skill, this represents the user's ability to manipulate illusionary chakra and the amount targets it can affect. The more and more they hone their Genjutsu skill, the more senses they will be able to affect.
Domain: Genjutsu Skill.
Extra target training - 'A' ranked + 1 extra turn per retrain! [requires 'S' ranked Effectiveness]
Horoshi no Jutsu (Creeping Crawling Skin)
Rank: C-C-C-C [200]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Mid
Special: Produces up to 5 grotesque ants, plus 5 more each time retrained. However, after every fourth retraining, the chakra consumption of this technique will go up by one.
Description: Once the needed seals have been formed, the target of the victim becomes aware of movement under their own skin, like there’s something underneath. At this point the skin on the victim breaks open into little holes, and hundreds of ants climb from the openings. These ants quickly cover the victim’s skin and overwhelm them. This can act as a major distraction as the victim will generally try to get them off in a panic.
Domain: Universal Genjutsu
Kitsunenomado (Spaghetti Fingers)
Rank: C-C-C-C-C [250]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Mid
Special: Affects up to one finger at a time within a target, plus one more each time retrained. However, after every fourth retraining, the chakra consumption of this technique will go up by one.
Description: A useful almost immediate affect that most ninja soon come to love. The user performs the needed seals to activate the technique, and the target chosen by the user is immediately affected. The victim of this technique feels theirs hands twitch straight away, then become sluggish after the initial twitch, leaving the hands to feel slow. Almost as though their hands were losing feeling and becoming numb. This has a very high potential to mess up handseals in progress, and may slow down future seals.
Domain: Genjutsu
Nododitsumaru (Draining Oxygen Slip)
Rank: B [100]
Type: Basic Genjutsu
Handseals: Yes
Chakra: High
Special:
Description: A simple yet affective Genjutsu used mainly as a distraction and to cause panic in the victim. After forming the needed seals, the user designates a target and the technique will start to take effect. The target of the technique will begin to feel as though they’re not taking in enough oxygen at first, with shallow and quick breaths. The next few turns the target feels as though they’re taking in no oxygen at all, which is followed by the feeling of drowning. The victim's body believes it is literally taking no oxygen, and so the body doesn't search for it but instead wastes more energy trying to obtain more. This results in the target falling unconscious if the illusion goes unchecked.
Domain: Universal Genjutsu
Kokuangyou no Jutsu (Journey into Black Darkness Technique)
Rank: A [150]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Very High
Special: Affects everyone within range. Must be trained for each sense the user wishes to negate. However, after every second retraining, the chakra consumption of this technique will go up by one.
Description: One of the more advanced visual Genjutsu techniques, Kokuangyou no Jutsu causes the user's opponent to be enveloped in total darkness. While in the black void, the ninja will be unable to see any incoming attack or threat, or have any use for any of their senses for that matter.
Domain: Universal Genjutsu
Tsukaeru (Vader's Grip)
Rank: A-A [300]
Type: Basic Genjutsu
Handseals: Yes
Chakra: Very High
Special: Must be staring at victim, with their dominant arm and hand overstretched, and the fingers clinging the air and choking the victim as if the user was actually doing so. Can be used only once per thread, plus one more each time retrained. However, after every second retraining, the chakra consumption of this technique will go up by one. Can only be used on a single victim at a time. The longer it is used, the closer the victim gets to passing out.
Description: The ultimate choke. Named supposedly after a fabled legend of children's manga, this illusion allows the caster to choke their victim's from a fixed distance as if they were actually doing so. The vice placed on their victim's neck is extremely hard, and if not dispelled, can be used to completely crush their throat.
Domain: Universal Genjutsu
KENJUTSU
525 Exp
525 Exp
Battojutsu (Art of the Drawing Sword)
Rank: D, C, B, A [325]
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Nibaigiri (Double Cut)
Rank: C-C [100]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C [50]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C [50]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.
Rank: D, C, B, A [325]
Type: Defensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Special: Allows the swordsman to deflect basic attacks of equal or lower rank, in conjunction with other, more advanced moves within the style.
Description: An offensive nature of fighting, all Battojutsu practitioners will tend to stand in looser patterns, letting their steel fly and attack at often irregular angles. Unlike its defensive counterpart, this form allows for quicker, more deliberate strikes, making it deadly in the hands of a true master.
Domain: Kenjutsu
Nibaigiri (Double Cut)
Rank: C-C [100]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a kneeling position, the practitioner rises and draws, making a rising strike on the draw and a dropping strike as he sheathes. The movement is flashy and hard to trace, leaving unguarded opponent's in trouble.
Domain: Kenjutsu. Battojutsu 'C'.
Tsukesagiri (Cut and Thrust)
Rank: C [50]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws, attempts to cut one opponent, then thrust into another before quickly sheathing. The variation of attacks is quite useful in a situation where the user is surrounded by two or more opponents.
Domain: Kenjutsu. Battojutsu 'C'.
Sanpo Zuki (3-Way Thrust)
Rank: C [50]
Type: Offensive / Taijutsu / Kenjutsu
Range: 0 - 5 meters
Stamina: Mid
Special: Damage is calculated per strike. Can be used once per thread, plus one more each time retrained.
Description: Commencing from a standing position, the practitioner draws and thrusts his sword into three opponents around him, then quickly sheathes. The movement is capable of impaling a group of opponents easily, if they are not cautious.
Domain: Kenjutsu. Battojutsu 'C'.
NAME: Taiki
CLASSIFICATION: Senior
RANK: B
KIND: Flyer
SPECIALTIES:
Primary: Taijutsu
Secondary: Ninjutsu
Tertiary: Genjutsu
Racial Breakers:
Exoskeleton- As a member of the beetle family Taiki also comes with an exoskeleton exterior to protect his vitals and muscles.
Multi Sealing- Four arms allows sealing of two sets of hand seals at any given time or one set of hand seals forming while two arms are utilized for anything else.
Taijutsu Style: Akusen
Releases: Fuuton, Doton
DESCRIPTION:
30 Meters
Taiki has a hulking body of crimson with four long powerful arms and two legs; all six limbs with massive claws for gripping tearing and shredding. He has three pairs of flexible transparent wings that are sheathed within his massive armored shell. Using all six wings he can sustain a slower flight than his brethren in exchange for his much stronger and denser defensive properties. His head has two jaws one vertical one horizontal excellent for crushing smaller foes and prey. His head is also covered in a dense heavy protective helmet like shell mounted with two large rough and sharp horns. On his shell is a green iridescent sphere just behind his head purely cosmetic.
EQUIPMENT: Rough Horns, Massive claws, incredibly hard shell
TECHNIQUES:
AKUSEN
Exp 2500
Brawn I
Consumption I
Exp 2500
Brawn I
Consumption I
Senkotsu no Kouseinou (Art of the Augmented Physique)
Rank: D, C, B, A, S [625]
Type: Passive / Offensive / Taijutsu
Range: Self
Special: Improves the user's physical brawn, granting all Taijutsu performed enhanced strength, even basic physical attacks, heightening the power of the assault with bonus damage equal to the highest rank known of this technique. However, due to the layers of muscle stacked on the user's body, their agility suffers greatly after certain points of advancement, their movement decreased by one-fourth after obtaining the 'C' Rank version of this technique, and decreased even further, by one-half after obtaining the 'A' Rank version. Due to their great physical prowess, the user can also gain significant lifting capabilities, the weight determined by the highest rank known of this technique:
D - Max Body Weight
C - 2x Max Body Weight
B - 3x Max Body Weight
A - 4x Max Body Weight
S - 5x Max Body Weight
Description: Through rigorous exercise and training methods, one is capable of advancing their physical capabilities to mighty heights, bringing fear to those who witness the brawn behind their newfound strength. This method is not simple as it seems, requiring the user to actually transform their body over time, muscle stacking several times over the further they advance into the art of reckless power. Those who obtain the higher levels of this art always appear to be extremely muscular and hulking in appearance, showcasing their hidden strength. However, due to the increase in physical mass, the user sustains significant disadvantages with the augmented strength, their speed and ability to react hindering the more they continue to build muscle. With this attribute in mind, it is wise of the practitioners of this style to understand patience, as well as the responsibilities that come with such power.
Domain: Akusen.
Muteki (Juggernaut)
Rank: D, C, B, A, S [625]
Type: Supplementary / Defensive / Taijutsu
Range: Self
Stamina: Very Low - Massive
Special: Can successfully endure a blunt attack used against the user without slowing their momentum or sustaining any physical damage, but requires the user to sacrifice Stamina of equal rank to each technique used against them. Piercing/slashing techniques, those that exploit elemental weaknesses, or techniques of higher rank are unaffected by this technique. Cannot be used against Genjutsu.
Description: Those of the Akusen style have come to understand that their muscular mass has both offensive and defensive qualities, manipulating both to the best of their abilities. The initiation of this technique is quite simple, the user builds energy and stamina, preparing themselves for the incoming assault. Then, once the technique comes into contact with the user of this technique, their iron-clad muscle sustains the damage like a suit of armor, preventing the user from being affected in any way. The user must be careful when utilizing this ability, due to the equivalent drain of stamina, which can render them useless in battle, even if they survive the assault.
Domain: Akusen. Senkotsu no Kouseinou per rank
Okaeshi (Revenge)
Rank: D, C, B, A, S [625]
Type: Supplementary / Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Amplifies the user's next Taijutsu technique after using 'Muteki', the bonus damage and stamina consumed equivalent to the combined amount of damage sustained. The user must successfully survive the opponent's techniques with 'Muteki' in order to increase their own strength. Does not affect multiple Taijutsu techniques after this technique's use. User must wait a single turn before utilizing 'Muteki' again, while 'Okaeshi' has a cooldown of three turns.
Description: The next step to increasing one's brawn within the art of augmented muscle, the user is able to transfer damage nullified by 'Muteki' into adrenaline, increasing the power of their next technique based on the strength of the techniques used against them. This technique requires patience, and if the user cannot successfully defend themselves against the opponent's techniques, the build of adrenaline disappears. The idea of this technique is based primarily on the scientific explanation of the transfer of energy: momentum inflicted upon the user does not simply become nonexistent, but is transformed into adrenaline, which is inflicted back upon the opponent through the user's own Taijutsu. However, this amplified strength does not come passively, and still requires the user to consume additional Stamina.
Domain: Akusen. Muteki per rank.
Kyoudai Sentou (Mighty Punch)
Rank: D-D-D [75]
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - High
Special: Can be retrained three times, stacking 'D' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: A simple maneuver of Akusen, and known as one of the very basic, Kyoudai Sentou is a strong punch thrown with the momentum of the user's thick muscles assisting the delivery of the blow. The direction from which the fist approaches is unimportant, making this quite useful in hand-to-hand combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Omotai Chakushu (Colossal Launch)
Rank: C [50]
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: Mid
Special: The damage and range of the toss is determined by the highest rank known of 'Senkotsu no Kouseinou':
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Omotai Chakushu, another excellent display of the Akusen's incredible physical strength. The initiation of the technique is quite simple, once the user is within hand's reach of the opponent, the user grabs them, gathering strength in their hands and muscles, then with tremendous force, the user spins and throws the target in a specific distance. The range of this technique can be quite grand depending on the level of the user's brawn, and can cause devastating damage upon landing if the opponent cannot recover from the flight.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Noroshi Appakatto (Skyrocket Uppercut)
Rank: B-B-B [300]
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Noroshi Appakatto, a powerful rising punch often used by professional boxers, which can be deadly in the hands of an Akusen practitioner. The user gathers stamina in their leading arm, legs, and feet, several areas not common to most techniques within this fighting style. Then, the user lowers their body to the ground by bending their knees, the crouch position signifying the massive supply of strength, which is then followed by an extremely swift uppercut, the punch aimed for the target's jaw. Once the ascending strike connects, the transfer of momentum launches the opponent like a rocket into the air, the height being tremendous if the force allows it. Due to the incredible power behind the uppercut, this punch is quite feared as one of the Akusen's most threatening techniques, and can inflict damage upon impact into the ascension and from the descent.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Jaianto Habatobi (Hulking Jump)
Rank: B [100]
Type: Supplementary / Taijutsu
Range: 0 - 50 meters
Stamina: High
Special: Grants the user the ability to jump dozens of meters into the air through the use of their own physical strength, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Jaianto Habatobi, one of the Akusen's greatest variants, allowing the use of an astounding leap into the atmosphere, commonly used for a method of escape or for a follow-up technique. The user builds stamina in their legs and feet, their knees bending into a crouched position as the user determines the direction in which they plan to ascend. Then, appearing like a blur in the wind, the user forces their hulking strength into the ground below, acting as a launch pad as their body rockets through the air, reaching up to fifty meters if capable. Due to the power behind the leap, the ascension is quite vast and requires a few seconds at best, praising the technique as vital for most Akusen practitioners. Upon returning the ground, the user sustains no drawbacks at all, their muscular build cushioning the landing.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nagareboshi Tobikomi (Meteor Dive)
Rank: B [100]
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Nagareboshi Tobikomi, a special footdive that allows the user to descend upon the opponent like a sword with their feet, the assault capable of pummeling though even the greatest defenses. The user builds momentum, stamina gathering in their legs and feet as they lock their eyes on the target. Then, upon leaping nearly five meters in the air, the user completes an instant front-flip, the speed rivaled by none, before returning to the earth, their body aimed narrowly toward the opponent with their feet guiding them like a missile. The gravity forcing the user to the ground along with their own physical prowess creates a deadly footdive capable of piercing great barriers, and smashing those unwary of it's strength into the ground below. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their feet are successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Rank: D, C, B, A, S [625]
Type: Passive / Offensive / Taijutsu
Range: Self
Special: Improves the user's physical brawn, granting all Taijutsu performed enhanced strength, even basic physical attacks, heightening the power of the assault with bonus damage equal to the highest rank known of this technique. However, due to the layers of muscle stacked on the user's body, their agility suffers greatly after certain points of advancement, their movement decreased by one-fourth after obtaining the 'C' Rank version of this technique, and decreased even further, by one-half after obtaining the 'A' Rank version. Due to their great physical prowess, the user can also gain significant lifting capabilities, the weight determined by the highest rank known of this technique:
D - Max Body Weight
C - 2x Max Body Weight
B - 3x Max Body Weight
A - 4x Max Body Weight
S - 5x Max Body Weight
Description: Through rigorous exercise and training methods, one is capable of advancing their physical capabilities to mighty heights, bringing fear to those who witness the brawn behind their newfound strength. This method is not simple as it seems, requiring the user to actually transform their body over time, muscle stacking several times over the further they advance into the art of reckless power. Those who obtain the higher levels of this art always appear to be extremely muscular and hulking in appearance, showcasing their hidden strength. However, due to the increase in physical mass, the user sustains significant disadvantages with the augmented strength, their speed and ability to react hindering the more they continue to build muscle. With this attribute in mind, it is wise of the practitioners of this style to understand patience, as well as the responsibilities that come with such power.
Domain: Akusen.
Muteki (Juggernaut)
Rank: D, C, B, A, S [625]
Type: Supplementary / Defensive / Taijutsu
Range: Self
Stamina: Very Low - Massive
Special: Can successfully endure a blunt attack used against the user without slowing their momentum or sustaining any physical damage, but requires the user to sacrifice Stamina of equal rank to each technique used against them. Piercing/slashing techniques, those that exploit elemental weaknesses, or techniques of higher rank are unaffected by this technique. Cannot be used against Genjutsu.
Description: Those of the Akusen style have come to understand that their muscular mass has both offensive and defensive qualities, manipulating both to the best of their abilities. The initiation of this technique is quite simple, the user builds energy and stamina, preparing themselves for the incoming assault. Then, once the technique comes into contact with the user of this technique, their iron-clad muscle sustains the damage like a suit of armor, preventing the user from being affected in any way. The user must be careful when utilizing this ability, due to the equivalent drain of stamina, which can render them useless in battle, even if they survive the assault.
Domain: Akusen. Senkotsu no Kouseinou per rank
Okaeshi (Revenge)
Rank: D, C, B, A, S [625]
Type: Supplementary / Offensive / Taijutsu
Range: Self
Stamina: Low - Very High
Special: Amplifies the user's next Taijutsu technique after using 'Muteki', the bonus damage and stamina consumed equivalent to the combined amount of damage sustained. The user must successfully survive the opponent's techniques with 'Muteki' in order to increase their own strength. Does not affect multiple Taijutsu techniques after this technique's use. User must wait a single turn before utilizing 'Muteki' again, while 'Okaeshi' has a cooldown of three turns.
Description: The next step to increasing one's brawn within the art of augmented muscle, the user is able to transfer damage nullified by 'Muteki' into adrenaline, increasing the power of their next technique based on the strength of the techniques used against them. This technique requires patience, and if the user cannot successfully defend themselves against the opponent's techniques, the build of adrenaline disappears. The idea of this technique is based primarily on the scientific explanation of the transfer of energy: momentum inflicted upon the user does not simply become nonexistent, but is transformed into adrenaline, which is inflicted back upon the opponent through the user's own Taijutsu. However, this amplified strength does not come passively, and still requires the user to consume additional Stamina.
Domain: Akusen. Muteki per rank.
Kyoudai Sentou (Mighty Punch)
Rank: D-D-D [75]
Type: Offensive / Taijutsu
Range: 0 - 25 meters
Stamina: Low - High
Special: Can be retrained three times, stacking 'D' ranked damage each time. Inflicts knockback if the target is struck, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 5 meters
C - 10 meters
B - 15 meters
A - 20 meters
S - 25 meters
Description: A simple maneuver of Akusen, and known as one of the very basic, Kyoudai Sentou is a strong punch thrown with the momentum of the user's thick muscles assisting the delivery of the blow. The direction from which the fist approaches is unimportant, making this quite useful in hand-to-hand combat.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Omotai Chakushu (Colossal Launch)
Rank: C [50]
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: Mid
Special: The damage and range of the toss is determined by the highest rank known of 'Senkotsu no Kouseinou':
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Omotai Chakushu, another excellent display of the Akusen's incredible physical strength. The initiation of the technique is quite simple, once the user is within hand's reach of the opponent, the user grabs them, gathering strength in their hands and muscles, then with tremendous force, the user spins and throws the target in a specific distance. The range of this technique can be quite grand depending on the level of the user's brawn, and can cause devastating damage upon landing if the opponent cannot recover from the flight.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Noroshi Appakatto (Skyrocket Uppercut)
Rank: B-B-B [300]
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. The force of the strike can knock the target greatly into the air, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Noroshi Appakatto, a powerful rising punch often used by professional boxers, which can be deadly in the hands of an Akusen practitioner. The user gathers stamina in their leading arm, legs, and feet, several areas not common to most techniques within this fighting style. Then, the user lowers their body to the ground by bending their knees, the crouch position signifying the massive supply of strength, which is then followed by an extremely swift uppercut, the punch aimed for the target's jaw. Once the ascending strike connects, the transfer of momentum launches the opponent like a rocket into the air, the height being tremendous if the force allows it. Due to the incredible power behind the uppercut, this punch is quite feared as one of the Akusen's most threatening techniques, and can inflict damage upon impact into the ascension and from the descent.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Jaianto Habatobi (Hulking Jump)
Rank: B [100]
Type: Supplementary / Taijutsu
Range: 0 - 50 meters
Stamina: High
Special: Grants the user the ability to jump dozens of meters into the air through the use of their own physical strength, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 10 meters
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters
Description: Jaianto Habatobi, one of the Akusen's greatest variants, allowing the use of an astounding leap into the atmosphere, commonly used for a method of escape or for a follow-up technique. The user builds stamina in their legs and feet, their knees bending into a crouched position as the user determines the direction in which they plan to ascend. Then, appearing like a blur in the wind, the user forces their hulking strength into the ground below, acting as a launch pad as their body rockets through the air, reaching up to fifty meters if capable. Due to the power behind the leap, the ascension is quite vast and requires a few seconds at best, praising the technique as vital for most Akusen practitioners. Upon returning the ground, the user sustains no drawbacks at all, their muscular build cushioning the landing.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Nagareboshi Tobikomi (Meteor Dive)
Rank: B [100]
Type: Offensive / Taijutsu
Range: 0 - 15 meters
Stamina: High - Massive
Special: Can be retrained three times, stacking 'B' ranked damage each time. Causes the ground below the user and the target to become ruptured and unsettled due to the strike's concussive strength, the force inflicting knockback on those within the technique's range outside of it, the highest rank known of 'Senkotsu no Kouseinou' determining the distance:
D - 3 meters
C - 6 meters
B - 9 meters
A - 12 meters
S - 15 meters
Description: Nagareboshi Tobikomi, a special footdive that allows the user to descend upon the opponent like a sword with their feet, the assault capable of pummeling though even the greatest defenses. The user builds momentum, stamina gathering in their legs and feet as they lock their eyes on the target. Then, upon leaping nearly five meters in the air, the user completes an instant front-flip, the speed rivaled by none, before returning to the earth, their body aimed narrowly toward the opponent with their feet guiding them like a missile. The gravity forcing the user to the ground along with their own physical prowess creates a deadly footdive capable of piercing great barriers, and smashing those unwary of it's strength into the ground below. In addition to the divine strength of the technique, the environment is disturbed as well, intense energy flowing through the body of the target into the ground below, turning the earth into cracked rubble, causing movement to be difficult. However, this effect only occurs if their feet are successfully thrusted into the ground, meaning the user must be nimble when performing this technique.
Domain: Akusen. Senkotsu no Kouseinou 'D'.
Doton
Exp 1250
Consumption I
Exp 1250
Consumption I
Doton Ryouuken (Earth Dominion)
Rank: D, C, B, A, S [625]
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Domu (Earth Spear Essence)
Rank: D, C, B, A, S [625]
Type: Defensive / Doton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: Can withstand a single Ninjutsu or Taijutsu strike made upon the user of equal or lower rank before needing to recast the jutsu. Highest rank known determines boost to user's Taijutsu strength (any Taijutsu strike carries bonus damage in the form of the highest rank known), as well as speed penalties suffered due to the extra weight. During this, no other chakra-related jutsu outside of Doton may be used. Finally, if the shield is destroyed by an equally ranked attack and they were in direct contact with natural earth, the shield may regrow without the need to spend extra chakra.
D: 20% speed loss
C: 40% speed loss
B: 60% speed loss
A: 80% speed loss
S: User cannot run, only walk.
Description: After forming the necessary handseals, the user will harden their body using the earth around them or through other supplementary techniques. This provides greater defense against many attacks, both taijutsu and ninjutsu, and will also strengthen their limbs in order to increase the striking ability and power. However, like other Doton based jutsu, it is weak against Raiton attacks.
Domain: Doton. Earth Dominion of equal rank
Rank: D, C, B, A, S [625]
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Domu (Earth Spear Essence)
Rank: D, C, B, A, S [625]
Type: Defensive / Doton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: Can withstand a single Ninjutsu or Taijutsu strike made upon the user of equal or lower rank before needing to recast the jutsu. Highest rank known determines boost to user's Taijutsu strength (any Taijutsu strike carries bonus damage in the form of the highest rank known), as well as speed penalties suffered due to the extra weight. During this, no other chakra-related jutsu outside of Doton may be used. Finally, if the shield is destroyed by an equally ranked attack and they were in direct contact with natural earth, the shield may regrow without the need to spend extra chakra.
D: 20% speed loss
C: 40% speed loss
B: 60% speed loss
A: 80% speed loss
S: User cannot run, only walk.
Description: After forming the necessary handseals, the user will harden their body using the earth around them or through other supplementary techniques. This provides greater defense against many attacks, both taijutsu and ninjutsu, and will also strengthen their limbs in order to increase the striking ability and power. However, like other Doton based jutsu, it is weak against Raiton attacks.
Domain: Doton. Earth Dominion of equal rank
Fuuton
Exp 1250
Consumption I
Exp 1250
Consumption I
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S [625]
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S [625]
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Rank: D, C, B, A, S [625]
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S [625]
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
NAME: Junichiro
CLASSIFICATION: Senior
RANK: A
KIND: Flyer
SPECIALTIES:
Primary: Taijutsu
Secondary: Ninjutsu
Tertiary: Genjutsu
Racial Breakers:
Exoskeleton- As a member of the beetle family Taiki also comes with an exoskeleton exterior to protect his vitals and muscles.
Multi Sealing- Four arms allows sealing of two sets of hand seals at any given time or one set of hand seals forming while two arms are utilized for anything else.
Taijutsu Style: Puroresu
Releases: Fuuton, Ototon, Doton
DESCRIPTION:
40 Meters
Armored in a magnificent exoskeleton gold in color with four long powerful arms and two legs all six limbs with massive claws for gripping tearing and shredding. Two pairs of flexible transparent wings that become a buzzing blur in flight. His head has two jaws one vertical one horizontal excellent for crushing smaller foes and prey. His head is also covered in a dense heavy ornate helmet like shell mounted with four large rough and sharp horns. On his ass is a sharp sturdy stinger used to penetrate extremely tough defenses for penetrating damage.
EQUIPMENT: Three Razor Sharp Horns, Massive claws, incredibly hard Shell, and massively dense exoskeleton.
TECHNIQUES:
Puroresu
Exp 5000
Swiftness III
Exp 5000
Swiftness III
To The Ground!
Rank: D, C, B, A, S [625]
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: One must know this tech to learn any tech of equivalent rank in it’s tree. Highest rank known determines the area in which they can perform these specialized techniques, as well as the bonus damage they may acquire from the Slam.
D: 1 meter slamming control range (lol)
C: 2 meters
B: 3 meters
A: 4 meters
S: 5 meters
Description: One of the key components of the Gorilla’s Slam style is the users ability to throw and crush their targets. Whether it’s lifting them from their legs, hoisting them onto their shoulders or simply picking them up by their neck, in the end the opponent always lands hard and fast.
Domain: Gorilla’s Slam
For a Ride
Rank: D [25]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Low
Special: This technique allows the user to lift the by the crotch and hoist them onto the users shoulders before slamming them to the ground. If successful, this will leave the victim slightly paralyzed for roughly a second, give or take depending on RP. Each time retrained, bonus 'D' ranked damage can be added.
Description: Similar to the “Double Leg Smash” technique, the user waits until the target comes within shooting range. Once that’s achieved the user quickly shoots towards the targets legs, instead of grabbing them however, the user throws there arm under the targets crotch. Grabbing beneath the buttocks with one arm and pulling the closest arm of the target with the other, the user quickly pulls and stands at once, lifting the target onto the users shoulders. At this point the user bends their knees and shoots up once again while slamming the body into the ground from off the user.
Domain: Gorilla’s Slam. To The Ground 'D'
Throat Crusher
Rank: B [100]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Mid
Special: This technique allows the user to lift the target by the throat and slam them into the ground. If the target is hit by this they’re automatically stunned for one round as well as suffering from a bruised throat and unable to speak for one round. If the user knows A rank or higher “To The Ground”, they’re stunned and unable to talk for additional rounds. 1 extra round if A rank is known and 2 for S.
Description: Grabbing the enemy by the throat with one or more hands, the user squeezes tightly and lifts as high as possible simultaneously. Just as fast as they raise them, they hurl the target to the ground. Throwing their own bodies behind it to land with the maximum amount of force possible.
Domain: Gorilla’s Slam. To The Ground 'B'.
Over The Top
Rank: A-A-A-A [600]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Very High
Special: This technique allows the user to slam the target head and shoulders first into the ground by gripping them from behind. Highest rank of 'To the Ground!' determines bonus damage as well as the amount of time the victim shall remain dazed and stunned subsequent to the attack. Each time retrained, bonus 'A' ranked damage is gained.
D: Near-Instant stunning
C: 1/4 th of a Turn
B: Half a Turn
A: 3/4 ths[/sup of a Turn
S: Whole Turn
Description: If the user ever finds themselves behind an opponent, this is probably one of the best techniques they could use. Gripping the target around the waist, the user immediately throws their hips forward and shoulders back. Tossing the enemy head first into the ground directly behind the user. Thanks to the combination of several muscle groups as well as the force from the physics of the slam, the damage dealt is immense.
Domain: Gorilla’s Slam. To The Ground 'A'.
Atomic Crush
Rank: S-S-S [900]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Massive
Special: This technique allows the user to pick the enemy up by under their legs, lifting them over their own head and finally slamming them ferociously into the ground. Highest rank of 'To the Ground!' determines bonus damage as well as the probability the victim can be sent unconscious (for the rest of the thread!) due to the power of the strike. Each time retrained, bonus 'S' ranked damage is gained.
D: 20% chance of knocking victim unconscious
C: 40%
B: 60%
A: 80%
S: 99.9%
Description: The ultimate strictly slamming technique in the Gorilla’s slam style. Once the target enters the range of the user, the user immediately moves forward to grip them under their legs. If the grip is achieved, they hoist them as high into the air as possibly, fully extend their arms before tossing the opponent forward with all of their might. The target almost always lands on the back of their head first, dealing an incredible amount of damage to their skull.
Domain: Gorilla’s Slam. To The Ground 'S'.
Crushing Blow
Rank: D, C, B, A, S [625]
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: The base technique behind all specialized striking techniques, the highest rank learned determines the length of time a victim remains stunned after receiving such crushing blows. On top of this, the highest rank also determine the technique's bonus damage.
D: Half second stun/daze
C: 1 second
B: 1.5 s
A: 2 s
S: 2.5 s
Description: The striking side of Gorilla’s Slam and while it doesn’t make up as much as the grappling portion, it’s effect simply can’t be overlooked. A combination of punching, kicking and elbow strikes leaves the soaring in the air and gasping for a breath.
Domain: Gorilla’s Slam
Superman
Rank: D [25]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Low
Special: This technique allows the user to feign a kick and then launch their fist forward at the target. Highest rank of 'Crushing Blows' determines stun time as well as bonus damage. Each time retrained, 'D' ranked damage is stacked.
Description: A tricky technique created to catch the opponent off guard. By feigning to launch a kick off their hip, the user instead re-directs the force generated from the would be kick and uses it to push themselves into the air, fist first, directly at the target. Colliding directly with the targets head, there’s a good chance they’ll be slightly shaken from the misleading blow once hit.
Domain: Gorilla’s Slam. Crushing Blow 'D'
Drop Bomb
Rank: C-C-C-C-C [250]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to lift leap into the air and come crashing down with either their fist, elbow, knee, foot or head on the unsuspecting enemy below. The user's highest rank known of “Crushing Blows” establishes the possibility of broken limbs occurring - 'D' begins with 20%, and each rank subsequent to it grows by 20% more until reaching 100% certainty. By default, the user leaps 1 meters in the air before coming down on the appendage; each time retrained, an extra meter is added. This is important because for every 5 meters of air the user gets, damage increase - to the point the technique's base rank goes up by one.
Description: No one ever said a Gorilla’s Slam warrior fought fairly, they’re certainly not above striking an opponent while their down. In fact, they’ve made a fairly strong technique out of it. By targeting a limb and leaping in the air, the user can quickly destroy a targets extremities with ruthless efficiency.
Domain: Gorilla’s Slam. Crushing Blow 'C'
Torpedo
Rank: B-B-B-B-B [500]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Leg's reach
Stamina: High
Special: This technique allows the user to leap into the air, channel all their might to their legs and strike the target with a ferocious dropkick. The mighty force of this technique sends the user flying. The user's highest rank of “Crushing Blows” determines the bonus smashing damage. The victim is sent back flying 10 meters, plus 5 more each time retrained. The further they travel, the more they risk internal injury and broken bone - to be determined by RP.
Description: Probably the most visually appealing and popular technique to ever be seen of the Gorilla’s Slam style. By channeling a large amount of energy to their legs followed by a leap, rather running or standing, the user can crash their legs into a targets body with enough force to send them flying into the distance.
Domain: Gorilla’s Slam. Crushing Blow 'B'
Neck Breaker
Rank: A-A-A [450]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Very High
Special: This technique allows the user to charge at the target with incredible force, slamming their forearm into the opponent’s neck with almost enough force to snap it clean off. The more times this technique is used, the better the chance the neck will be broken - refer to RP. Each time retrained, bonus 'A' ranked damage is stacked. Finally, if this is done in conjunction with another PC so that both strike a victim simultaneously, there is a very good chance of success upon the first try, though it must be verified by staff. Keep in mind both of their damages (including retraining) are transferred at once into the victim.
Description: One of the most intimidating attacks in the entire style and one that requires an immense amount of strength and speed. First the user must channel a large amount of energy to their legs, they must have an enemy within their running range and then they must strike. Charging at the target with incredible force, they throw their forearm out at the last moment, crashing it with incredible power into the opponent’s throat. Not only does this lariat severely damage their ability to speak but it levels them straight to the ground in the blink of an eye.
Domain: Gorilla’s Slam. Crushing Blow 'A'
Choke Down
Rank: S-S-S [900]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arms' reach
Stamina: Very High
Special: This technique allows the user to grab the target by their neck, lift them into the air and strike them down to the ground massively with the opposite fist. The trick is that the user continues to hold the neck while the target shoots to the ground. Once on the ground, the opponent is immediately in the perfect position to be pinned. Because of the three slams, this produces 'SSS' ranked damage. Can only be used once per thread, plus one more each time retrained.
Description: The final technique in the Gorilla’s Slam style, incorporating striking, slamming and pinning all into one devastating technique. Beginning with a raised choke, followed by a massive facial blow and then a choke slam follow through. The target lands in a position asking for a pin where the user can mount and finish them off with a series of massive ground and pound blows.
Domain: Gorilla’s Slam. Crushing Blow 'S'
Rank: D, C, B, A, S [625]
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: One must know this tech to learn any tech of equivalent rank in it’s tree. Highest rank known determines the area in which they can perform these specialized techniques, as well as the bonus damage they may acquire from the Slam.
D: 1 meter slamming control range (lol)
C: 2 meters
B: 3 meters
A: 4 meters
S: 5 meters
Description: One of the key components of the Gorilla’s Slam style is the users ability to throw and crush their targets. Whether it’s lifting them from their legs, hoisting them onto their shoulders or simply picking them up by their neck, in the end the opponent always lands hard and fast.
Domain: Gorilla’s Slam
For a Ride
Rank: D [25]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Low
Special: This technique allows the user to lift the by the crotch and hoist them onto the users shoulders before slamming them to the ground. If successful, this will leave the victim slightly paralyzed for roughly a second, give or take depending on RP. Each time retrained, bonus 'D' ranked damage can be added.
Description: Similar to the “Double Leg Smash” technique, the user waits until the target comes within shooting range. Once that’s achieved the user quickly shoots towards the targets legs, instead of grabbing them however, the user throws there arm under the targets crotch. Grabbing beneath the buttocks with one arm and pulling the closest arm of the target with the other, the user quickly pulls and stands at once, lifting the target onto the users shoulders. At this point the user bends their knees and shoots up once again while slamming the body into the ground from off the user.
Domain: Gorilla’s Slam. To The Ground 'D'
Throat Crusher
Rank: B [100]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Mid
Special: This technique allows the user to lift the target by the throat and slam them into the ground. If the target is hit by this they’re automatically stunned for one round as well as suffering from a bruised throat and unable to speak for one round. If the user knows A rank or higher “To The Ground”, they’re stunned and unable to talk for additional rounds. 1 extra round if A rank is known and 2 for S.
Description: Grabbing the enemy by the throat with one or more hands, the user squeezes tightly and lifts as high as possible simultaneously. Just as fast as they raise them, they hurl the target to the ground. Throwing their own bodies behind it to land with the maximum amount of force possible.
Domain: Gorilla’s Slam. To The Ground 'B'.
Over The Top
Rank: A-A-A-A [600]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Very High
Special: This technique allows the user to slam the target head and shoulders first into the ground by gripping them from behind. Highest rank of 'To the Ground!' determines bonus damage as well as the amount of time the victim shall remain dazed and stunned subsequent to the attack. Each time retrained, bonus 'A' ranked damage is gained.
D: Near-Instant stunning
C: 1/4 th of a Turn
B: Half a Turn
A: 3/4 ths[/sup of a Turn
S: Whole Turn
Description: If the user ever finds themselves behind an opponent, this is probably one of the best techniques they could use. Gripping the target around the waist, the user immediately throws their hips forward and shoulders back. Tossing the enemy head first into the ground directly behind the user. Thanks to the combination of several muscle groups as well as the force from the physics of the slam, the damage dealt is immense.
Domain: Gorilla’s Slam. To The Ground 'A'.
Atomic Crush
Rank: S-S-S [900]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Stamina: Massive
Special: This technique allows the user to pick the enemy up by under their legs, lifting them over their own head and finally slamming them ferociously into the ground. Highest rank of 'To the Ground!' determines bonus damage as well as the probability the victim can be sent unconscious (for the rest of the thread!) due to the power of the strike. Each time retrained, bonus 'S' ranked damage is gained.
D: 20% chance of knocking victim unconscious
C: 40%
B: 60%
A: 80%
S: 99.9%
Description: The ultimate strictly slamming technique in the Gorilla’s slam style. Once the target enters the range of the user, the user immediately moves forward to grip them under their legs. If the grip is achieved, they hoist them as high into the air as possibly, fully extend their arms before tossing the opponent forward with all of their might. The target almost always lands on the back of their head first, dealing an incredible amount of damage to their skull.
Domain: Gorilla’s Slam. To The Ground 'S'.
Crushing Blow
Rank: D, C, B, A, S [625]
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Stamina: --
Special: The base technique behind all specialized striking techniques, the highest rank learned determines the length of time a victim remains stunned after receiving such crushing blows. On top of this, the highest rank also determine the technique's bonus damage.
D: Half second stun/daze
C: 1 second
B: 1.5 s
A: 2 s
S: 2.5 s
Description: The striking side of Gorilla’s Slam and while it doesn’t make up as much as the grappling portion, it’s effect simply can’t be overlooked. A combination of punching, kicking and elbow strikes leaves the soaring in the air and gasping for a breath.
Domain: Gorilla’s Slam
Superman
Rank: D [25]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Low
Special: This technique allows the user to feign a kick and then launch their fist forward at the target. Highest rank of 'Crushing Blows' determines stun time as well as bonus damage. Each time retrained, 'D' ranked damage is stacked.
Description: A tricky technique created to catch the opponent off guard. By feigning to launch a kick off their hip, the user instead re-directs the force generated from the would be kick and uses it to push themselves into the air, fist first, directly at the target. Colliding directly with the targets head, there’s a good chance they’ll be slightly shaken from the misleading blow once hit.
Domain: Gorilla’s Slam. Crushing Blow 'D'
Drop Bomb
Rank: C-C-C-C-C [250]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Mid
Special: This technique allows the user to lift leap into the air and come crashing down with either their fist, elbow, knee, foot or head on the unsuspecting enemy below. The user's highest rank known of “Crushing Blows” establishes the possibility of broken limbs occurring - 'D' begins with 20%, and each rank subsequent to it grows by 20% more until reaching 100% certainty. By default, the user leaps 1 meters in the air before coming down on the appendage; each time retrained, an extra meter is added. This is important because for every 5 meters of air the user gets, damage increase - to the point the technique's base rank goes up by one.
Description: No one ever said a Gorilla’s Slam warrior fought fairly, they’re certainly not above striking an opponent while their down. In fact, they’ve made a fairly strong technique out of it. By targeting a limb and leaping in the air, the user can quickly destroy a targets extremities with ruthless efficiency.
Domain: Gorilla’s Slam. Crushing Blow 'C'
Torpedo
Rank: B-B-B-B-B [500]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Leg's reach
Stamina: High
Special: This technique allows the user to leap into the air, channel all their might to their legs and strike the target with a ferocious dropkick. The mighty force of this technique sends the user flying. The user's highest rank of “Crushing Blows” determines the bonus smashing damage. The victim is sent back flying 10 meters, plus 5 more each time retrained. The further they travel, the more they risk internal injury and broken bone - to be determined by RP.
Description: Probably the most visually appealing and popular technique to ever be seen of the Gorilla’s Slam style. By channeling a large amount of energy to their legs followed by a leap, rather running or standing, the user can crash their legs into a targets body with enough force to send them flying into the distance.
Domain: Gorilla’s Slam. Crushing Blow 'B'
Neck Breaker
Rank: A-A-A [450]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arm's reach
Stamina: Very High
Special: This technique allows the user to charge at the target with incredible force, slamming their forearm into the opponent’s neck with almost enough force to snap it clean off. The more times this technique is used, the better the chance the neck will be broken - refer to RP. Each time retrained, bonus 'A' ranked damage is stacked. Finally, if this is done in conjunction with another PC so that both strike a victim simultaneously, there is a very good chance of success upon the first try, though it must be verified by staff. Keep in mind both of their damages (including retraining) are transferred at once into the victim.
Description: One of the most intimidating attacks in the entire style and one that requires an immense amount of strength and speed. First the user must channel a large amount of energy to their legs, they must have an enemy within their running range and then they must strike. Charging at the target with incredible force, they throw their forearm out at the last moment, crashing it with incredible power into the opponent’s throat. Not only does this lariat severely damage their ability to speak but it levels them straight to the ground in the blink of an eye.
Domain: Gorilla’s Slam. Crushing Blow 'A'
Choke Down
Rank: S-S-S [900]
Type: Offensive / Specialized Taijutsu / Puroresu
Range: Arms' reach
Stamina: Very High
Special: This technique allows the user to grab the target by their neck, lift them into the air and strike them down to the ground massively with the opposite fist. The trick is that the user continues to hold the neck while the target shoots to the ground. Once on the ground, the opponent is immediately in the perfect position to be pinned. Because of the three slams, this produces 'SSS' ranked damage. Can only be used once per thread, plus one more each time retrained.
Description: The final technique in the Gorilla’s Slam style, incorporating striking, slamming and pinning all into one devastating technique. Beginning with a raised choke, followed by a massive facial blow and then a choke slam follow through. The target lands in a position asking for a pin where the user can mount and finish them off with a series of massive ground and pound blows.
Domain: Gorilla’s Slam. Crushing Blow 'S'
Fuuton
Exp 1250
Magic Blast I
Exp 1250
Magic Blast I
Kiroku Gaijuu (Blasting Wind Domain)
Rank: D, C, B, A, S [625]
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S [625]
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Rank: D, C, B, A, S [625]
Type: Supplementary / Fuuton Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Allows the user the ability to create, control and move Fuuton (Wind) chakra of their own for multiple purposes, as well as control that produced by nature. Highest rank known determines the strength of the winds, the distance at which one can control them, and finally, the speed at which the user can displace them.
D: 10 meter range / 3 meter per second
C: 20 ms / 6 mps
B: 30 ms / 9 mps
A: 40 ms / 12 mps
S: 50 ms / 15 mps
Description: Though powerful, Fuuton can become uncontrollable even in the hands of the experienced, forcing its users to focus first on controlling their power in small areas, and then, over time, expanding. As one's experience with the wind release and its control grows, so does the range at which they can become deadly with it.
Domain: Fuuton.
Kazekaeshi (Wind Return)
Rank: D, C, B, A, S [625]
Type: Defensive / Fuuton Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Effective in blocking and returning ninjutsu and taijutsu of equal rank. Push-back distance is equal to the user's 'Kiroku Gaijuu'. Cannot block jutsu whose attack power has been increased due to retraining or mastery, as those simply would pass through.
Description: No one knows the power of Fuuton more than a Fuuton specialist, and this technique was designed by those that met reality sooner than most. Varying by skill and rank, this technique allows the user to take hold of any offensive jutsu used upon them, as along as the attack’s nature allows for whatever is thrown to be controlled. With a great burst of chakra at either their hands or weapons, the user quickly returns the technique back at the opponent, in full effect.
Domain: Fuuton. Kiroku Gaijuu (Blasting Winds Reach) of equal rank.
Doton
Exp 1250
Efficient Sealing I
Exp 1250
Efficient Sealing I
Doton Ryouuken (Earth Dominion)
Rank: D, C, B, A, S [625]
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Domu (Earth Spear Essence)
Rank: D, C, B, A, S [625]
Type: Defensive / Doton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: Can withstand a single Ninjutsu or Taijutsu strike made upon the user of equal or lower rank before needing to recast the jutsu. Highest rank known determines boost to user's Taijutsu strength (any Taijutsu strike carries bonus damage in the form of the highest rank known), as well as speed penalties suffered due to the extra weight. During this, no other chakra-related jutsu outside of Doton may be used. Finally, if the shield is destroyed by an equally ranked attack and they were in direct contact with natural earth, the shield may regrow without the need to spend extra chakra.
D: 20% speed loss
C: 40% speed loss
B: 60% speed loss
A: 80% speed loss
S: User cannot run, only walk.
Description: After forming the necessary handseals, the user will harden their body using the earth around them or through other supplementary techniques. This provides greater defense against many attacks, both taijutsu and ninjutsu, and will also strengthen their limbs in order to increase the striking ability and power. However, like other Doton based jutsu, it is weak against Raiton attacks.
Domain: Doton. Earth Dominion of equal rank.
Rank: D, C, B, A, S [625]
Type: Supplementary / Doton Ninjutsu
Range: See special!
Handseals: No
Chakra: Mid
Special: Establishes the area of earth a user can control for their earthen techniques, including the ability to sense what comes in contact with it. Because Doton is a solid essence with physical mass, its creations deal more with strength and endurance of the earth; as such, each earthen creation from the user will have have a natural, built-in defense against any attacks equally ranked or lower. Highest rank known also establishes the size of Doton creations they can produce, as well as the amount of time it takes for the user to detect any form of contact with their Doton creations, as well as natural earth. Keep in mind detection occurs only when foreign contact occurs WHILE the user is also in direction contact with the earth, natural or self-made.
D: 10 meter range / Full Turn detection delay
C: 20 meters / 3/4 th's of a turn
B: 30 ms / Half of a turn
A: 40 ms / 1/4 th's of a turn
S: 50 ms / Near-Instant!
Description: The basis behind the majority of Doton techniques lie in the user's ability to control the very earth around them. 'Earth Dominion' is just as its name implies, a fundamental supplementary jutsu of Doton nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over the earth around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Doton.
Domu (Earth Spear Essence)
Rank: D, C, B, A, S [625]
Type: Defensive / Doton Ninjutsu
Range: Self
Handseals: Yes
Chakra: Very Low - Very High
Special: Can withstand a single Ninjutsu or Taijutsu strike made upon the user of equal or lower rank before needing to recast the jutsu. Highest rank known determines boost to user's Taijutsu strength (any Taijutsu strike carries bonus damage in the form of the highest rank known), as well as speed penalties suffered due to the extra weight. During this, no other chakra-related jutsu outside of Doton may be used. Finally, if the shield is destroyed by an equally ranked attack and they were in direct contact with natural earth, the shield may regrow without the need to spend extra chakra.
D: 20% speed loss
C: 40% speed loss
B: 60% speed loss
A: 80% speed loss
S: User cannot run, only walk.
Description: After forming the necessary handseals, the user will harden their body using the earth around them or through other supplementary techniques. This provides greater defense against many attacks, both taijutsu and ninjutsu, and will also strengthen their limbs in order to increase the striking ability and power. However, like other Doton based jutsu, it is weak against Raiton attacks.
Domain: Doton. Earth Dominion of equal rank.
Ototon
Exp 2500
Magic Blast II
Exp 2500
Magic Blast II
Ototon Ryouuken (Sound Dominion)
Rank: D, C, B, A, S [625]
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Highest rank determines the range the sound waves produced by the user can travel, as well as their speed.
D: 10 meters // 5 meters per second
C: 20 m // 10 mps
B: 30 m // 15 mps
A: 40 m // 20 mps
S: 50 m // 25 mps
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Kiai (Scream!)
Rank: D, C, B, A, S [625]
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Scream range depends on the user's highest 'Sound Dominion' range, and it effects friends and foe alive, including the user. Scream induces heavy vomiting, disorientation, lack of balance, lack of overall bodily homeostasis, and panic. While screaming, user must remain in place. Highest rank known determines how long the effects of the user's scream can last upon its victims; effects cannot stack.
D: 1 second
D: 2 s
C: 3 s
B: 4 s
A: 5 s
Description: A very straight forward and offensive technique, scream allows the user to attack multiple targets at once with a powerful, almost deafening scream. The user will need to draw in a deep breath before performing the technique, which will then expand all around the user for the duration of the technique.
Domain: Ototon. Ototon Ryouuken of equal rank.
Oto Bunshin no Jutsu (Sound Clone Technique)
Rank: C-C-C-C-C [250]
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being "elementally" based, the clone use any "C" ranked or lower Ototon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and strength. Best of all, due to its flowing essence, the clone is capable of using a hefty amount of the original user's sound-based techniques either for defensive means or offensive.
Domain: Ototon. Ototon Ryouuken 'C'.
Oto-Juugan (Sound Bullet)
Rank: B-B-B-B-B-B-B-B-B-B
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Range and bonus vibrating damage depends on the user's highest 'Sound Dominion'. Up to one bullet can be shot per use, plus one more each time retrained; regardless of bullets shot however, they still shoot forth in a straight line one after another, not simultaneously. User must remain in place while firing.
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'B'.
Rank: D, C, B, A, S [625]
Type: Supplementary / Ototon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: Mid
Special: Highest rank determines the range the sound waves produced by the user can travel, as well as their speed.
D: 10 meters // 5 meters per second
C: 20 m // 10 mps
B: 30 m // 15 mps
A: 40 m // 20 mps
S: 50 m // 25 mps
Description: The basis behind the majority of Ototon techniques lie in the user's ability to control the very sound waves around them. 'Sound Dominion' is just as its name implies, a fundamental supplementary jutsu of Ototon nature that allows the user to intermingle their chakra with that of nature, harmonizing the two in order to create complete control over all sound around them. Once this link is achieved, the door is opened for greater creations to be made.
Domain: Ototon.
Kiai (Scream!)
Rank: D, C, B, A, S [625]
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes.
Chakra: Very Low - Very High
Special: Scream range depends on the user's highest 'Sound Dominion' range, and it effects friends and foe alive, including the user. Scream induces heavy vomiting, disorientation, lack of balance, lack of overall bodily homeostasis, and panic. While screaming, user must remain in place. Highest rank known determines how long the effects of the user's scream can last upon its victims; effects cannot stack.
D: 1 second
D: 2 s
C: 3 s
B: 4 s
A: 5 s
Description: A very straight forward and offensive technique, scream allows the user to attack multiple targets at once with a powerful, almost deafening scream. The user will need to draw in a deep breath before performing the technique, which will then expand all around the user for the duration of the technique.
Domain: Ototon. Ototon Ryouuken of equal rank.
Oto Bunshin no Jutsu (Sound Clone Technique)
Rank: C-C-C-C-C [250]
Type: Supplementary / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Up to one clone can be made at a time, plus one more each time retrained. Being "elementally" based, the clone use any "C" ranked or lower Ototon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Ototon user is able to call upon aid from a perfect copy of themselves. Comprised purely of elementally recomposed sound chakra, this clone retains the user's movement speed and strength. Best of all, due to its flowing essence, the clone is capable of using a hefty amount of the original user's sound-based techniques either for defensive means or offensive.
Domain: Ototon. Ototon Ryouuken 'C'.
Oto-Juugan (Sound Bullet)
Rank: B-B-B-B-B-B-B-B-B-B
Type: Offensive / Ototon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: High
Special: Range and bonus vibrating damage depends on the user's highest 'Sound Dominion'. Up to one bullet can be shot per use, plus one more each time retrained; regardless of bullets shot however, they still shoot forth in a straight line one after another, not simultaneously. User must remain in place while firing.
Description: As the name would imply, the sound bullet technique allows the user to shoot small pockets of sound at their target from any source of sound they create. After forming a few small hand seals, the user will produce a quick intense sound, such as clapping, screaming, or anything that can power the bullets. This whistle is the creation and expulsion of the bullet(s), with the number varying on the rank of the technique.
Domain: Ototon. Ototon Ryouuken 'B'.