Redistribution
Jan 26, 2012 14:24:39 GMT -8
Post by Hermit on Jan 26, 2012 14:24:39 GMT -8
Kaneau (Good Balance)
Rank: C+C+C
Type: Supplementary / Taijutsu
Range: Self.
Stamina: Low.
Special: This technique can only be used once per thread, and once more when it is retrained. Can be retrained 6 times.
Description: Kaneau is a Taijutsu technique that makes it easier for one to shift their own weight in an instant, providing them with good balance when they would land on one foot, no matter what they do or what kind of position they are in. This technique was developed by Taijutsu masters to give them good balance while they did the most ridiculous types of Taijutsu moves that would naturally leave them off balance.
Domain: Universal Taijutsu.
Cost: 150 exp.
Tenjou no Shuuren (Discipline of Heaven and Earth)
Rank:D, C, B, A, S
Type: Supplementary / Taijutsu
Range: Self
Stamina: ---
Special: All Tenjouken techniques of equal or lesser rank take one tier less stamina to perform.
Description: The most basic technique of Tenjouken, this lays the foundation for the entirety of the style. It is a training of the body and a utilization of it to its utmost potential. Though not on the levels of the chakra-enhanced strength utilized by medic-nin, practitioners of Tenjouken have amazing physical power and speed with which to back it up. They focus on hitting hard and fast using efficient maneuvers. However, their training does not only cover offense; their bodies are extremely enduring and efficient.
Domain: Tenjouken
Cost: 75 exp.
Tenchuu (Heaven's Punishment)
Rank: D
Type: Offensive / Taijutsu
Range: Self
Stamina: Low
Special: 125% speed boost gained during attack--does not receive any extra 'D-rank' damage.
Description: Standard Tenjouken technique. A technique that stresses speed. Whether a punch or a kick, the user aims to attack using the shortest path to the enemy--that is, a jab in a straight line as opposed to a hook, or a lower-body kick as opposed to an upper-body one. The "shortest path" changes with every movement, giving this technique a unique versatility.
Domain: Tenjouken, Tenjou no Shuuren 'D'
Cost: 25 exp.
Keibi no Kougeki (Strike Guard)
Rank: C
Type: Offensive / Defensive / Taijutsu
Range: Self
Stamina: Mid
Special: Blocks 'C-rank' taijutsu attacks and below, whilst attacking in the same motion for 'C-rank' damage.
Description: When fighting against another Taijutsu user, Tenjouken users find that the best defense is in a good offense. That is, when they are put on the defense, they instead attack. When moving to guard an attack, instead of simply blocking or swatting the attack away, they strike at the body of the incoming attack in order to stop it (i.e. if a punch is coming, instead of swatting it away, the user will strike at the forearm or elbow of the incoming punch, thereby deflecting and attacking at the same time). If a weapon is used, they attempt to close in and strike at the body holding the weapon.
Domain: Tenjouken, Tenjou no Shuuren 'C'
Cost: 50 exp.
[4] Shoumon (Gate of Wound)
Rank: B+B+B+B+B
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 5x their normal speed, to the point a Stage 2 Sharingan can no longer keep up, and a Stage 3 Sharingan has trouble keeping (+500%). Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'B' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Seimon' for at least 5 turns.
Cost: 500 exp.
Attack Speed
Rank: B+B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 2 attacks per regular Taijutsu strike, plus 1 more each time retrained.
Cost: 200 exp.
Overall Cost: 1000 exp.
Rank: C+C+C
Type: Supplementary / Taijutsu
Range: Self.
Stamina: Low.
Special: This technique can only be used once per thread, and once more when it is retrained. Can be retrained 6 times.
Description: Kaneau is a Taijutsu technique that makes it easier for one to shift their own weight in an instant, providing them with good balance when they would land on one foot, no matter what they do or what kind of position they are in. This technique was developed by Taijutsu masters to give them good balance while they did the most ridiculous types of Taijutsu moves that would naturally leave them off balance.
Domain: Universal Taijutsu.
Cost: 150 exp.
Tenjou no Shuuren (Discipline of Heaven and Earth)
Rank:
Type: Supplementary / Taijutsu
Range: Self
Stamina: ---
Special: All Tenjouken techniques of equal or lesser rank take one tier less stamina to perform.
Description: The most basic technique of Tenjouken, this lays the foundation for the entirety of the style. It is a training of the body and a utilization of it to its utmost potential. Though not on the levels of the chakra-enhanced strength utilized by medic-nin, practitioners of Tenjouken have amazing physical power and speed with which to back it up. They focus on hitting hard and fast using efficient maneuvers. However, their training does not only cover offense; their bodies are extremely enduring and efficient.
Domain: Tenjouken
Cost: 75 exp.
Tenchuu (Heaven's Punishment)
Rank: D
Type: Offensive / Taijutsu
Range: Self
Stamina: Low
Special: 125% speed boost gained during attack--does not receive any extra 'D-rank' damage.
Description: Standard Tenjouken technique. A technique that stresses speed. Whether a punch or a kick, the user aims to attack using the shortest path to the enemy--that is, a jab in a straight line as opposed to a hook, or a lower-body kick as opposed to an upper-body one. The "shortest path" changes with every movement, giving this technique a unique versatility.
Domain: Tenjouken, Tenjou no Shuuren 'D'
Cost: 25 exp.
Keibi no Kougeki (Strike Guard)
Rank: C
Type: Offensive / Defensive / Taijutsu
Range: Self
Stamina: Mid
Special: Blocks 'C-rank' taijutsu attacks and below, whilst attacking in the same motion for 'C-rank' damage.
Description: When fighting against another Taijutsu user, Tenjouken users find that the best defense is in a good offense. That is, when they are put on the defense, they instead attack. When moving to guard an attack, instead of simply blocking or swatting the attack away, they strike at the body of the incoming attack in order to stop it (i.e. if a punch is coming, instead of swatting it away, the user will strike at the forearm or elbow of the incoming punch, thereby deflecting and attacking at the same time). If a weapon is used, they attempt to close in and strike at the body holding the weapon.
Domain: Tenjouken, Tenjou no Shuuren 'C'
Cost: 50 exp.
[4] Shoumon (Gate of Wound)
Rank: B+B+B+B+B
Type: Supplementary / Nintaijutsu / Kinjutsu
Range: Self
Chakra/Stamina: High
Handseals: No
Special:See subjutsu. All effects of previous gates are passively carried over. Lasts for one turn, plus one more each time retrained. Intense flow of chakra is able to disrupt advanced Genjutsu 'B' ranked and lower. Once activated, the user moves at 5x their normal speed, to the point a Stage 2 Sharingan can no longer keep up, and a Stage 3 Sharingan has trouble keeping (+500%). Upon deactivation, fatigue settles and lasts as long as Gate was active, yields intense strain that makes moving nearly impossible, and restricts user to Taijutsu 'B' ranked and under for the remainder of the fatigue.
Description: Located within the spinal cord, the fourth gate, the Gate of Wound, further's the body's destructive potential, evident by a more intense shade of red taking the user over, as well as a powerful aura that flows all around them. At this point, the user's muscles slowly begin to tear from use.
Domain: Hachimon. Must be able to sustain 'Seimon' for at least 5 turns.
Cost: 500 exp.
Attack Speed
Rank: B+B
Type: Passive / Nintaijutsu / Kinjutsu
Range: Self
Special: Represents speed boost in overall appendage agility for kicking and general hand to hand combat. Once activated, the user shall be able to deliver 2 attacks per regular Taijutsu strike, plus 1 more each time retrained.
Cost: 200 exp.
Overall Cost: 1000 exp.