bang bang
Jul 20, 2012 20:39:35 GMT -8
Post by spade on Jul 20, 2012 20:39:35 GMT -8
ALL TOGETHER 3,275 exp.Unparalleled Control [Boil]
Able to wield the power of Futton (Boil) unlike any other, the Airontoku are have become one with their creations, able to understand the chakra nature better than most. As such, when casting Futton jutsu, the clan member's handseal speed will be improved by 50% (so 2 seals per second becomes 3), and the range, size and speed of their Futton creations will improved by 50% as well! (so a 10 meter range becomes 15, and an attack moving at 4 meters per second now moves at 6 mps)
[spoiler=Futton 2850 exp]
Utsuru (Pyromancer’s Aura)625
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: Self
Handseals: No
Chakra: Low - Massive [initial + upkeep]
Special: Highest rank known determines the temperature levels the clan member can control their own body temperature as well as the temperature around them, the range it can extend, and finally, the time it takes for the user to heat up. Keep in mind that the further someone is away from the clan member, the more the heat will dissipate; being within 1/3rd of the clan member's heat range will result in full temperature; being between 1/3rds and 2/3rds of the distance away will result in the heat, halved; finally, over 2/3rds to their limit results in 1/4th of the heat suffered. Only Hyouton (Ice) jutsu equal in rank will be able to nullify the effects of the heat, given they match or overwhelm the size of the area containing Boil chakra.
D: 6 meter range / average human temperature (97.6º) / Half Turn heating time
C: 12 m range / x1.5 human temp / Full Turn heating
B: 18 m / x2 temp / 2 turns of heating
A: 24 m / x2.5 temp / 3 turns
S: 30 m / x3 temp / 4 turns
Description: Upon reaching the age of 5, all children of the Airontoku are taught the basics for manipulating and controlling body temperature by harnessing their unique control over Futton (Boil) into their very bodies and heating everything around them. A key essential for all members of the clan, such a technique has various stages which allow higher temperatures to be used.
Domain: Airontoku.
Airontoku (Ironhide)625
Rank: D, C, B, A, S
Type: Passive / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: Self
Handseals: No
Chakra: --
Special: Each rank allows immunity to physical attacks of one rank less - i.e. the 'C' ranked version blocks a single 'D' ranked attack, yet if the strike is ranked at 'DD', then it will go through. Bladed attacks are less likely to penetrate, whereas blunt or smashing type attacks will have a better chance of damaging the opponent.
Description: Over time spent with intense boil exposure and control, the skin of the user becomes somewhat hardened, resilient to weapons to a certain degree. With this prolonged exposure to the heat, their skin becomes rough and rugged, like that of leather, but to a much more durable degree. As such, weapon attacks from bladed weapons such as kunai and swords become less effective against the clan member.
Domain: Airontoku. Utsuru (Pyromancer’s Aura).
Hinote (Heat Resilience)175
Rank: D, C, B, A, S
Type: Passive / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: Self
Handseals: No
Chakra: --
Special: Each rank allows a degree of partial immunity to flames and basic fire of jutsu one rank less than the highest rank known. Keep in mind this applies to basic Katon jutsu, and Kekkei Touta that involve fire, such as Youton (Lava), cannot be blocked in the same fashion.
Description: With mastery over the arts and skilled manipulation over their own body temperatures, those of the Airontoku develop an affinity for the heat and grow more physically immune to flames, to the point they soon walk through fire unharmed. This is due to the way their Boil has hardened their bodies, as well as the extreme temperatures their bodies can endure.
Domain: Airontoku. Utsuru (Pyromancer’s Aura).
Higuchi (Scorching Touch)625
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: Self / Hand
Handseals: No
Chakra: Low - Massive [per turn]
Special: Each rank of 'Scorching Touch' can cause burn damage equal to the highest rank known. Highest rank also determines the amount of contact time needed before the full burning damage is created. Effect spreads all over the clan member's body. Keep in mind this can only be used when the clan member has activated their 'Utsuru' (Pyromancer's Aura), and as such, the rank used must match that of 'Utsuru'.
D: Full Turn contact (5 seconds)
C: 3/4ths of a Turn (4 seconds)
B: Half a Turn (3 seconds)
A: 1/4th of a Turn (2 seconds)
S: Near-Instant! (>1 second)
Description: Due to retaining such high body temperatures consistently, the members of the clan begin to gain hot and tempered skin. Such skin, when retained at high temperatures for so long, can cause various degrees of burns, depending on the temperature maintained. With but a simple touch, the victim will be left with sever burns, capable of maiming.
Domain: Airontoku. Utsuru (Pyromancer’s Aura).
Imori (Heat Conduction)175
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Handseals: No
Range: Self
Chakra: Low - Massive [per weapon]
Special: Requires constant contact with weapon to maintain high heat; it takes a single turn to heat chosen armament. Rank of 'Imori' much match the weapon rank. Highest rank known determines the extra burn damage imbued to all PURE METAL weapons as a result of the heating, as well as the amount of turns the heat lingers within the weapon once the clan member no longer grasps it. Keep in mind this can only be used when the clan member has activated their 'Utsuru' (Pyromancer's Aura), and as such, the rank used must match that of 'Utsuru'.
D: 1 turn of lingering heat
C: 2 turns
B: 3 turns
A: 4 turns
S: 5 turns
Description: After wearing the weapon for so long, primary weapons such as Searing Katanas and Searing Wakizashi, become imbued with their own body heat. Since the weapon is made of full metal, they become conductor of heat and obtain a minor fraction of the heat their owner possesses. Although the weapon may appear normal when first learned, increases skill results in the metallic weapon attaining a unique red glow, the signal that heat is being used.
Domain: Airontoku. Utsuru (Pyromancer’s Aura).
Enkan (Fiery Hide)175
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: Self
Handseals: Yes
Chakra: Low - Massive [initial + upkeep]
Special: Evaporates all Suiton creations surrounding the user with intense heat equal to the highest rank known. Keep in mind this can only be used when the clan member has activated their 'Utsuru' (Pyromancer's Aura), and as such, the rank used must match that of 'Utsuru'.
Description: After mastering the way of the magma flame, the Airontoku learns to manipulate their very own body heat, intensifying the temperatures produced. Once such magnified temperatures are created, they may be radiated to create a small 1 foot aura about the user of the highest temperatures. Such temperatures can near instantly evaporate water, as well as ice, effectively protecting the user from such techniques. The aura however will not work on incoming physical attacks that do not dissolve, for it cannot burn/halt the attack quickly enough. The jutsu itself is constantly in action, surrounding the user’s body.
Domain: Airontoku. Atatameru (Blinding Heat).
Atatameru (Blinding Heat)175
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Range: 0 - 5 meters
Handseals: No
Chakra: Low - Massive
Special: Causes heat to radiate from the user’s attacks. Radiation comes in the form of a burst no more than a half meter thick from the appendage being used to strike, and extends up to 1/4th of the user's maximum 'Utsuru' range. Highest rank establishes bonus damage produced from the sudden heat. Bursts move in straight line where they are aimed, and cannot be controlled once fired.
Description: When in hand to hand combat, members of the Airontoku are able to radiate heat as an extension of their attack, often tricking opponents. Whenever a punch, or kick or sword thrust etc, is used, heat is then thrusted from their body or weapon extension (primary only, not secondary), striking the opponent if within range even if the physical attack does not hit. Essentially, the magma explosion occurs in front of the attack performed near-instantly after it is made, with the wave jetting outward, scorching anything in its path with blinding heats of high temperatures. The best part? The wave of heat is near-invisible, and has no physical form or indication of creation.
Domain: Airontoku. Utsuru (Pyromancer’s Aura).
Yarikaesu (Boil Wave Repulsion)175
Rank: D, C, B, A, S
Type: Supplementary / Airontoku Kekkei-Genkai / Futton Nintaijutsu
Handseals: No
Range: Self
Chakra: Low - Massive
Special: The user focuses chakra to emit a plume of boiling heat from their body, rebuffing an attack. The plume moves at a fast speed, and the distance at which the user can extend it depends on their 'Utsuru' range; plume blocks attacks one rank lower than thee rank they have learned. Requires the user to have eye contact with the threat, and extend an appendage in that direction in order to deliver the parry. Heat wave matches size of threat.
Description: By focusing their unique chakra, the clan member can ignite the said chakra, sending a jet of boiling heat from their body. The heat will turn into flame and will ignite from the user’s body, shot outwards to ward off an oncoming attack.
Domain: Airontoku. Atatameru (Blinding Heat).
Futton Bunshin no Jutsu (Boiling Clone Technique)100
Rank: B
Type: Supplementary / Futton Kekkei Touta
Range: See special!
Handseals: Yes
Chakra: Mid x2 [per clone]
Special: Up to one clone can be made at a time, plus one more each time retrained, for a maximum of five (5). When defeated, clone explodes in a burst of hot boiling steam, spreading its burning essence everywhere; corrosion time depends on the user's 'Futton Ryuuken'. Explosion range covers 5 meters all around the clone. Finally, Boil clones can cast any known general Boil jutsu one rank less than the highest rank known in 'Futton Ryuuken', but whatever attacks they perform will still draw from the user's chakra pool.
Description: With this technique, the Futton user is able to call upon aid from a perfect copy of themselves. Comprised purely of boiling steam, this clone retains the user's movement speed and can share linked mental judgement. Best of all, when struck physically, most items will go right through the steam, corroding away at appendages and weapons equally. Finally, when defeated, the clone explodes into a cloud of intense boiling steam that aims to take over the nearest opponent available, burning and melting them in place.
Domain: Futton. Futton Ryuuken 'B'.
[spoiler=GOKEN 275 exp]
Tenshi (Heaven's Gift)75
Rank: D, C1 Mastery, B2 Masteries, A3 Masteries
Type: Offensive / Taijutsu
Range: Self
Chakra: Low (D/C), Mid (B/A).
Special: Adds 'D-rank' damage to one attack. For multi-hit techs, Tenshi only works on the initial strike. Damage increases by one letter grade each time Goken is mastered.
Description: Standard Tenjouken technique. A technique that stresses power. Whether a punch or a kick, the user aims to attack in such a way that they sacrifice speed for power--that is, a hook as opposed to a jab, or a spinning upper body kick as opposed to a swift lower body one.
Domain: Tenjouken.
Keibi no Kougeki (Strike Guard)50
Rank: C
Type: Offensive / Defensive / Taijutsu
Range: Self
Chakra: Mid
Special: Blocks 'C-rank' taijutsu attacks and below. Works great with 'Heaven's Gift'.
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.
Chouzan (Ruined Blossoms)50
Rank: C
Type: Offensive / Taijutsu
Range: Self
Chakra: Mid
Special: Starts with two kicks. Each time retrained adds another kick, to a max of seven.
Description: A rapid set of kicks, performed in the same amount of time it takes to kick a single time. These kicks can vary from thrusting, to roundhouses, to front kicks, so long as they do not spin the user's body (i.e. spinning hook kick).
Domain: Tenjouken.
Shoufuu (Rising Wind)50
Rank: C
Type: Offensive / Taijutsu
Range: 0 - 5 meters
Chakra: Mid
Special: Sends the victim or item flying up to 5 meters up in the air, plus 1 more each time retrained.
Description: Using their quickness and agility, the user will perform a highly swift upwards kick at their opponent or at a weapon they are wielding, sending either or flying in the air.
Domain: Goken.
Kage Buyo (Shadow of the Dancing Leaf)50
Rank: C
Type: Supplementary / Taijutsu
Range: -
Chakra: Mid
Special: If used right after the upper kick, user falls perfectly in the opponent's back blind spot.
Description: A combo technique where one follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position
Domain: Goken. 'Shoufuu'.[/spoiler]
[spoiler=Universal + Academy 150 exp]
Kawarimi no Jutsu (Body Replacement Technique)
Rank: Rank: E [Free], E, E, E, E, E (25)
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Special: Switch is near-instantaneous. When first learned, Kawarimi can only be used once per thread, plus one more each time retrained. Can only be used once per turn, regardless of retraining.. Requires the user to switch with objects equal or smaller in size; cannot switch with other living people or animals.
Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach, the moment an attack hits. This creates an optical illusion, making the enemy think the attack was successful. The user can then use this confusion to escape or launch a counter-attack - i.e. exploding tags can be attached to the replacement for an added surprise.
Domain: Academy Student Ninjutsu.
Shunshin no Jutsu (Body Flicker Technique)
Rank: D, D, D, D, D(125)
Type: Supplementary / Ninjutsu / High-Speed Movement
Range: 0 - 10 meters
Chakra: Low
Special: Flickering is near-instantaneous forward movement, meaning the user will rush almost instantly to wherever they are facing as chakra pushes their legs to inhumane levels. The user can flicker once per thread, plus once more each time retrained. One cannot attack or perform techniques during Shunshin.
Description: Shunshin no Jutsu is a basic ninjutsu technique used across the shinobi world by all, ranging from the most basic shinobi to the legends of lore. Considered is a high-speed movement technique, it allows a ninja to move short to long distances at an almost untraceable speed - to an observer, it appears as if the user has teleported. Such a feat is accomplished by using chakra to temporarily vitalise the body and move at extreme speeds they would otherwise be unable to reproduce. In the end, the user will appear and disappear in an instant, allowing them to retreat or attack suddenly should they need it. To facilitate the movement the ninja will often use nearby elements such as mist, sand or leaves to mask their appearance or disappearance.
Domain: Shunshin - Universal Ninjutsu.
[/spoiler]
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