ARES Enyalius' Taijutsu Primary conversion.
Aug 26, 2012 18:50:45 GMT -8
Post by Jae on Aug 26, 2012 18:50:45 GMT -8
[/u] (175)
Rank:
Type: Supplementary / Katon Ninjutsu
Range: 0 - 50 meters
Handseals: No
Chakra: --
Special: Allows the user the ability to create, control and move Katon (Fire) chakra of their own for multiple purposes. Range of flame control and speed at which one can produce them depends on the highest rank known.
- D: 10 meter range / 2 meter per second
- C: 20 meter range / 4 meter per second
- B: 30 meter range / 6 meter per second
- A: 40 meter range / 8 meter per second
- S: 50 meter range / 10 meter per second
Domain: Katon.
- Kasumi Enbu no Jutsu (Mist Waltz Technique)
Rank: C
Type: Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low
Special: Range for mist spray depends on the user's 'Enkou Shinka' rank. Doubles the damage of the Katon technique it's used on.
Description: As its name implies, the Mist Waltz is just that – a vicious mist expelled by the user through their mouth at high speeds, which, when in contact with any form of flame, will create a napalm like explosion, enhancing the fire and even creating disastrous fires which quickly spread and burn. The user must be careful however, as any Fuuton jutsu of equal or greater rank could easily blow back the mist and turn the effects on the user.
Domain: Katon. Enkou Shinka of equal rank.
- Haisekishou (Burning Ash Accumulation)
Rank: B2
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid x2
Special: Distance that ash can travel and size of the ash cloud depends on the user's highest 'Enkou Shinka' rank, halved. Ash is expelled through the mouth in the form of a stream. Cone measures 90 degrees at opening. Explosion resembles napalm. Each time retrained, extra 'B' ranked burning damage is stacked; however, after every third retraining, chakra consumption will go up by one. Can be trained a maximum of 4 times.
Description: After forming the needed handseals, the user will expel an ash cloud from his mouth, tinted a dark stoic gray. This large cloud will quickly begin to envelope the area in which a foe stands and when the user clicks their teeth, the cloud will ignite in an violent, fiery napalm-like explosion.
Domain: Katon. Enkou Shinka 'B'.[/li][/ul]
[/li][li]Housenka no Jutsu (Mythical Fire Phoenix Technique)[/u] (400)
Rank: C8
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Low, Mid.
Special: Distance of fireballs depends on the highest rank known of 'Enkou Shinka'. Up to one fireball can be made, plus one more each time retrained. However, after every fourth retraining, chakra consumption will go up by one. Fireballs travel in a straight line, but can be manipulated individually if the user is still, is holding the last seal of the jutsu, and has eye contact with the fireball they wish to control.
Description: Basic yet very effective within the Katon arsenal of jutsu, this technique allows the ninja to emit a series of small fire balls after a simple set of handseals are made. The ninja can also hurl a projectile which is covered in these same flames. To the opponent the attack appears to be only the balls of flame, because they do not see the hidden threat within the flames. The flames can be used to cover different projectiles like shuriken or kunai, and only select doujutsu and bloodline abilities allow the user to see through the deception.
Domain: Katon. Enkou Shinka 'C'.
- Housenka Tsumabeni no Jutsu (Mythical Fire Phoenix Nails Red Technique)
Rank: B3
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid
Special: Fireball specs are equal to 'Housenka', including the amount one can make. Because the fire in this technique is stronger, the projectiles combined with the fire will retain its properties as long as the user has chakra to pay for, which by default, is one turn. As such, each time retrained, the imbued projectiles will retain its fiery properties for an extra turn. However, after every third retraining, chakra consumption will go up by one.
Description: An evolution to Housenka, the user unleashes a volley of projectiles with one hand, while at the same time exhaling fire-infused chakra onto them. This is done in order to increase the weapons' destructive potential by making them capable of inflicting severe burns upon direct contact with either the intended victim or any other object caught within their trajectories. Due to the chakra-based nature of the flames that surround them, the shuriken will continue to burn after impact, regardless of the flammability of the object that they ultimately collide with.
Domain: Katon. Enkou Shinka 'B'.[/li][/ul]
[/li][li]Katon Bunshin no Jutsu (Fire Clone Technique) [/u] (250)
Rank: C5
Type: Supplementary / Katon 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, this clone can use any c-ranked or lower Katon techniques the user knows. Can be relearned up to 4 times for a maximum of 5 clones created.
Description: With this technique, the Katon user is able to call upon aid from a perfect copy of themselves. Comprised purely of a most intense fire, this clone retains the user movement speed and strength. Best of all, due to its flowing essence, the fire clone is capable of using a hefty amount of the original user's fire-based techniques either for defensive means or offensive.
Domain: Katon. Enkou Shinka 'C'.
[/li][li]Endan (Fireball)[/u] (400)
Rank: C8
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid, High.
Special: Distance that the fireball can travel before automatically igniting depends on the user's highest 'Enkou Shinka' rank. Additionally, fireball size and explosion area will always be equal to 20% of the user's 'Enkou Shinka' size. Finally, each time retrained, an additional 'C' ranked amount of damage is added on as a bonus to the explosion. However, after every 4th training, chakra consumption will go up by one. Can be learned a maximum of 8 times.
Description: Although basic, the fireball technique is nonetheless efficient and deadly. After forming the necessary handseals, the shinobi will expel a jet stream of fire from their mouth, which quickly forms into a large fireball. The user can fire this ball off in any direction they wish, resulting in a small explosion upon impact.
Domain: Katon. Enkou Shinka 'C'.
- Dai Endan (Great Fireball)
Rank: B3
Type: Offensive / Katon Ninjutsu
Range: See special!
Handseals: Yes
Chakra: Mid x2
Special: Distance, size, and strength are equal to 'Endan'. Up to 2 fireballs can be fired off per use, plus 1 one each time retrained. However, after each third retraining, chakra consumption will go up by one. Keep in mind balls are shot one after another, not simultaneously.
Description: An upgrade to the 'Endan' technique, this allows the user to expel an even greater stream of fire now that they are more adept at controlling their Katon chakra. With the stream of fire, they can quickly shoot off several larger fireballs in quick succession, resulting in an overwhelming set of blasts all carrying an explosive fate.
Domain: Katon. Enkou Shinka 'B'. Endan.[/li][/ul]
[/li][/ul][/spoiler][/center]
II. H Y U U G A
MASTERY
- Two One - Advanced Exercise, 8th Degree: Through proper refinement, the Hyūga Clan member may now expend a "Low" amount of chakra to cover their appendage in chakra & stack "C" rank damage to any offensive Taijutsu they perform. Normal strikes simply gain the benefit of "C" ranked damage. Does not apply to weapons styles or any type of weapon. Does not stack with other masteries or supplementary techniques.
- Two Two - Advanced Exercise, 11th Degree: The effects of Advanced Training, 8th Degree are increased to stack/issue additonal "B" ranked damage for a High cost. Chakra can now act as a buffer against techniques that provide damage upon "direct contact", neutralizing or breaking past them depending on their rank.
- Tier Three - Heart & Mind, Six Harmonies: By coupling their innate ability with extensive training, The Hyūga has better adjusted themselves to sustain the demands of precision chakra control, allowing them to channel energy more efficiently through their tenketsu. Because of this they now possess the ability to perform any chakra-related feat for one less tier. Does not stack with other cost reducing masteries. Minimum amount of chakra used will always be "Low".
Byakugan (All Seeing White Eye) (50)
Rank: C.
Type: Supplementary.
Range:
Chakra: Mid.
Handseals: No
Special: Allows the Hyuuga to see up to to 359 degrees all around them, in all directions, and through many surfaces, including rock, cement, and even metal; only special chakra barriers can block a Byakugan out. Byakugan is also able to magnify and zoom, effectively seeing every small insect in the area and even see the infrared spectrum, allowing clan member detect things through their body heat. The maximum distance is 1KM. Finally, because the Byakugan can essentially see chakra and everything around it, it can detect illusionary chakra (Genjutsu) in order to defeat it.
Description: As its name implies, the Byakugan is just that, a featureless white eye that can occasioanlly posses hints of blue-gray and lavender, respectively. When the Byakugan is activated, the user's pupils become more distinct, and the veins near their temples bulge, representing the sudden chakra activation that makes the doujutsu possible. All members of the clan possess and can use the kekkei genkai from birth, as opposed to needing to awaken it. Byakugan gives the user a near 360º field of vision, except for one blind spot at the back of the neck above the third thoracic vertebra. With this vision, the Hyuuga can see through solid objects, and can use a degree of telescopic sight. The distance and the degree of telescopic sight varies from person to person, and can be improved. Finally, one of the greatest uses of the Byakugan is the ability to see chakra, chakra flow as well as the chakra circulation system inside the body with great detail. It is from this particular ability that they are able to employ their ultimate attack style - the Gentle Fist.
Domain: Hyuuga.
- Fukusenshi (Clone Detection)
Rank:
Type: Passive / Doujutsu / Hyuuga Kekkei Genkai
Range: Eyesight
Chakra: --
Handseals: --
Special: Highest rank known determines the type of clone that the Hyuuga's Byakugan is able to detect and discern as fake versus real every time it is activated.
- D: Illusion/Fake
- C: Basic Release
- B: Clan + Kekkei Touta (2 releases)
- A: Kekkei Genkai + Kekkei Touta (3 releases)
- S: Kinjutsu (Kage Bunshin, etc.) & Special/Unique
Description: The Byakugan is able to not only detect the differences in chakra nature before them, but also whether a creation is real or fake. Their chakra reading abilities have becomes so refined that, when faced with the uncertainty of a possible enemy clone, an instant visual inspection reveals all. Useful when outnumbered.
Domain: Hyuuga. Byakugan.
[/li][li]Sogensenshi (Chakra Nature) (1200) Suiton Katon Fuuton Ototon Raiton Doton
Mokuton Saton Hyouton Youton
Rank:
Type: Passive / Doujutsu / Hyuuga Kekkei Genkai
Range: --
Chakra: --
Handseals: --
Special: 'B' ranked version reveals Basic Releases; 'A' ranked version reveals Kekkei Touta that involve the combination of two releases at once; 'S' ranked version reveals Kekkei Touta with either three releases combined at once, or when their make-up is unknown. As such, the clan member must re-train each rank multiple times in order to be able to detect all releases.
Description: One of the perks behind Byakugan is its ability to read the chakra nature before it. Rather than simply seeing flowing energy all at once, the Hyuuga now learns to distinguish each release by a unique color coding only they can see. Best of all, as an opponent prepares a jutsu from a particular elemental nature already known to the clan member, the chakra traces burst forth, affording the user a small window of anticipation.
Domain: Hyuuga. Byakugan.
[/li][li]Jūkenpō Ichigekishin (Ultimate One Body Blow)[/u] (325)
Rank:
Type: Defensive / Jyuuken Nintaijutsu
Range: Self
Chakra: See special!
Special: Uses up chakra proportionate to the prison used on the Hyuuga. Requires contact. Breaks through prisons equal to highest rank learned.
Description: Using their ability to expel chakra from every chakra point on their body, a member of the Hyuuga clan can hit their opponent with a blast of chakra that will send them flying away from the user in the form of a single handtap, or even when the enemy attempts to touch the Hyuuga or trap them. It is also useful when the Hyuuga has been bound by an enemy, targeting weak points in the prison that they see with their Byakugan with their sudden chakra rush in order to dispel it. This technique was made legendary when its creator employed it to save themselves from sudden crystallization at the hands of a Shoton master.
Domain: Hyuuga 'Branch' House. Byakugan.[/li][/ul]
Hakke Shouhen (Eight Divination Signs, Creation Rebirth)[/u] (325)
Rank:
Type: Supplementary / Jyuuken Nintaijutsu
Range: See special!
Chakra: --
Special: Creates a 'Hakke' field that enables the use of Jyuuken. Highest rank known establishes the range of their Hakke field.
- D: 1m.
- C: 2m.
- B: 3m.
- A: 4m.
- S: 5m.
Description: The basis of all Gentle Fist techniques relies on the opponent entering the Hakke, or Eight Divination Signs field. Visible only to the user, this circular area is represented by a ying-yang symbol and other clan variations appearing below the opponent they are targeting. With intense training, the Hyuuga will be able to extend their Hakke, thus furthering their reach with all techniques that are executed in conjunction with the field.
Domain: Hyuuga.
- Hakkeshou Kaiten (Eight Divination Palms of the Hand, Heavenly Spin)
Rank: C.
Type: Defensive.
Range: -
Chakra Mid to cast and sustain.
Special: The dome is capable of blocking single-target taijutsu and ninjutsu of b-rank and lower. Though capable of blocking some area-based techniques, large explosions or administrations of brute force (anything a-rank or higher in reference to jutsu) can utterly destroy the barrier.
Description: Like many of the Jyuuken techniques, Kaiten is a special technique passed down through the main family line. Kaiten takes advantage of several of the unique abilities of the Byakugan eye, including an almost complete 360 degree view of their surroundings, so that the member to see all angles around them. As such, if an attack is near, the clan member will release a large of amount of chakra from their tenketsu and, simultaneous to the release, begins to spin like a top, creating a whirling vortex that can nullify almost any attack. Said to be a Hyuuga's ultimate defense.
Domain: Hyuuga 'Main' House. Byakugan. Hakke Shouhen.
- Eijisu Rifurekutaa (Aegis Reflector)
Rank: B
Type: Offensive/Defensive.
Range: 1-5 m.
Handseals: No.
Chakra: x1 High cost for offensive usage. Consumption becomes equivocal to the technique used against the Hyuuga if it costs more than x1 High.
Special: Reflects techniques equal to and lower than it's own rank. Reflected jutsu travel the same distance they would normally. May only travel as far as their Hakke field permits. Last three seconds maximum.
Description: Using their incredibly precise chakra control, the Hyuuga opens their arms wide and quickly creates a rectangular energy barrier, the same height and width of their body, in front of themselves. The barrier slowly moves forward while flashing hazardously until it slows to a stop, lingering for one second before disintegrating. The barrier linearly reflects any projectile back in the opposite direction and an opponent who touches it will be forcefully knocked back (C-Rank damage/5m kb). However, the caster may pass through the barrier as if it wasn't there.
Domain: Hyuuga. Ares Enyalius selfish technique. Hakkeshou Kaiten (Eight Divination Palms of the Hand, Heavenly Spin).[/li][/ul]
[/li][li]Chakura Kenzan (Chakra Needle Skill)[/u] (100)
Rank: D4.
Type: Offensive.
Range: 0 - 10 meters.
Chakra: Low.
Special: Being comprised of pure chakra, these needles move incredibly fast and are far sharper than your average needle, easily piercing steel and most armors (non-relics). Can produce up to one needle, plus one more each time retrained; however, every fifth retraining, consumption will go up by one. Needle requires no movement from the use, just a visual acknowledgement, and always originate within a foot of the user.
Description: A secret technique shown only to those worthy, the Chakra Needle technique exemplifies the extreme and precise control a Hyuuga has over the chakra existing within their Hakke. As such, as long as the clan member is aware of their target, they can summon these chakra needles to converge on whatetver target they wish, as long as it's in range.
Domain: Hyuuga 'Main' House. Byakugan. Hakke Shouhen.
[/li][li]Hakke Kuushou (Eight Divination Signs Air Palm)[/u] (50)
Rank: C.
Type: Offensive.
Range: 0 - 10 meters.
Chakra: x2 Mid.
Special: The column of chakra sent forward is roughly two meters tall and one meters wide, and has enough force to lift a grown man clean off his feet and throw them several (five) meters back. When used at close range, the force can easily knock the breath out of their victim and leave them dazed.
Description: Once the Hyuuga understands the art of summoning energy all at once into a single, fine strike, they are able to execute with the same precision, but from a distance. Extending chakra from their body, the Hyuuga will thrust their palm at the target, sending out an vicious wave of wind that can knock the opponent back greatly.
Domain: Hyuuga 'Branch' House. Byakugan.
[/li][li]Hakke Sanjuunishou (Eight Divination Signs, Thirty-Two Palms of the Hand)[/u] (50)
Rank: C.
Type: Offensive.
Range: Melee range.
Chakra: Mid.
Special: Presuming the opponent is caught by the first strike, the remaining thirty-five strikes will connect (presuming the situation is feasible). This technique leaves the opponent paralyzed for one post. They will be able to resume using chakra after two turns.
Description: Once the Hyuuga is comfortable envisioning their Hakke domain and establishing it as their own personal striking grounds, they are taught the art of striking and sealing tenketsu. Moving their hands and arms and bullet like speeds, the Hyuuga extends their palm towards their enemy, and leads with both hands outstretched, so that their fingers land first - 2 strikes, then 4, 8, 16, and finally, 32 tenketsu. As the victim is caught in attack, they are temporarily paralyzed if they are touched even once. Although the result isn't as drastic as 64 or 128 strikes, it can nonetheless close off a specific type of chakra flow within the victim of the Hyuuga's choosing.
Domain: Hyuuga 'Main' House. Byakugan 'C'. Hakke Shouhen 'C'.
[/li][li]Hakke Rokujuuyonshou (Eight Divination Signs, Sixty-Four Palms of the Hand)[/u] (100)
Rank: B.
Type: Offensive.
Range: Melee range.
Chakra + Stamina: x2 Mid.
Special: Presuming the opponent is caught by the first strike, the remaining thirty-five strikes will connect (presuming the situation is feasible). This technique leaves the opponent paralyzed for two turns. Regardless, victims will no longer be able to use chakra for the remaining duration of the thread.
Description: The second level of Hakke strikes involves doubling the previous 32, although with a few notable differences - Hakke Rokujuuyonshou is a special technique passed down through the main family line only. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. Like with the previous 32, they can force their chakra through their hands into the tenketsu of the opponent's body. First the clan member will strike 2 times, then 4, 8, 16, 32 and finally 64. This damage forcibly closes 64 tenketsu, stopping the chakra flow of the opponent, thus limiting their opponent's ability to use jutsu much greater than ever.
Domain: Hyuuga 'Main' House. Byakugan 'B'. Hakke Shouhen 'B'.
[/li][li]Hakke Hyakunijuuhachishou (Eight Divination Signs, One-Hundred and Twenty-Eight Palms of the Hand)[/u] (150)
Rank: A.
Type: Offensive.
Range: Melee range.
Chakra: x3 Mid.
Special: Presuming the opponent is caught by the first strike, the remaining thirty-five strikes will connect (presuming the situation is feasible). This is the only technique of the three "palms" that can be divided among enemies, capable of striking three bodies simultaneously. If unleashed on a single person, this technique leaves the victim paralyzed and severely injured (borderline dead) for three turns. Presuming it is divided, each victim will suffer full paralysis for only one turn. Regardless, victims will no longer be able to use chakra for the remaining duration of the thread.
Description: The final level of Hakke strikes involves doubling the previous 64, and like its younger brother, remains passed down only through the main family line. When an opponent is within the clan members divination field of attack, they can quickly begin their assault. As the amount of strikes is double from before once more, the Hyuuga ends up striking 254 accumulated times against their individual foe or opponents. First the clan member will strike 2 times, then 4, 8, 16, 32, 64 and finally 128 times, leaving their victim paralyzed and without chakra.
Domain: Hyuuga 'Main' House. Byakugan 'A'. Hakke Shouhen 'A'.
[/li][/ul][/blockquote][/spoiler][/center]
III. A C A D E M Y
Kawarimi no Jutsu (Body Replacement Technique)
Rank: E 5
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No
Chakra: Low
Special: Switch is near-instantaneous. Kawarimi can only be used once per thread, plus one more each time retrained. However, the technique itself can only be used once per turn, regardless of retraining. Requires the user to switch with objects that range from equal in size to as small as half their 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) 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 Ninjutsu.
Henge no Jutsu (Transformation Technique)[/u] (100)
Rank: E 20
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes
Chakra: Low
Special: Allows the user to transform into any person, object or animal of normal/small/miniature size. Transformation can be held for one turn, plus one more each time retrained.
Description: Henge no Jutsu is a very basic ninjutsu technique which every ninja learns at their respective village's Shinobi Academy. Henge allows the user to transform themselves into any person or object. This allows the ninja to move with stealth or to trick their opponents.
Domain: Academy Ninjutsu.
Bunshin no Jutsu (Clone Technique)[/u]
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: Yes.
Chakra: Low
Special: Allows the user to create a clone without substance that resembles the user in every way, including retaining its movement speed. Clones cannot mold chakra nor perform jutsu, nor can they harm. Up to one clone can be made, plus one more each time retrained.
Description: Bunshin no Jutsu is a Ninjutsu technique which every ninja learns at the Ninja Academy. The Bunshin technique creates a copy of the ninja without substance that, although easily seen through by those with doujutsu, can fool the normal eye easily. Why? Simply because although without substance, the copy resembles the ninja in every way. This clone can function as a distraction or as means to confuse one's opponent, though no real damage can be done by it. Finally, as soon the Bunshin gets attacked or comes into contact with an opponent, it will disperse.
Domain: Academy Ninjutsu
Kakuremino no Jutsu (Magic Cloak of Invisibility Technique)[/u]
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No
Chakra: Low
Special: No other technique may be used while creeping. Invisible to the naked eye, but doujutsu and extra-sensorial skill will easily "see through" this technique.
Description: Kakuremino no Jutsu is a very basic Ninjutsu technique. The ninja uses a camouflage cloth to cloak themselves in the background.
Domain: Academy Ninjutsu
Nawanuke no Jutsu (Escaping Skill)[/u]
Rank: E
Type: Supplementary / Ninjutsu
Range: 0 - 5 meters
Handseals: No.
Chakra: Low
Special: Ineffective against complex, electronic, or unique binds.
Description: Nawanuke no Jutsu is a very basic Ninjutsu technique that allows a ninja to escape from regular rope binds.
Domain: Academy Ninjutsu
Kinobori no Waza (Act of Tree Climbing)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: Kinobori no Waza, the art of tree climbing serves a dual purpose. Taking part in Kinobori Shugyou (Tree Climbing Training) helps a ninja learn how to focus their chakra. It also teaches the ninja how to run up trees and walk on vertical walls. The training helps the ninja learn how to focus just the right amount of chakra to a particular part of their body. The amount needed to climb is small but it must be precise. The feet are regarded as the hardest location to master chakra focusing. So by gaining the art of this skill, the ninja will have any jutsu available (theoretically) because they will be able to focus their chakra as needed.
Domain: Academy Ninjutsu.
Suimen Hokou no Waza (Act of Water Surface Walking)
Rank: E
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low to cast, free to sustain.
Special: -
Description: A variation on the Kinobori no Waza (Act of Tree Climbing), the art of water surface walking allows a ninja to walk on water as if it was a solid surface. Focusing an even amount of chakra out of the soles of their feet, they can balance themselves on the very surface of the water.
Domain: Academy Ninjutsu.[/spoiler][/center]
IV. P U R O R E S U
Powerhouse
Senkotsu no Kouseinou (Art of the Augmented Physique) (625)
Rank:D, C, B, A, S
Type: Passive / Offensive / Taijutsu
Range: Self
Chakra: Low (D-C), Mid (B-A), High (S)
Special: Improves the user's physical brawn, granting all Taijutsu performed enhanced strength, even basic physical attacks. The power of the assault is heightened by a bonus strength equal to the highest rank o this technique known, however damage can never go above 'S' rank. Due to the layers of muscle stacked on the user's body, their agility suffers progressively after each point of advancement. Chakra cost is a single drain at the beginning of battle. Power effectiveness, weight-lifting strength, and speed reduction is determined by the highest rank known of this technique:D - Max Body Weight / 10% Speed ReductionDescription: 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.
C - 2x Max Body Weight / 20% Speed Reduction
B - 3x Max Body Weight / 30% Speed Reduction
A - 4x Max Body Weight / 40% Speed Reduction
S - 5x Max Body Weight / 50% Speed Reduction
Domain: Puroresu.
Rank:
Type: Supplementary / Defensive / Taijutsu
Range: Self
Chakra: 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 Chakra 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 Gorilla's Slam 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 chakra, 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 chakra, which can render them useless in battle, even if they survive the assault.
Domain: Puroresu. Senkotsu no Kouseinou of equal rank.
Rank:
Type: Supplementary / Offensive / Taijutsu
Range: Self
Chakra: Low - Massive
Special: Amplifies the user's next Taijutsu technique after using 'Muteki', the bonus damage and Chakra 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 Chakra.
Domain: Puroresu. Muteki of equal rank.[/ul][/ul]
Ukemi (Receiving Body) (25)
Rank: D
Chakra: Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be performed on the ground.
Description: One of the first things a Tumbler has to learn: how to fall. Or, more accurately, how to fall without getting hurt. Light on their feet as they are, the user can reduce the impact of many Taijutsu techniques simply by leaping backwards at the last second. As a second part of this technique, the user contorts their body in air so they land without unnecessary injury. This technique has a few obvious limitations, namely an inability to thwart piercing force, Ninjutsu or Genjutsu. This technique is also ineffective at ranks higher than what is currently learned by the user.
Domain: Puroresu.
Rank: D
Chakra: D: Low
Type: Defensive / Taijutsu
Range: Self
Special: Takes the edge off of enemy Taijutsu attacks, taking damage as though the technique was one rank lower. Can only be used in mid-air.
Description: Taking the idea of Ukemi to it's natural extreme, experienced users can lessen the impact of attacks that hit them, even in mid-air where they have nothing to jump back from. To do this, users will accept the force of the attack and flip or rotate away from the force of the blow. This technique is tricky, and won't work on attacks that manage to hit dead center. (The solar plexus, from which there is no easy point of rotation.)
Domain: Puroresu. Requires "Ukemi"
Jaianto Habatobi (Hulking Jump) (100)
Rank: B
Type: Supplementary / Taijutsu
Range: 0 - 50 meters
Chakra: 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 'Ukemi' determining the distance:
C - 20 meters
B - 30 meters
A - 40 meters
S - 50 meters[/ul]Description: Jaianto Habatobi allows 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 chakra 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 Puroresu practitioners. Upon returning the ground, the user sustains no drawbacks at all, their muscular build cushioning the landing.
Domain: Puroresu. Requires "Ukemi" 'D'[/ul]
To The Ground[/u] (175)
Rank:
Type: Passive / Specialized Taijutsu / Puroresu
Range: --
Chakra: --
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. Slam damage dependent on Senkotsu, up to 'S' rank damage.
- 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: Puroresu. Senkotsu no Kouseinou per rank.
- Omotai Chakushu (Colossal Launch) (100)
Rank: B
Type: Offensive / Taijutsu
Range: 0 - 50 meters
Chakra: High
Special: Allows the user to forcefully throw a person/object into the distance, inflicting bruises and moderate cuts to the opponent upon impact. The range and speed of the toss is determined by the user's highest rank attained in 'Senkotsu no Kouseinou'.D - 10 meters / 2 meters per second.
Description: Omotai Chakushu, another excellent display of the wrestler's incredible physical strength. The initiation of the technique is quite simple, once the user is within hand's reach of the target, 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 with incredible speed. 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.
C - 20 meters / 4 meters per second.
B - 30 meters / 6 meters per second.
A - 40 meters / 8 meters per second.
S - 50 meters / 10 meters per second.
Domain: Puroresu. Senkotsu no Kouseinou. To The Ground 'B' - Chokeslam
Rank: B
Type: Offensive / Specialized Taijutsu / Puroresu
Range: 'To The Ground!'
Chakra: 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: Puroresu. To The Ground 'B'.
[/li][li]Hibigokui (Fissure Point) (100)
Rank: B
Type: Offensive / Taijutsu
Range: See special!
Chakra: High
Special: Can easily bend and completely defuse an object from it's base with the use of their incredible strength, the effectiveness of the technique determined by the user's highest rank attained in 'Senkotsu no Kouseinou' .
D - PlasticDescription: Hibigokui, a technique that was created during a physical bout between two professional wrestlers who wished to test their might against one another without actual combat. The technique's perfomance is quite simple; any item in the user's hands is capable of being bent into a desirable shape with extreme ease, or even broken into pieces with the sheer muscularity of the user. Although subtle and laughable when first learned, the farther one advances into their own physicality, the greater and more destructive this technique becomes. With the creation of this technique, one must be careful where they hold their weaponry around the user, or else it may be returned to them in pieces.
C - Wood
B - Stone
A - Metal
S - Crystal
Domain: Puroresu. Senkotsu no Kouseinou. To The Ground 'B'[/li][/ul]
Kongou Kensei (Adamantine Constraint) (50)
Rank: C
Type: Offensive / Taijutsu
Range: See special!
Chakra: Mid
Special: The target is incapable of escaping the fierce grip for a single turn, plus another turn each time retrained, for a maximum of five turns. However, after every second retraining, the Chakra consumption increases by one tier. The target can forcefully remove themselves from the powerful grip, the Chakra consumption required to escape determined by the user's highest rank attained in 'Senkotsu no Kouseinou'.
D - 'Low' Chakra surge to escape.Description: Kougou Kensei, a technique that undoubtedly displays the incredible brawn of the professional wrestler. The user simply gathers strength in an area of their body, then detains the target through some form of retaining method, whether it be a headlock, a nelson, an ankle-lock, a chokehold, or even a bearhug. The purpose of the technique is to be able to completely immobilize the target by utilizing the user's awe-inspiring brawn to overpower them. This does not mean the target is incapable of maneuvering themselves, this is only a mean for grasping the opponent, and being incapable of removing that constraint, unless the user is overwhelmed.
C - 'Low x2' Chakra surge to escape.
B - 'Mid Chakra surge to escape.
A - 'Mid x2' Chakra surge to escape.
S - 'High' Chakra surge to escape.
Domain: Puroresu. Senkotsu no Kouseinou.
- Kongou Sanketsu (Adamantine Suffocation) (200)
Rank: B2
Type: Offensive / Taijutsu
Range: See special!
Chakra: High
Special: Once the user successfully performs 'Kougou Kensei', the user can then apply additional strength to not only continue restraining the target, but knock them unconscious through the severe application of force. Causes complete bodily paralysis and forces the target unconscious, for a single turn, plus another turn each time retrained, for a maximum of three turns. However, after each retraining, the Chakra consumption stacks one high. The amount of time needed for the duration of the applied pressure is determined by the user's highest rank attained in 'Senkotsu no Kouseinou".D - One Full Turn. (5 Seconds)
Description: Kougou Sanketsu, the next step to overwhelming the opponent when locked within 'Kougou Kensei'. Once the target is constricted by this technique's predecessor, the user furthers the opponent's inability to achieve movement by applying more force, tightening their deadly grip around the opponent, forcing them into an unconscious state once the duration has passed. However, in order for this technique to succeed, the user must apply force to the target's chest, neck, or head, which causes the submission. The versatile capabilities of this techniques predecessor may be advantageous for it's own reason, but when converting to the use of this technique, the user has no choice but to limit the area of strangulation.
C - 3/4th's of a Turn. (4 Seconds)
B - Half of a Turn. (3 Seconds)
A - 1/4th of a Turn. (2 Seconds)
S - Near-Instant! (1 Second)
Domain: Puroresu. Kongou Kensei.
V. U N I V E R S A L
Shunshin no Jutsu (Body Flicker Technique)
Rank: D
Type: Supplementary.
Range: -
Handseals: -
Chakra: Low
Special: Despite popular belief, this is not an ability that allows an individual to teleport, or even move incomprehensibly fast. It simply combines high mobility with some disruption of visibility to conceal those movements. That in mind, if you can conceal your movement, it is common for this technique to allow very long-distance dashes before enemies may notice you.
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 - to an observer caught in the optical illusion, it appears as if the user has teleported. This allows the user to escape or attack suddenly, should they need to. However, while a high-speed movement, if used in broad daylight, one will still be quite visible and as such, easier to be defended against. In order to achieve maximum effect, the user must to combine it with a distraction.
Domain: Universal Ninjutsu.
Kage Shuriken no Jutsu (Shadow Shuriken Technique) (50)
Rank: D, D.
Type: Offensive / Ninjutsu
Range: 0 - 50 meters.
Handseals: No.
Chakra: Low.
Special: Each time retrained, it can go an additional 10 meters, capping at 50 meters.
Description: Kage Shuriken no Jutsu is a Ninjutsu technique utilizing a giant Fuuma Shuriken. When throwing the shuriken, the ninja will also throw a second Fuuma Shuriken to hide in the shadow of the first. The hidden secondary shuriken can then approach the target without their being aware.
Domain: Universal Ninjutsu. Fuuma Shuriken.
Ayatsuito no Jutsu (String Reeling Technique) (50)
Rank: C.
Type: Supplementary \ Offensive.
Range: See special!
Handseals: No
Chakra: Mid.
Special: Adds chakra strength to the ninja wire equal to the highest rank learned. Makes the strings unbreakable by techniques lower than the rank learned.
Description: Ayatsuito no Jutsu is a Ninjutsu technique utilizing wire. This string can be used in rappelling, or as a method to tie down and restrict the movement of an opponent. The Uchiha clan also utilizes the wire in their Sharingan Soufuusha Sannotachi technique. The wire allows the clan member to pin down an opponent, and then unleash a torrent of fire upon them.
Domain: Universal Ninjutsu.
Fuubaku Houjin (Exploding Seal Method Formation) (50)
Rank: C
Type: Supplementary.
Range: 0 - 15 meters.
Handseals: Yes.
Chakra: Mid
Special: Requires exploding notes. Doubles the total explosive potential of the trap, regardless of amount of explosives used.
Description: Fuubaku Houjin is a Ninjutsu technique used by shinobi in conjunction with common explosive devices such as exploding notes. Arranging the seals in a square formation, the user will draw their target within the array. Once the target enters the zone with the planted explosives, the trap ignites. The user forms handseals to activate the tags and prep them for explosion, amplifying their power all at once.
Domain: Universal Ninjutsu.
Sūpa Henge Appugurēdo! (Super Transformation Upgrade!) (50)
Rank: C
Type: Supplementary / Ninjutsu
Range: Self
Handseals: No.
Chakra: Changes Henge no Jutsu's cost to low.
Special: Upgrades Henge no Jutsu to be more resilient, no longer breaking when the user is struck or falls unconscious. The only way for the Henge to break is if the user runs out of turns, runs out of chakra, or dispels it themselves.
Description: An upgrade to Henge no Jutsu, this technique causes all of the user's Henge no Jutsu to become pseudo-permanent. That is, while their turn limit from Henge no Jutsu still applies, taking hits or even falling unconscious will not break the jutsu.
Domain: Universal Ninjutsu[/spoiler][/center]
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