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 Armenezra's Technique/Jutsu List

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Armenezra

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PostSubject: Re: Armenezra's Technique/Jutsu List   8th June 2016, 1:44 pm

Name:Law of Speed
Classification: Shurikenjutsu/Ninjutsu
Rank:C
Class: Supplementary
Range: Self(Weapon &User)

Description: This technique known as the law of speed is a unique shurikenjutsu technique which is only trainable if the user has four or more shurikenjutsu techniques in their jutsu list. Once this technique is in play (C-rank Chakra Price) every projectile the user throws for the duration of the topic will move one rank faster than the user's top speed( Speed Tier is at B, weapon will travel at A rank speed, ect). In addition if the weapon thrown is not a soft weapon it will deal physical damage equal to the speed that the weapon is traveling (Weapon traveling at B rank speed, will do B rank physical damage in addition to other affects done by the weapon).  This technique follows the concept that a person cant outrun their own throwing speed, and that when hard objects are thrown with speed, the impact has force equal to that speed. This technique caps at S rank speed and is subject to Recoil rules, in regards to thrown projectiles potentially sustaining damage if their durability is not high enough to mitigate their damage upon impact.
Rank of User - No. Of Projectiles Affected by 1 Activation of Law of Speed (P.T till Reactivation Price is Required)
D - 1 (1 P.T)
C - 2 (2 P.T)
B - 3 (3 P.T)
A - 4 (4 P.T)
S - 5 (5 P.T)

Name:Curse Modifier Lvl 1: Beautiful Exchange
Classification: Fighting Style
Rank: B
Class: Supplementary
Range: Short(Contact)

Description: This Fuinjutsu/ Juinjutsu fighting style utilizes chakra based contact to place seals onto targets. Because of the nature of this fighting style seals can be placed on a target by making contact with the user's raw/elemental chakra or chakra based jutsu (Ninjutsu, Nintaijutsu, Genjutsu ect...) In event that a target makes contact with the user's chakra via jutsu or from the user emitting chakra, add up to four seals on the target(s). If chakra contact is made with the target(s) through the use of jutsu; the effect of the jutsu remains. The user can place up to four of one type of seal or two of two different seals. The user will pay either one chakra cost equal to the rank of the original seal being used up to four times, or two chakra costs equal to the rank of both of the original two different seals being used up to two times.   Because of the function of this seal, wither the jutsu is effective towards the target or not, all that's required is chakra contact. Seals can be placed up to three times on the same area on a target.  

Name: Trap Master's Seal: Mouse Trap
Classification:Barrier Juinjutsu
Rank:A
Class: Supplementary
Range: AOE

Description: Armen as a trap master has found very innovative ways to utilize his seals without telegraphing too much what he intends to do.  This technique is a B rank technique which takes form as a small seal either Etched on a weapon, Stitched into clothing , or tattooed on to flesh. This seal works like a mouse trap. The user will use AOE tech of any kind, while making sure this seal is touching the ground. During this time the user can use a maximum of two Area of Effect techniques at a time. In the event that the target(s) enters or is within the range of the user's AOE technique and this seal is touching the ground, place up to three seals on the target's body. If this seal is etched, stitched or marked onto something, the chakra cost can be paid prior to the topic much like any seal,  removing the cost in the topic which its being used.  All seals placed on a target by the effects of this technique can only be A rank or Lower.


Name: Restriction
Classification: Barrier Juinjutsu
Rank:A
Class: Offensive
Range: Contact, AoE
Description:This seal does not take effect on the user, or those the user deems as allies.  Place this seal on any surface, item, or person. If placed on a surface, a barrier would appear being 160ft in diameter. In which case everything that enter the 160ft radius will be unable to use any techniques or abilities A rank and under which specialty that does not fall under the category of physical based techniques. If placed on a living target, everything within 20ft of the living target including the target will be subjected to the same restrictions as mentioned previously. If placed on an item or some sort of object everything within 40ft of the object are subjected to the same restrictions. If this seal is on an object is removed the object is destroyed.

Name:Anhidrosis
Classification: Barrier Juinjutsu
Rank:A
Class: Supplementary
Range: AOE

Description: This seal does not take effect on the user or those that the user deem as allies. Place this seal on a location or item. A see through barrier will form around the item marked with this seal and create a zone about 160ft in diameter. In this zone sweating, peeing, spitting, and emitting fluids is forbidden.  This technique bans the target(s) from the use of suiton, futon based techniques in the specific area that its placed. What happens to the targets within the marked area is that for every post that they remain in the area +1 is added to their temperature count. Every time movement is done an additional +1 is added to the target’s temperature count. If fire or heat based techniques are present in the area, add another +2 to their temperature count.  If the target(s) utilize physical based techniques add additional points to their temperature count equal to the stamina cost of the physical based technique +1(Genin uses B rank technique, costs -2 stamina. 2+1 = 3 points added to temperature count).  The point of this technique is to force the targets to undergo Anhidrosis. A condition that is caused when the body is unable to cool down. That being said some races may be immune to this barrier juinjutsu depending on their physical composition.  If the target(s) manage to escape the area marked by this barrier juinjutsu lower their body temperature count by 1 for every post that they remain outside the effects of this technique. While in this technique water cannot hydrate the target’s body as it usually does, due to this specific curse.  At every level the targets will experience something different
Temperature Count & Effects:
1 point:  experiences a raise in heat. Perceives it as just being hot
2 points: experiences slight thirst and perceives it being hotter
3 points: Feels like they are just wearing too much clothes, and mouth and body starts to become dry.
4 points: Harder to breathe , requires +1 more stamina to do physical based attacks. Dehydrated, dry mouth.
5 points: increase difficulty in breathing, requires +2 more stamina to do physical based attacks irritability, slight panic, craving for water, dizziness.
6 points: increase in difficulty for breathing, requires +3 more stamina to do physical attacks, irrational thinking, deprivation of water, double sightedness, hallucinations.
7 points: increase difficulty in breathing, requires +4 more stamina to do physical attacks, reckless thinking, desperate behavior, double sightedness, hallucination, Loss of strength (-1 strength tiers)
8points:  Body overheating, requires +5 more stamina to do physical attacks, in ability to do more than react to whats going on, loss of speech, extreme dehydration, double sightedness, sleepiness, hallucination, drastic loss of strength (-2 strength tiers)
9 points: Immobility. Unconsciousness
10 points: Comma or possible death.


Name: Exist
Classification: Barrier Juinjutsu
Rank:D
Class: Supplementary
Range: short(contact)

Description: This seal can only be done if the user knows the beautiful exchange fighting style. This seal may be etched onto a weapon or written out.  In the event that the user of this seal has this seal already paid for, call out the name of any technique being used to add a juinjutsu barrier onto the technique. The technique if can be seen will have a symbol on it marked “Exist” and that will give the technique a barrier about 30ft in diameter.  Anything that comes in those 30ft can be marked with a juinjutsu seal that the user knows and has already paid for prior to the topic.
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PostSubject: Re: Armenezra's Technique/Jutsu List   18th July 2016, 11:39 pm


Name:Curse Modifier Lvl 1: Beautiful Exchange
Classification: Fighting Style
Rank: B
Class: Supplementary
Range: Short(Contact)

Description: This Fuinjutsu/ Juinjutsu fighting style utilizes chakra based contact to place seals onto targets. Because of the nature of this fighting style seals can be placed on a target by making contact with the user's raw/elemental chakra or chakra based jutsu (Ninjutsu, Nintaijutsu, Genjutsu ect...) In event that a target makes contact with the user's chakra via jutsu or from the user emitting chakra, add up to four seals on the target(s). If chakra contact is made with the target(s) through the use of jutsu; the effect of the jutsu remains. The user can place up to four of one type of seal or two of two different seals. The user will pay either one chakra cost equal to the rank of the original seal being used up to four times, or two chakra costs equal to the rank of both of the original two different seals being used up to two times. Because of the function of this seal, wither the jutsu is effective towards the target or not, all that's required is chakra contact. Seals can be placed up to three times on the same area on a target.

Name: Trap Master's Seal: Mouse Trap
Classification:Barrier Juinjutsu
Rank:A
Class: Supplementary
Range: AOE

Description: Armen as a trap master has found very innovative ways to utilize his seals without telegraphing too much what he intends to do. This technique is a B rank technique which takes form as a small seal either Etched on a weapon, Stitched into clothing , or tattooed on to flesh. This seal works like a mouse trap. The user will use AOE tech of any kind, while making sure this seal is touching the ground. During this time the user can use a maximum of two Area of Effect techniques at a time. In the event that the target(s) enters or is within the range of the user's AOE technique and this seal is touching the ground, place up to three seals on the target's body. If this seal is etched, stitched or marked onto something, the chakra cost can be paid prior to the topic much like any seal, removing the cost in the topic which its being used. All seals placed on a target by the effects of this technique can only be A rank or Lower.


Name: Exist
Classification: Barrier Juinjutsu
Rank:D
Class: Supplementary
Range: short(contact)

Description: This seal can only be done if the user knows the beautiful exchange fighting style. This seal may be etched onto a weapon or written out. In the event that the user of this seal has this seal already paid for, call out the name of any technique being used to add a juinjutsu barrier onto the technique. The technique if can be seen will have a symbol on it marked “Exist” and that will give the technique a barrier about 30ft in diameter. Anything that comes in those 30ft can be marked with a juinjutsu seal that the user knows and has already paid for prior to the topic.
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PostSubject: Re: Armenezra's Technique/Jutsu List   19th July 2016, 12:15 am

^ Went over these in the cbox. Not approved.

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Armenezra

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PostSubject: Re: Armenezra's Technique/Jutsu List   19th July 2016, 12:50 pm

Name:Bounce Back Trajectory
Classification: Fighting Style
Rank: D
Class: Supplementary
Range: Varies (Projectiles Thrown)

Description: This shurikenjutsu fighting style is made possible through Armen's experience with projectile weapons. Armenezra constantly works on his throwing in order to develop different methods and outcomes with these methods. Utilizing this style of throwing, projectiles thrown are capable of being bounced off of solid objects or targets to create shots and return to the user's hand. This fighting style is ranked based, meaning that the higher the user's rank the better the bounce back.
Rank - Distance Projectiles Return upon bouncing off a surface
D rank - No return
C rank -  1/4 distance Thrown
B rank - 1/2  distance Thrown
A rank - 3/4 distance Thrown
S rank - Full return

Name:Boomerang: Flank Shot Trajectory
Classification: Shurikenjutsu
Rank:C
Class: Supplementary
Range: Self (Boomerang), Varies (Thrown Distance)

Description: In the event that the projectile that misses a target or thrown passed a target is a boomerang, spoiler this technique in your next post. The utilization of this technique is not mentioned in the post that this technique is in play unless an opponent has Panoramic Vision (360 degrees) or a C-rank or higher sensory technique which surrounds their body. When in play all boomerangs thrown by the user that are thrown passed the target(s) or count as a miss will circle back to hit the target(s) from behind with the same force/speed that they were originally thrown up to a set amount of time (posts total) later. This is a trap type technique, so it comes unexpectedly and if the target(s) do not dodge or handle these boomerangs on its cycle back, count every boomerang that isn't handled properly as a hit on the post after this technique is spoiler-ed.  If the target(s) move from their original positioning all boomerangs count as a miss when cycled back unless Sure Shot Trajectory was used prior to this technique.
Rank - P.T before cycling back to hit an opponent
D - 5
C - 4
B - 3
A - 2
S - 1

Name: Improved Focus Lvl 1
Classification: Shurikenjutsu
Rank: D
Class: Supplementary
Range: Self (Eye-Sight), Long (Throwing Range)

Description: This technique goes off the principle that with greater focus comes greater results. The user zones in on their target, displaying immense focus. technique allows the user's projectile weapons to be thrown up to 20ft as well as giving the user D-Rank Reaction tiers. While this focus is highly beneficial, it also limits the user a bit. Their sight is restricted to a 90 degree angle in front of them, completely cutting off their peripheral vision and leaving them blind to attacks coming from those directions, this technique also costs 1 fatigue per post (total) to maintain. This technique costs the user D rank chakra every turn that it is active.

Name: Improved Focus Lvl 2
Classification: Shurikenjutsu
Rank: C
Class: Supplementary
Range: Self (Eye-Sight), Long (Throwing Range)

Description: This technique goes off the principle that with greater focus comes greater results. The user zones in on their target, displaying immense focus. technique  allows the user's projectile weapons to be thrown up to 40ft as well as giving the user C-Rank Reaction tiers. While this focus is highly beneficial, it also limits the user a bit. Their sight is restricted to a 90 degree angle in front of them, completely cutting off their peripheral vision and leaving them blind to attacks coming from those directions, this technique also costs 2 fatigue per post (total) and C rank chakra each turn to maintain.  

Name: Improved Focus Lvl 3
Classification: Shurikenjutsu
Rank: B
Class: Supplementary
Range: Self (Eye-Sight), Long (Throwing Range)

Description:  This technique goes off the principle that with greater focus comes greater results. The user zones in on their target, displaying immense focus. technique  allows the user's projectile weapons to be thrown up to 60ft as well as giving the user B-Rank Reaction tiers. While this focus is highly beneficial, it also limits the user a bit. Their sight is restricted to a 90 degree angle in front of them, completely cutting off their peripheral vision and leaving them blind to attacks coming from those directions, this technique also costs 3 fatigue per post (total) and B rank chakra every turn to maintain .

Name: Improved Focus Lvl 4
Classification: Shurikenjutsu
Rank: A
Class: Supplementary
Range: Self (Eye-Sight), Long (Throwing Range)

Description:  This technique goes off the principle that with greater focus comes greater results. The user zones in on their target, displaying immense focus. technique  allows the user's projectile weapons to be thrown up to 80ft as well as giving the user A-Rank Reaction tiers. While this focus is highly beneficial, it also limits the user a bit. Their sight is restricted to a 90 degree angle in front of them, completely cutting off their peripheral vision and leaving them blind to attacks coming from those directions, this technique also costs 4 fatigue per post (total) and A rank chakra every turn to maintain.

Name: Improved Focus Lvl Max
Classification: Shurikenjutsu
Rank: S
Class: Supplementary
Range: Self (Eye-Sight), Mid (Throwing Range)

Description:  This technique goes off the principle that with greater focus comes greater results. The user zones in on their target, displaying immense focus. technique  allows the user's projectile weapons to be thrown up to 100ft as well as giving the user S-Rank Reaction tiers. While this focus is highly beneficial, it also limits the user a bit. Their sight is restricted to a 90 degree angle in front of them, completely cutting off their peripheral vision and leaving them blind to attacks coming from those directions, this technique also costs 5 fatigue per post (total) and S rank chakra every turn to maintain.


Name: Blinded By The Light
Classification: Shurikenjutsu
Rank:D
Class: Offense
Range: Self( Thrown Projectile)

Description: When metallic/bladed projectiles are thrown during the day time, sunlight is reflected off of these mediums to create a blinding effect. All target(s) that acknowledge the incoming projectile(s) are blinded for a number of posts dependent upon the sensitivity of their eyes. This technique has a rank reaction check, meaning that if targets have D rank reaction tiers  the target can blink in order to avoid blindness.
Ocular Sensitivity -  Blind Duration (P.T.)
Blind - Unaffected
Normal - 1
Enhanced (Dojutsu) - 2
Enhanced (Kurogane Senses) - 3


Name: Spontaneous Breakthrough
Classification: Shurikenjutsu
Rank: A
Class: Supplementary/Offensive
Range: Self (Thrown Projectiles)

Description: When this technique is in play, bladed projectile weapons thrown are capable of slicing through defenses (Defense Piercing) that are A-rank and lower thanks to Wind Release chakra flow. This sharpens the blade, with the user paying an A-rank chakra price to imbue a projectile with said slicing properties and in the hands of a skilled user this allows for multiple projectiles to be imbued for the same price as a single one. This is a one use sort of technique unless the user is making use of chakra conductive materials in their thrown projectiles thus upon making contact with something the defenses are sliced in order to deal the normal damage of the projectiles that were thrown. When using chakra conductive materials in a projectile however depending on the user's Endurance Tiers these projectiles can keep their slicing add-on for a each amount of time after contact has been made.
Rank - No. of Projectiles Imbued for 1 Price - End Tiers (P.T after impact Projectiles Remain Imbued)
D - 1 - None (N/A)
C - 2 - D (1)
B - 3 - C (2)
A - 4 - B (3)
S - 5 - A & Above (4)

Name: Sure Shot - Futon Shooter
Classification: Shurikenjutsu/Ninjutsu
Rank: C
Class: Supplementary
Range: Varies (Location of the Twister), Mid (Projectile Travel Distance)

Description: This technique is used in conjunction with the Futon Twister technique. In event that the twister picks up on projectile weapons, the user is capable of releasing those projectile weapons back out at another target at C rank speeds(Twister moves at C rank speeds).  This technique allows projectiles to move up to 20 ft from where the twister has released them. These projectiles are released at random normally but if sure shot trajectory is in play, User can aim them at targets.
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PostSubject: Re: Armenezra's Technique/Jutsu List   19th July 2016, 6:47 pm

Approved

***********************
~A message to all~

~When I enter the cbox, you will give me at least 5 minutes before asking me for anything. If you do not I reserve the right to hit one of your characters with any technique I wish... From any character I wish.~

This has been a friendly PSA from Dadmin Blade. Have a good day.
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PostSubject: Re: Armenezra's Technique/Jutsu List   2nd August 2016, 3:19 pm

Name:Team 6: Nightmare Storm Typhoon
Classification: Ninjutsu/Genjutsu
Rank:S
Class: Offensive/ Combination
Range: 2-200ft

Description:This combination technique combines Futon, Raiton, and Suiton chakra to form a giant S rank typhoon. This technique requires hand seals .Upon completion this technique then combines Futon shift, Whistling Winds, Erosion Trumpet , False Lightning Spear.  Once this action is completed and B rank chakra is paid between the three members an S rank typhoon of 100ft high and 45ft wide will come forth.  This typhoon can be  used for defense against physical attacks, and even chakra based attacks. Negating physical and chakra based  attacks S rank and below so long as they aren’t strong against chakra or possess defense piercing of S+ and higher. This typhoon has an amazing offensive capability, causing massive damage to anything it touches other than the three users of this technique. This typhoon can also suck in anything and anyone not anchoring themselves to the ground with at least S rank strength tiers.If target(s) or projectiles are airborne or not anchored down to the ground, S+ rank strength tiers are required in order to not be sucked in.  This suction ability ranges an AOE of 200ft in diameter and affects all except the three users of this technique/gear(weapons and gear that are coated in one of their chakra).  This technique will cause S rank(B rank wind, B rank water, B rank lightning) chakra/physical damage and C rank mental damage to victims caught inside them. Once caught inside victims will be immobilized for four post while suffering damage due to the combined genjutsu effect. Victims will be placed in a genjutsu similar to the whistling winds genjutsu but instead of seeing incoming weapons they will see incoming typhoons. The genjutsu will end with the victim seeing that theyre caught inside this typhoon. Each post that a victim remains within the typhoon the initial damage is reoccurring.Victims captured by this typhoon suffers a one time, S rank paralysis which results in 8 posts(half if victim has A rank endurance and immunity if they have S rank and above endurance). Paralysis happens at the same time as the Genjutsu. This typhoon can capture a maximum of ten people depending on the rank of the lowest member in the combination( 2 at D rank, 4 at C rank, ect until 10 at S rank) and travels at S rank speeds. This typhoon can travel up to 200ft from where it is spanned before dispersing and can trap projectiles not backed by strength above S rank and victims inside for its entire duration. If caught, victims can escape by using  S-Rank technique with piercing or S-Rank strength to break through alone, take the original count of damage and penalties but no additional. Can also be escaped from with SS-Rank speed or reaction, those tiers can also be used to pull someone else out of it, however the person pulling them out takes a half count of damage (1 A)  The direction that this move travels can be manipulated by these three users, and they must do so by at least on of them pointing their palm towards the typhoon and moving it accordingly. All three can not control it at the same time if moving in different directions. Although they control this technique the technique does not require the control of the three members. This technique costs 1 S rank of chakra each round which can be distributed between the three members. If split in three the cost is 1B per member, if split in two the cost is A rank between the two, if paid by one the cost is 1 S rank. This is the reoccurring cost per round to keep the technique active.
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PostSubject: Re: Armenezra's Technique/Jutsu List   2nd August 2016, 7:01 pm

Approved

***********************
~A message to all~

~When I enter the cbox, you will give me at least 5 minutes before asking me for anything. If you do not I reserve the right to hit one of your characters with any technique I wish... From any character I wish.~

This has been a friendly PSA from Dadmin Blade. Have a good day.
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PostSubject: Re: Armenezra's Technique/Jutsu List   18th August 2016, 5:53 pm

Name: Wind Release: Decapitating Air Waves
Classification: Fighting Style
Rank: B-rank
Class: Supplementary
Range: Mid-Long

Description: Whilst utilizing Armen’s Bionic Arms, which can harness and release Wind Materia, this fighting style is made possible. This fighting style allows Armen to use his arms to control air pressure, creating supersonic blasts of air or high velocity vacuums which move at extreme speeds. This fighting style also allows, the user to shape and conjure wind techniques of any kind without the use of hand seals at speeds equal to their current moving capability (i.e. Being capable of moving at S rank speed allows for S rank execution).  The blow back or suction ability has winds moving at speeds equivalent to one rank faster than the desired function’s rank (ex. A rank level use = S rank speed). The damage done to targets using this fighting style can go from minor to very devastating. Despite the speed that the winds travel, when the target(s) are hit by the blow back function of this fighting style they will receive Hybrid or Physical damage equal to the level of the blow back function used (A rank level use = A rank Hybrid or Physical damage). Likewise, if a target is hit by the suction function of this fighting style the target will receive wind based Hybrid or Physical damage equal to the level that the suction function was used as well. Depending on the level that these functions are used, the winds are powerful enough to obliterate large trees, or houses, and can also be used to soften the ground. When blow back or suction is in use it can also be used as a dispersing method. Blow back function of this fighting style can be used to clear AOE concealment techniques when used correctly alongside this fighting style. Because Armen can use each arm for a different function, when both arms are used for the same function the effects are stronger, causing damage and effect done using both hands to gain a rank of power. Because of this fighting style’s use of decapitating winds, wind based techniques gain a slicing capability of equal rank. This fighting style can be used in combination with the Immolating Flame Waves fighting style as a combination of wind and fire to add speed to fire based techniques, flame thrower function or fire extinguishing(absorbing) functions. A proven downside of this Mechanism is, that should the hollow tubes be clogged, it results in a terrible backfire, as the air cannot escape without the proper ventilation, instead they would burst free of the Bionic Arm, causing great backlash damage (recoil), this lessens this puppet's Raw durability directly and can eventually stack with repeated damage to the point of having his arms being destroyed inside out.  If this happens, a C rank amount of blood will be lost every post (total).
Function Rank (Blow Back Distance, Vaccum Range,  Blow Back/Vaccum width)
D (10ft, 40ft, 20 ft)
C (20 ft, 80ft, 40ft)
B (30ft, 120ft, 60ft)
A (40ft, 160ft, 80ft)
S (50ft, 180ft, 100ft)

Function Rank - Blow Back/Vacuum Speed - Blow Back/Vacuum Damage (Pressure Ratio %)
D - C - D (10%)
C - B - C (20%)
B - A - B (30%)
A - S - A (40%)
S - SS - S (50%)




Name: Immolating Flame Waves
Classification: Fighting Style
Rank:B
Class: Supplementary
Range: Mid -Long

Description: Due to Armen’s bionic arms that can harness and release fire Materia this fighting style is made possible. This fighting style allows Armen to use his arms to release fire Materia, creating burning hot streams of fire like a flame thrower or absorb fire Materia to extinguish large amounts of fire.  This fighting style also allows, the user to shape and conjure fire techniques of any kind without the use of hand seals at speeds equal to their current moving capability (capable of moving S rank speed, S rank execution).  The flame thrower or fire extinguishing ability shoots out fire or absorbs fire at speeds equivalent to the desired function’s rank (ex. A rank level use = A rank speed). The damage done to targets using this fighting style can go from minor to very devastating. When the target(s) is hit by the flame thrower ability of this fighting style that target(s) will receive hybrid or physical damage equal to the rank that the flame thrower effect was used (A rank level use = A rank hybrid or physical damage). In addition, if hit the target(s) will receive reoccurring burn damage one rank lower than the rank used every post (P.T). The duration of the burn damage taken is dependent on the level of the target’s defense tiers.  Unlike the suction effect for the Decapitating Air Waves fighting style, Immolating Flame Waves’ Fire extinguishing (absorbing) function is completely situational in terms of damage. If a target is caught between a source of fire and the user using the Fire extinguishing function the target will receive Fire based hybrid or physical damage equal to the total(sum) rank of the flames being absorbed (ex: 7C of fire absorbed = S rank +C rank hybrid or physical damage). Depending on the level that these functions are used, the flames are powerful enough to incinerate large trees, or houses, and can also be used to heat up/melt the ground. When used along side this fighting style, the fire extinguishing function can be used to suck up  fire based concealment techniques up a radius equal to the extinguishing(harnessing) level used.  Because Armen can use each arm for a different function, when both arms are used for the same function the effects are stronger, causing damage and effect done using both hands to be +1rank better. Because of this fighting style’s use of immolating flames, fire based attacks gain the same continuous burning effect if used alongside this fighting style. This fighting style can be used in combination with Decapitating Air Waves fighting style as a combination of wind and fire (one hand wind and one hand) to add speed to fire based techniques, flame thrower function or fire extinguishing(harnessing) function. A proven downside of this Mechanism is, that should the hollow tubes be clogged (with something that can’t be melted), it results in a terrible backfire, as the air cannot escape out, instead they would burst out of the sides of the Bionic arm, causing great backlash damage (recoil), this reduces directly from this puppets Raw durability and can eventually stack with repeated damage to the point of having his arms being destroyed inside out.  If this happens, a  C rank amount of  blood will be lost ever post(P.T) along with C rank burn damage, dependent on the user’s defense tiers.

Function Rank (Flame Thrower Distance, Fire Harnessing Range,  Flame Thrower/ [FH]Vacuum Width) – FT/FH speed – FT/FH Damage:{Defense Tier to avoid burn damage per p.t}(Burn Damage)(Heat Ratio %)


D (20ft, 40ft, 20 ft) – D:{0}(0)(10%)
C (30 ft, 80ft, 40ft) - C -C:{D}(D)(20%)
B (40ft, 120ft, 60ft) - B -B:{C}(C) (30%)
A (50ft, 160ft, 80ft) - A – A:{B}(B)(40%)
S (60ft, 180ft, 100ft) - S-S:{A}(A) (50%)



Name: Curse Modifier – Far Emission Formula Lvl 2
Classification: Juinjutsu
Rank: C-rank
Class: Supplementary
Range: Mid

Description: The user creates a seal that takes the appearance of a circle in the palm of their hand. Within the circle, the kanji for “Far” will appear, completing the creation of the curse modification. This modifier was created on the premise of emitting a curse seal over a set radius of 40ft around where the Curse was originally placed. This modifier allows the curse to affect a target within the proximity of the emission which then causes the curse being emitted to be placed on the victims body removing the curse from where it was originally placed to relocate it on the target's body instead. When applied to the Juinjutsu in question, it is placed outside of the triangle.



Name: Curse Modifier – Far Emission Formula Lvl 3
Classification: Juinjutsu
Rank: B-rank
Class: Supplementary
Range: Mid
Description: The user creates a seal that takes the appearance of a circle in the palm of their hand. Within the circle, the kanji for “Far” will appear, completing the creation of the curse modification. This modifier was created on the premise of emitting a curse seal over a set radius of 60ft around where the Curse was originally placed. This modifier allows the curse to affect a target within the proximity of the emission which then causes the curse being emitted to be placed on the victims body removing the curse from where it was originally placed to relocate it on the target's body instead. When applied to the Juinjutsu in question, it is placed outside of the triangle.
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PostSubject: Re: Armenezra's Technique/Jutsu List   19th August 2016, 12:35 pm

Approved

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PostSubject: Re: Armenezra's Technique/Jutsu List   20th August 2016, 10:35 am

Name:Empire
Classification: Kenjutsu/ Genjutsu
Rank:A
Class: Supplementary
Range: AOE

Description: Empire is a trap based genjutsu  made possible with the use of the Decapitating Air Waves fighting style(DAWFS). Empire is performed by Armen balling up his fist. At that moment the sound of whistling will come from his fist and at will Armen opens his hand utilizing blow back function at A rank capacity.  From the moment Armen opens his hands a powerful burst of winds traveling at speeds according to DAWFS will cover a massive area of 160ft in diameter. In event that these winds make contact with the target(s) ; the target(s) do not take physical damage and are not blown back but the genjutsu takes effect. While in actuality the target(s) become immobilized, the genjutsu goes as following. The victim(s) wake up from a place of comfort (varies to the victim) . This genjutsu world is in black and white, although it seems strange victims never question it.  The idea of this genjutsu is to create a trippy, yet perfect world for those caught in it.  It’s a world without color and a world without sound. It’s a world that isn’t manipulated by the victim, but everything in that world seems to go in the victim’s favor.  If the victim has loved ones or people that they favor, they will see them alive and well. If they do not have loved ones the visions remain the same only with acquaintances or their rivals instead of loved ones. The people that they care for will have abnormally large heads and giant smiles that never leaves their faces. The victims of this technique will always feel the need to travel and wander this world that feels familiar, yet foreign.  

The victims will marvel at the sights but as they travel with their loved ones, they’re are overwhelmed by thirst. The youngest of the loved ones will always pick up a rock and crack it open. In that rock is water for the victim to drink.  The victim will be able to see their reflection clearly through the water, but not just their reflection but their entire surroundings (genjutsu surroundings). As the victim drinks he/she gets thirstier and thirstier, and as they travel his/her loved ones become older and older while they remain the same. The victim will notice the rapid aging and as they examine their loved ones they will notice bleeding feet and deterioration of their bodies, but their loved ones will remain big headed with a large smile.  As the loved ones grow older the victim’s need to explore grows larger and larger, seeing animals (with miniature human bodies), insects (large as buses), other people (blurry faces). All of it leads up to the end game, where the victim is one a throne on the highest mountain, with their loved ones shackled to their thrones, practically worn out and zombie like, while watching out at the whole world that creates an empire for you(the victim).

 This whole genjutsu pans out over a course of 8P.T, during that time the target(s) caught in the technique will remain immobilized and completely unaware of what’s going on. While trapped in this genjutsu, the victim will hear the pleasant sounds of the world around them. Birds chirping, childrens laughter and so much more. As this is happening, they are prone to ignoring the noises of the outside world, though music based jutsu equal to their rank will be able to draw their attention and effect them. Additional targets can be caught in this techniques at once for an additional cost. In the even that multiple targets are caught they will encounter each other on their journey’s but will not recognize each other and continue traveling opposite ways to reach the peak of their empire.  Music based technique used by someone outside of this genjutsu can be heard by those who aren’t naturally deaf, and if heard will allow victims to kai out of this technique so long as they can Kai out of genjutsu of B rank or Higher. This is rule is excluding the penalties of this technique being part of a Genjutsu chain.  This technique doesn’t cause physical harm to its victims and is almost always seen as trippy but pleasant while the victim’s experiencing it, but they almost always end up terrified as if they woke up from a nightmare due to how trippy it always is. When this technique is used in a genjutsu chain, it becomes a total nightmare, causing victims to experience tragedies, horrors and war instead of the combined illusion of the genjutsus in the chain. Because of that, this technique can easy bypass Armen's protective barrier based techniques such as saving grace and his seal barriers.  Although unrealistic and trippy, victims will not know that they’re in a genjutsu unless they have barrier tiers of A rank or higher, or are made aware through music based jutsu of A rank or higher. Targets with S rank barrier tiers will not be effected by this genjutsu but will take S rank mental damage instead.

Additional Chakra Spent - Additional Targets
D - 2
C - 3
B - 4
A - 5
S - 6
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PostSubject: Re: Armenezra's Technique/Jutsu List   20th August 2016, 1:32 pm

Approved, unless another mod has a problem with it?

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PostSubject: Re: Armenezra's Technique/Jutsu List   22nd August 2016, 5:05 pm

Name: Curse Modifier – Emission Tranfer Lvl 1
Classification: Juinjutsu
Rank: A-rank
Class: Supplementary
Range: Mid
Description: The user creates a seal that takes the appearance of a circle in the palm of their hand. Within the circle, the kanji for “Additional” will appear, completing the creation of the curse modification. This modifier was created to be used in conjunction with Far Emissions and its different levels. In event that far emission is used, use this seal to an additional two additional curse seal onto the target(s). Target must be within range of Far Emission for this to work.If two targets are within the range of far emission, this can be used to emit two additional seal on each target to make a total of 3 cursed seals.


Name:Surveilance
Classification: Ninjutsu/Shurikenjutsu
Rank:C
Class: Supplementary
Range: Close- Mid

Description: Armen places chakra into any object that can be used as a projectile in order to create a surveying effect. This technique can only affect one projectile and costs  D rank chakra every post to maintain for a maximum of 6 posts before reactivation price needs to be paid.  When this technique is in play the user can see through the boomerang as if they had an extra set of eyes on one plain of the boomerang. This enables the user to increase his max range of sight up to 40ft clearly, at a 180 degree radius. This technique does not require hand seals.



Name:Invisarang
Classification: Ninjutsu/Shurikenjutsu
Rank:C
Class: Supplementary
Range: Close- Long

Description: Armen places chakra into any object that can be used as a projectile in order to create an invisibility effect. This technique can only affect two projectile and costs  D rank chakra every post to maintain for a maximum of 6 posts before reactivation price needs to be paid.  When this technique is in play the weapon infused with this technique will become invisible to the naked eye and can not be detected unless the target(s) have chakra sensing based techniques/doujutsu, or appropriate sensor techniques of C rank of higher.  This technique requires hand seals and allows the user to see his/her own projectiles that become invisible.


Name: Big Game-Seeker
Classification: Nintaijutsu
Rank:C
Class: Supplementary
Range: AOE

Description:The user will channel chakra, clap their hands and slam his feet on the ground. From that moment the user will be able to detect any movement for up to 80ft radius for four posts. This technique uses chakra as vibration sensors underground, in the air and on surface level to detect movement. After four posts this technique costs additional D rank chakra per post to keep activated. If cancelled this technique has a one post cool down.


Name: Dramatic Finisher:RKO(Rikigaku Knock Out)
Classification: Taijutsu
Rank: B
Class: Offensive
Range: Close
Description: This technique is commonly used by Armenezra due to watching too much ninja pro wrestling. Damage done by this technique is only applicable if the user knows the technique known as Gifted Striker. In the event that the opponent is within ten feet of the striker,and the opponent is immobilized, groggy, or stunned in any way the user is will can strike the opponent with an RKO. This technique being performed at close range forces the target into a reaction check. If the target's reaction tiers are less than the speed in which the striker performs this technique, than the target undergoes and RKO and takes damage according to gifted striker x2 to the head and torso. If the target's reaction tiers are equal to the speed in which this technique is being performed, than the target needs to have strength higher than the striker to push them off. If the target has reaction tiers is greater than the strikers speed when performing this technique than they can avoid the technique all together.  If the target is not immobilized, stunned or groggy when this technique is performed than the target can use speed along with reaction to dodge the technique, normally.  If the striker misses they hit the ground taking B rank damage to their back unless protected.

Clip on How the technique is performed:

Spoiler:
 





Name:Law of Speed lvl 2: Broken Speed
Classification: Shurikenjutsu/Kinjutsu
Rank:B
Class: Supplementary
Range: Self(Weapon &User)

Description: This technique can only be learned after learning law of speed.  Broken Speed is a unique shurikenjutsu technique that utilizes the principles from law of speed along side Armen's Decapitating Air Waves Fighting style and is only trainable if the user has knowledge of atleast five shurikenjutsu based technique without law of speed included. In the event that law of speed is in play, Armen may siphon C rank chakra to his arm(s) before he throws the projectiles. Once the conditions have been met, this technique comes into play. When this technique is in play,  every projectile the user throws for the duration of the topic will move two rank faster than the user's current speed capability( Current Speed is at B, weapon will travel at S rank speed, ect). Much like law of speed, if the weapon thrown is not a soft weapon it will deal physical damage equal to the speed that the weapon is traveling (Weapon traveling at B rank speed, will do B rank physical damage in addition to other affects done by the weapon).  This technique follows the concept that a person cant outrun their own throwing speed, and that when hard objects are thrown with speed, the impact has force equal to that speed. This technique caps at S rank speed and is subject to Recoil rules, in regards to thrown projectiles potentially sustaining damage if their durability is not high enough to mitigate their damage upon impact.
Rank of User - No. Of Projectiles Affected by 1 Activation of Law of Speed Lvl 2 (P.T till Reactivation Price is Required)
D - 3(3 P.T)
C - 4 (4 P.T)
B - 5 (5 P.T)
A - 6 (6 P.T)
S - 7 (7 P.T)





Name:Modification Sealing Technique: Chaos Control Lvl 3
Classification: Fuuinjutsu
Rank:A
Class: Defensive
Range: Self

Description: The user creates a tiny seal first making a square before writing the Kanji for "Chaos Control" within it. This seal will visibly appear on the user's forehead if a Genjutsu or fabrication technique is used on them. This technique will negate the effects of the genjutsu or fabrication technique used as long as it is below S rank. When these conditions are met a symbol would appear on his forehead containing a full or partial glow of green. If the illusion used is D rank and lower it will be a partial glow being 1/24th of the way too completion. If the illusion used is C rank then it will be a 1/4th circle glow being a quarter way to completion. If the illusion used is B rank then it will be a 1/2 circle glow meaning that the seal has reached half way to its completion. If the illusion used is D rank and lower it will be a partial glow being 1/12th of the way too completion. If the illusion used is A rank then it will be a full circle glow meaning that it has reached its way to completion.   Once the seal has reached a full glow the seal will vanish and leave the user vulnerable to illusion based techniques of any rank, if they have no means of avoiding it. Any illusion based techniques used at S rank or higher will not be negated by this seal and will take full affect. It activates once the situation is met, and the user has the chakra available or seal preset. It also alerts the user of an illusion based technique being used because the user will being to feel chakra being sapped out of them in small amounts of chakra and will give the user knowledge of the illusion being used as if they had already been through it before. This seal must be set before the topic, and resets once used in a topic requiring a completely new seal as the seal formula dissolves upon triggering it's effect.
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PostSubject: Re: Armenezra's Technique/Jutsu List   26th August 2016, 12:33 pm

Approved

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~When I enter the cbox, you will give me at least 5 minutes before asking me for anything. If you do not I reserve the right to hit one of your characters with any technique I wish... From any character I wish.~

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PostSubject: Re: Armenezra's Technique/Jutsu List   31st August 2016, 11:09 am

Name: Sniper’s Point: Blazin Wind Shot Trajectory
Classification: Ninjutsu/ Kenjutsu
Rank: B rank
Class: Offensive
Range: Short -Long

Description: This technique utilizes Armenezra’s Decapitating Air Waves Fighting Style(DAWFS).  Upon executing this technique, the user must pay an additional supply of energy (Blood &/ Chakra) into the arms.   After the price is paid this technique enables the blow back function and vacuum function of Armen’s Bionic Arms to produce solely pressurized winds. This causes winds produced by these functions the capability of being used with better accuracy. This allows the user to target up to two specific areas (one specific area of the body, up to two targets) keeping the speed and damage the same, but in return drastically lowering the range of the functions in half. In composition, this technique takes after Decapitating Air Waves, causing the winds produced by the two functions to form wind element chakra blades with slicing capabilities equal to the function's rank. The blades formed by these wind based functions do physical slicing damage equal to the function's rank enabling the shot(s) to pierce through defenses equal to or lower than the blade's damage.  As mentioned before the user can target only two specific areas (one area of the body, up to two targets), one for each arm used. If two different bodies are being targeted with this technique the user cannot use DAWFS two hand bonus to increase the effects and power of the functions level. If the user chooses to use the same function(bonus) with both hands on one person, there aim is limited on targeting just one area of that body, with a 75% chance to hit its mark without the use of Sure shot trajectory. In the event that this technique is fired while sure shot trajectory is in play the success margin goes up to that of sure shot trajectory (95%). At 75% this shot can be avoided with reaction tiers equal to or greater than 2 ranks lower than the wind’s traveling speeds.  At 95% this technique can be avoided with reaction tiers equal to or greater than one rank lower than the wind’s traveling speeds.  This technique requires the user to pay an additional (-5) stamina and (D-Rank) blood cost per use(of this technique), when sure shot trajectory is in play. The toll that this technique can take on the user’s body can go up to fatal levels, as it also allows the user to replace any chakra price for additional blood price, if the user chooses to use touch sense seal to manually use these functions. Much to the nature of these arms all reserves siphoned to the arms return to Armenezra’s reserves after use (according to law of siphon). This technique gets its name due to the friction it causes when it cuts through air.
Function Rank - Price (Blood &/or Chakra)
D - D (1 D Blood & D-rank Chakra)
C - 3 D (2 D  Blood & D-rank Chakra)
B - C (3 D  Blood & 3D-rank Chakra)
A - B (C Blood & C-rank Chakra)
S - A (B Blood & B-rank Chakra)


Name: Law of Siphon
Classification: Kenjutsu
Rank:C
Class: Supplementary
Range: self

Description: This technique known as Law of Siphon basically explains what happens when Armenezra’s reserves(Blood, Chakra, Energy, ect) are taken to perform a function that the Decapitating Air Waves Fighting Style or Immolating Flame Waves Fighting Style allows.  Siphoning is when the user sends reserves/energy of any kind to the bionic arms to perform a function or technique. Reserves can be siphoned into the arms at speeds equal to the rank of the function or technique. When reserves are siphoned back from the arms to the user’s reserves, the time it takes to do that varies on how much of a specific reserve was siphoned into the arms to begin with. The higher the reserve’s rank the longer it’ll take for that specific reserve to siphon back. Although this is the case the time it takes isn’t the same at every rank and can also be affected by the user’s endurance level. The chart goes as followed:
Reserve Rank – Return Total-Return Time (p.t) -User Rank(p.t) -Endurance Tier(p.t)
D – D - 2 - D (-0) - D(-1)
C – 3D - 4 – C(-1) – C(-2)
B – C - 6 – B(-2) – B (-3)
A – B- 8 – A (-3) A (-4)
S – A- 10 – S (-4) – S(-5)

Name: Turbine Control
Classification: Kenjutsu
Rank:D
Class: Supplementary
Range: self

Description: While utilizing his bionic arms, Armenezra has found it particularly taxing to switch from one mode to another or from one function to another if a high level function is already in use. Armenezra has found that by offering up a constant channel of D rank chakra (per p.t) that he has been able to stop the turbine from spinning in order to use a different mode (Wind Turbine or Flame Thrower) or function. This method does not inflict damage to the turbines. With further investigation Armen has found that by doing this in battle that the chakra used to slow down or stop the turbines from spinning do not siphon back to him for the rest of the topic. This technique does not require hand seals and only applies if the user activates the functions and modes via chakra and not manually. In order to switch to different modes or functions the turbines must stop spinning The chart goes as following:

Channeled Chakra (C. Cooldown) – Reset Chakra Cost  
D (2 P.T) – 2D
C (4 P.T) - 4D
B ( 6 P.T) - C
A (8 P.T) – 1C,2D
S (10 P.T) – 1C, 4D


Name: Wind Turbine Clearing
Classification:Kenjutsu
Rank:C
Class: Supplementary
Range: varies

Description: This technique is used along with wind turbine mode, or Decapitating Air Waves Fighting Style. When this technique is in play and the user utilizes wind turbine functions, remove area concealment techniques one rank below the  function rank and lower. Unless blood price one rank below the function rank is also siphoned into it, in this case area concealment techniques of equal rank to the function is removed.  This comes at a price of C rank chakra more than what is siphoned for the functions rank. If in the event that the bionic arms are at their max (S rank per arm) siphoning capability for that post, C rank chakra can still be used, but the additional C rank chakra will not siphon back and is considered used until the end of the topic. If that is not the case, use Law of Siphon rules to determine when the chakra gets siphoned back.

Name:Greater Winds: Defense
Classification: Ninjutsu/Kenjutsu
Rank:C
Class: Defense
Range: Varies

Description: This technique is used along with wind turbine mode, or Decapitating Air Waves Fighting Style. In the event that the user chooses to perform wind turbine functions, for defense purposes; blow back any hybrid based damage of equal rank and  physical/chakra based attacks one rank lower than the function used. Unless a blood price one rank lower than the function used is siphon, in which case the user will be capable of blowing back hybrid based techniques one rank higher and physical/chakra based techniques of equal rank. The range and width of the protective wall of wind is determined according to what is set in DAWFS. This comes at a price of C rank chakra more than what is siphoned for the functions rank. If in the event that the bionic arms are at their max (S rank per arm) siphoning capability for that post, C rank chakra can still be used, but the additional C rank chakra will not siphon back and is considered used until the end of the topic. If that is not the case, use Law of Siphon rules to determine when the chakra gets siphoned back.

Name: Chaotic Desolation: Incinerate
Classification: Ninjutsu/ Kenjutsu
Rank:B
Class: Offensive
Range: Short - Long

Description: Description: This technique utilizes Armenezra’s Immolating Flame Waves Fighting Style(DAWFS).  Upon executing this technique, the user must pay an additional supply of energy (Blood &/ Chakra) into the arms.   After the price is paid this technique enables the flame thrower function to produce condensate and pressurized balls of fire. This causes fires produced by this function to deal physical fire based damage equal to the function’s rank. In this form the fiery shot can be used with better accuracy. This also allows the user to target up to two specific areas (one specific area of the body, up to two targets) keeping IFWFS’ rule for speed and burn effects the same, but in return drastically lowering the range of the flame thrower function in half. This technique appears as a condense ball of flames aimed at a specific area in order to explode on contact and expand outwards at its new maximum radius in a fiery scene. Because of the condensed and focused power of the flames this technique can lose one rank in speed to cause damage one rank higher than the function(even if used with both hands) used and can burn through defenses of the same rank or lower than the damage taken. As mentioned before the user can target only two specific areas (one area of the body, up to two targets), one for each arm used. If two different bodies are being targeted with this technique the user cannot use IFWFS two hand bonus to increase the effects and power of the functions level. If the user chooses to use the same function(bonus) with both hands on one person, there aim is limited on targeting just one area of that body, with a 75% chance to hit its mark without the use of Sure shot trajectory. In the event that this technique is fired while sure shot trajectory is in play the success margin goes up to that of sure shot trajectory (95%). At 75% this shot can be avoided with reaction tiers equal to or greater than 2 ranks lower than the speed of the attack.  At 95% this technique can be avoided with reaction tiers equal to or greater than one rank lower than the attack’s speeds.  This technique can utilize different trajectory based moves that Armen has due to being considered a projectile upon release. This can even use the same rules as bounce back trajectory and flank shot trajectory but at a heavy stamina cost. For every trajectory based technique used along with this technique including sure shot trajectory the user must pay (-5) stamina and D rank blood. The toll that this technique can take on the user’s body can go up to fatal levels, as it also allows the user to replace any chakra price for additional blood price, if the user chooses to use touch sense seal to manually use these functions. Much to the nature of these arms all reserves siphoned to the arms return to Armenezra’s reserves after use (according to law of siphon). This technique gets its name from the burnt wasteland that it can leave behind.
Function Rank - Price (Blood,Materia &/or Chakra)
D - D (1 D Blood, D- rank Fire Materia & D-rank Chakra)
C - 3 D (2 D  Blood , C- rank Fire Materia& D-rank Chakra)
B - C (3 D  Blood, B- rank Fire Materia & 3D-rank Chakra)
A - B (C Blood, A -rank Fire Materia & C-rank Chakra)
S - A (B Blood, S- rank Fire Materia & B-rank Chakra)


Name: Smoke Screen
Classification:Ninjutsu/ Kenjutsu
Rank:C
Class: Consealment
Range: AOE

Description: This technique utilized both Decapitating Air Waves Fighting stye and Immolating Flame Waves fighting style.  By using those two fighting styles simultaneously (one in each hand) the user will be able to use both the wind and fire materia at a C rank level to create a B rank smoke screen that hinders eyesight causing irritation (much like smoke does), masks the user’s scent (smoke smell). The user can keep this technique active and use their arms for different functions other than this technique so long as they can siphon C-rank chakra, and C-rank fire materia every turn.  This technique can be seen through by reaction tiers of B rank of Higher. This technique requires an area dispersal technique of C rank or higher.




Name: Just A Spar
Classification: Taijutsu
Rank:D
Class:Supplementary
Range: AOE

Description: This technique is built of the premise that in spars there is no reason why there should be any fatalities. So in the event that a spar is issued and accepted and the word spar was actually used, put this technique in play. When in play for the duration of the topic all attacks, even those that can prove fatal will not result in death. In terms of fatal blows this allows the user and opponents to make a story to a sensible story as to why someone gets knocked out instead of dying.
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PostSubject: Re: Armenezra's Technique/Jutsu List   31st August 2016, 12:40 pm

Approved

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~When I enter the cbox, you will give me at least 5 minutes before asking me for anything. If you do not I reserve the right to hit one of your characters with any technique I wish... From any character I wish.~

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PostSubject: Re: Armenezra's Technique/Jutsu List   6th September 2016, 1:38 pm

Name:DAWFS: Burst Combat(ADR)
Classification: Nintaijutsu/ Kenjutsu
Rank:B
Class: Supplementary
Range: Self

Description: This Nintaijutsu technique is made possible by the use of the Decapitating Air Waves Fighting Style and the user’s exertion of energy.  This style uses the winds from the DAWFS along with the user’s current moving speed in order to increase the speed that the user can travel and the distance that the user can cover. When moving, this technique places the level of exertion (moving speed) on the same scale (speed/distance scale) as DAWFS’ winds.  The mechanics of this function is similar to how Armen uses futon shift for his body, but utilizing Blowback and Vacuum function. This allows the user to move Forward(BB), Backwards(V), Upwards(BB), Downwards(BB) at speeds greater than their level of exertion.  This means that in order for the user to switch modes or functions with the arm(s) in use, they will have to follow the same cool down that is required of them to stop the arm’s turbine, unless they use turbine control to mediate that cool down. Otherwise the cool down will always be 6p.t regardless if the user is only running at C rank speeds.  When this technique is in play, the user will have the options to use one or two hands much like all DAWFS techniques. If the user choses to use one hand to increase speed and distance, the distance that can be traveled with either functions are half of the DAWFS scale. Every turn the user must pay a C rank chakra cost plus -1 stamina per rank depending on the speed the user’s moving with this function (S rank speeds = -5). In the event that two hands are used for the same function, the user gains DAWFS’s two hand bonus and will pay twice the chakra and stamina cost of one hand. So it would be B ranked chakra and -2 stamina per rank depending on user’s moving speed with this function every turn and the distance that can be traveled with either functions are equivalent to DAWFS’ full scale for one arm.  The cost of using this technique is pushed out and not stored, preventing the user from obtaining the benefits of siphoning anything back to themselves.  This technique is very dangerous as it is similar to the user being thrown at that speed in a controlled manner and would require a technique like Sure Shot Trajectory to be in play for control. In events that the user is hit while in movement with an attack of equal strength to their traveling speed, the damage done is equal to one rank higher if they cannot block or dodge the attack.  

This technique does not boost the effects of any technique that deals with buffing, but those type of techniques pertaining to speed can be used to determine the speed the user is moving, and the cost when using this technique.  Armen can use this technique when Wind Release Armor is active to place his moving speed on DAWFS scales. Being that this technique is Nintaijutsu based, when in use the user’s strikes will also benefit from WRA’s ability to grant slicing damage to Nintaijutsu attacks.  But if this method is done the user will have to pay C rank chakra plus -5 stamina per number of ranks that the user is moving faster than Wind Release Armor and variants enable them to per Arm used. Because of the S rank or S + speeds granted by WRA, Armen is capable of using this technique to move at SS or SS+ rank speed (one arm, one ranks higher) or SSS rank (two arms, three ranks higher).So apart from the activation of WRA this technique would cost the user an addition C rank of chakra and -5 stamina per hand used.  Note that this technique affects how fast the user can go, how far, and how fast he/she can execute physical or hybrid based attacks and techniques. This technique does not serve as reaction tiers but can be used along side reaction tiers to dodge techniques moving slower than the user's current capability.  The stamina and chakra price is paid every turn that the user triggers this technique and not per usage.
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PostSubject: Re: Armenezra's Technique/Jutsu List   15th September 2016, 3:06 pm

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PostSubject: Re: Armenezra's Technique/Jutsu List   18th November 2016, 10:47 am

Name: Wind Release: Battle Mode
Classification: Nintaijutsu
Rank: SS-rank (Activation Price)
Class: Supplementary/Defensive
Range: Self

Description: This technique is a refined variant of Wind Release Armor. The user wraps their body in a layer of wind chakra using chakra flow that, instead of being used offensively, is used to filter oxygen into the user's muscles granting them increased mobility when used with natural tiers to make them outpace even samurai (SS-rank++, SS-rank+ without S-rank Speed). The technique also channels wind around the body reducing drag to not only grant air movement by means of flight but also allowing for tremendous raw speed when used with natural tiers to make them on par with samurai (SS-rank+, SS-rank without S-rank Speed). This mode, combined with taijutsu, allows the users to utilise nintaijutsu (Wind Release Slicing). When using the Armour at full power, it causes the user's hair to billow in the wind, and their eyes to glow white when seen with chakra vision and if they possess wings then their movement speed becomes even faster when either flying (SS-rank++ or Diving SSS-rank-). The number of post (total) the user can maintain this technique is not only based on their skill level but likewise their Endurance Tiers. Likewise thanks to surrounding their body with Wind the user is encased in it requiring a SS-rank Defense Piercing technique good against Wind release to even damage them.

Rank - Skill Modifier (Posts Total) - Endurance Tier (Modifier)
N/A - N/A - None (Constant Duration Price to keep active)
D - +0 - D (+1)
C - +1 - C (+2)
B - +2 - B (+3)
A - +3 - A (+4)
S - +4 - S (+5)
Armenezra's No. of Posts before Chakra Price req. after activation = (Insert Number) P.T
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PostSubject: Re: Armenezra's Technique/Jutsu List   14th December 2016, 12:23 pm

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PostSubject: Re: Armenezra's Technique/Jutsu List   4th January 2017, 12:17 pm

Name: Law of Momentum
Classification: Shurikenjutsu/ Ninjutsu
Rank:S
Class: Supplementary
Range: Self(weapon and user)

Description: In the even that the user is in motion at speeds equal to or greater than the cap limit of Law of Speed, and that technique is in play; pay an additional S rank of chakra to put this technique in play. Law of Momentum runs off the idea that when something is in a fast motion, that the momentum behind that motion can be used as force. When in play, Law of Momentum will increase the speed of projectiles or targets being used as projectiles by one rank faster than the user's current moving speed. Much like Law of Speed, designated projectiles deal physical damage equal to their current speed. Projectiles affected by this technique are subjected to recoil rules potentially sustaining damage if their durability is not high enough to mitigate their damage upon impact.
Rank of User - No. Of Projectiles Affected by 1 Activation of Law of Speed (P.T till Reactivation Price is Required)
D - 5 (1 P.T)
C - 10 (2 P.T)
B - 15 (3 P.T)
A - 20 (4 P.T)
S - 25 (5 P.T)



Name:Sweet Sweet Snatch
Classification: Taijutsu
Rank:A
Class: Supplementary
Range: 0-30

Description:Armenezra along with his siblings have survived many years off of hunting and stealing from strangers. Most of the time they push their luck in stealing from armed guards and high rank shinobi in hoped that their weapons would be of more value.  Unfortunately, most of what they’ve learned has been through watching magic acts and performing these tricks often. Once becoming a shinobi for the allied nations, Armenezra has discovered that old habits die hard, especially if youre that damn good at it.  Because of how he's improved at stealing from others, he has described the way he steals as nothing more then getting his hands dirty in a sweet sweet snatch.  This technique can be used for a number of things, but mainly to remove and repossess items on a target via physical contact or in order to hide, swap, or add items into a mix.

Taijutsu: This technique can be used by the user if they are within 30ft of the target(s). If the target is in range, attempt to make any kind of physical contact anywhere on the target(s). During this post the user may not spoiler this technique unless the target(s) touched has A-Rank reaction tiers or higher. By the beginning of your next post if any physical contact has been confirmed between you; choose from three options:

1) You may choose up to 9 items from the target(s) person that had not been mentioned in his/her post prior to this effect. The chosen weapons are now added onto the user’s character, unless the user can not physically wield it or contain it. If the user is a rikigaku the item is immediately digitized and placed in their bank.  Any weapon that cannot change hands is considered as a disarm and remains on the ground where the target(s) once stood.

2) You may choose to place up to 9 items into the target(s) person without them noticing. One can use this to aid the target(s), plant objects on them, or plant them with active traps.

3) You may choose up to 3 item from the target(s) person and follow the rules in the first option. You may also choose to place up to 6 items into the target(s) bank.  The same conditions apply as in the second option.

Note: All items taken from a target must be taken from the target's person and not from their bank.



Name:Massive Futon Twister
Classification: Ninjutsu
Rank:A
Class: Offense/Defense
Range: 2-80ft

Description:Upon completion of the seals, the user will bring forth either four 30ft tall and 12ft wide twisters, two 60ft tall and 24 ft wide twisters,or one 80ft tall and 32ft wide twisters.  The user can use the twisters for defense against, physical attacks, and even chakra based attacks. Fire element attacks of A rank or lower will cause the twister to negate them and become a flaming twister which could hurt the user if close enough. These twisters can also be used for offense with the ability to suck in anything and anyone not anchoring themselves  with at least A-rank rank strength. This technique will cause A rank chakra damage per post to victims caught inside them. Each twister at 30ft can capture three people at a time, and take up to B rank chakra damage.  60ft each can capture four people and take up to A rank chakra damage each. Finally at 80ft the twister can capture five people and take up to S rank plus B rank chakra damage. The twisters travel at A rank speeds and can become more dangerous if projectiles or chakra based techniques are caught inside due to them spinning within it. Each twister can travel up to 80ft from where it is spanned before dispersing and can trap projectiles not backed by strength above A-rank, incoming techniques lacking defense piercing, and victims inside for its entire duration. If caught, victims can escape by being pulled out from the outside by someone or something possessing above A-rank rank strength. A rank chakra cost is required every turn to keep these twisters active.

Name: Deviant Art: Zone Lvl 2
Classification: Ninjutsu
Rank:B
Class: Supplementary
Range: Self, Hearing (0-60ft)

Description:By focusing chakra into the ears, the user enhances their ability to react to things based on sound without causing any risk to the rest of their senses. This technique however can utilize a fair amount of chakra depending on the user's rank as the greater the user's skill the better they can channel chakra throughout their own body to lessen the strain this technique has upon them. When activated this technique gives the user B-Rank reaction tiers tied to their hearing and allows them to penetrate through B-Rank sound concealment techniques however the cost needs to be repaid every so often depending on the user's rank. This can of course be ended at any time. Due to the nature of this technique, it can be used to stack onto previous reaction tiers that the user may have acquired.

Rank - Rounds before Cost Payment
D - 2
C - 3
B - 4
A - 5
S - 6




Name: Deviant Art: Zone Lvl 3
Classification: Ninjutsu
Rank:A
Class: Supplementary
Range: Self, Hearing(0-80ft)

Description:By focusing chakra into the ears, the user enhances their ability to react to things based on sound without causing any risk to the rest of their senses. This technique however can utilize a fair amount of chakra depending on the user's rank as the greater the user's skill the better they can channel chakra throughout their own body to lessen the strain this technique has upon them. When activated this technique gives the user A-Rank reaction tiers tied to their hearing and allows them to penetrate through A-Rank sound concealment techniques however the cost needs to be repaid every so often depending on the user's rank. This can of course be ended at any time. Due to the nature of this technique, it can be used to stack onto previous reaction tiers that the user may have acquired.

Rank - Rounds before Cost Payment
D - 3
C - 4
B - 5
A - 6
S - 7


Name:Deviant Art: Sleight of Hand
Classification: Shurikenjutsu
Rank:A
Class: Supplementary
Range: Contact

Description:This technique is a slick and clever way of the user being able to plant weapons and traps without being noticed by anyone with less than A rank or higher reaction tiers or appropriate sensors. The person(s) in the area can only detect them if they are focused on the user and nothing else, regardless of tiers. If focused on other things, they will have to have reaction equal to the speed in which the user is executing this move.  This technique can also be used to add up to four more throwing weapon without being detected. If this technique is being used for this reason, then the following applies:
1) The user must speak audibly while throwing their weapon(s) or release the weapons while loud noises are taking place. In your post when specifying the number and type of weapon(s) thrown, subtract the number by four, with one being the lowest value(if the user decides to throw less than five projectiles, the user will still specify in their post that only one was thrown). During this time the user may not post this technique in spoilers until the next post, but must subtract one more of each additional weapon(s)thrown from their bank.  During the beginning of the user’s next post count a successful hit for every additional weapon thrown that the target did not handle correctly. The additional weapons all go to the same direction as their corresponding weapon. This hidden effect is useless if the target(s) cannot be damaged by your attack, or the additional weapon was noticed before the beginning of the same post that this technique is revealed.
EX:
User: throws 4 shuriken and 2 kunai at the opponent's head while using this technique. The user will not place this technique in spoiler, but will not in spoiler that 17/25 of his shuriken and 4/10 kunai's remaining.

Target: uses kunai to block all 6 incoming projectile.

User: calls hit on 4 shuriken and 4 kunai because those two were hidden in the mix. The user will now spoiler this trap to verify, and damage will be done accordingly. Unless the target is immune to projectiles or didn't block but dodged instead.




Name:Master Shadow Boomerang Technique
Classification: Shurikenjutsu
Rank:A
Class: Supplementary/Offense
Range: Mid- Long

Description:This technique derives from shadow boomerang technique and is a master version. Unlike the basic academic version where two boomerangs, like the Bladed Boomerang, are piled one onto another and thrown simultaneously; this technique can be done with more than two boomerangs and are not limited to only boomerangs but any projectile of the same kind. However, depending on the way it's used, it can prove its absolute efficiency. The trick is to somehow draw the enemy's attention towards the upper projectile. Then, they have to deal with the path of the lower, unnoticed projectile. However, if the enemy notices the projectile that's hidden in the shadows, the technique ends up losing all of its efficiency. This technique due to being trap based is not required to be placed in spoiler tags until it is triggered revealing the second boomerang. Because this is a master version, when this technique is in play the user will be capable  of using a faster leading projectile with opponents having a more difficult time of detecting the hidden ones.
Rank-Max Number of Hidden Projectiles-Speed of Boomerang Capable of Preforming with (Reaction Tiers to Detect 2nd Boomerang)
D- 4 - B+ (B)
C- 6- A+ (A)
B- 8- S+ (S)
A- 10-SS+(SS)
S- 12-SSS+(SSS)



Name:Hell's Gates: Multiple Phantom Boomerang
Classification: Genjutsu
Rank:S
Class: Supplementary
Range: Self(Projectile), Varies(Eye-Sight)

Description:This technique is very similar in both execution and result to the Multiple Phantom Boomerang Technique. It is a vision triggered illusion by which, after throwing boomerangs at their target and forming the necessary hand seals, can create incorporeal replicas of the boomerangs which deal S rank mental damage for every mental boomerang that makes contact with the target. Mental based projectiles created by this technique move at S rank speeds and can be dodged the same way that the target would normally avoid physical projectiles, but due to being mental based can not be blocked.. The amount produced at one time is dependent on the Clone Limit and the initial boomerangs can still be a threat on it's own even if the illusion fails. Depending on the rank of the user a set number of boomerangs can be tagged with this Genjutsu.

Rank- Number of Boomerangs affected
D- 1
C- 2
B- 3
A- 4
S- 5


Last edited by Armenezra on 8th January 2017, 4:26 pm; edited 14 times in total
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PostSubject: Re: Armenezra's Technique/Jutsu List   4th January 2017, 12:58 pm

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PostSubject: Re: Armenezra's Technique/Jutsu List   12th January 2017, 3:12 pm

Name: Four Violet Flames Formation
Classification: Barrier Ninjutsu
Rank: SS (SS-rank Chakra Price from each Participant)
Class: Defensive/Offensive
Range: AOE

Description: Req. Seal Barrier line to be completely learned (3, 5, 7, 9 & 11). This is a solid, strong barrier formation, performed by four shinobi or in the absence of that four clones of a user. Standing in a quadrilateral formation each being up to 240 ft apart from each other (480 ft Diameter on the ground), the performers are covered from all sides as the barrier is erected at Ripping however when preformed by less individuals it can be erected at faster speeds. The faces of the barrier are made from pure purple chakra reminiscent of flames due to the sheer intensity at which they are concentrated and it is large enough to trap a Large (L) sized creature within it's confines simply due to the top of the barrier being 480 ft high. The barrier does not allow anyone to enter or exit so long as the ninja are unharmed, this is especially true for Semi-Tangible individuals who unlike their Tangible and Intangible counterparts sustain twice as much damage upon touching the barrier. The body of anyone touching it will immediately be engulfed in flames comprised of the purple energy dealing S-rank Chakra based burning damage each P.T unless it is put out by a SS-rank technique capable of engulfing or putting out flames. In addition, there is no way to destroy the formation from inside the barrier, since the four people also have a barrier on the inside protecting them. Breaking out is extremely difficult, simply due to this Barrier serving to incinerate Chakra, Mental & Physical based techniques SS-rank & below including those with defense piercing from the outside whereas from the inside it protects against SS-rank Natural & Spiritual based techniques including those with defense piercing (as well as their equivalents in other damage types). When attempting to utilize a technique capable of destroying this barrier it has to be destroyed per Face, with each one that is destroyed causing the Barrier to distort before dealing the damage to one of the participants holding the barrier up, it is only upon at least one of their deaths that the barrier is capable of being brought down. This barrier can even prevent a user of the Spirit Transformation Technique from having their materialized spirit from leaving its confines, while Intangible or Phase Release users are not only barred but are forced to remain in their tangible state for a set amount of time while counting as still being intangible in regards to energy source payments or technique duration making it a very efficient counter against them.
No. of Participants (Speed of Barrier Erection)
4 (SS+)
2 (SS++)
1 (SSS-)
*Note: The Face harmed by a barrier destroying technique always reroutes the barrier's damage to the participants who are on it's corners, the damage is split between them thus mitigating the chance of a participants dying from keeping the Barrier Up.

Name: Four Red Yang Formation
Classification: Barrier Ninjutsu
Rank: SSS (Chakra Price Varies but is collected from each Participant)
Class:Defensive/ Supplementary
Range: AOE

Description: Req. Four Violet Flames Formation & at least S-rank Rank Requirement to be learnt. A powerful barrier formation noted to only be usable by those of Kage calibre, whereby four shinobi or four clones in the absence of additional participants, standing in a quadrilateral formation, erect a large barrier that is red in colour at SSS-rank Speeds. Each of the participants can be up to 280 ft away from each over while the height of the Barrier is 560 ft in the air, in addition by investing more of their chakra towards the formation of the barrier it can utilize a boosted scale modifier to further increase it's size. It is stated to be several times stronger than the Four Violet Flames Formation, and is highly malleable though unlike it, it is completely defensive in nature dealing no damage to those who touch it. When assaulted by a technique destructive enough to devastate lesser barrier ninjutsu (Z-rank Chakra/Mental/Physical with or without Piercing or SSS-rank Spiritual/Natural with or without Piercing not specifically capable destroying barriers), the barrier simply distorts its shape, forcing the brunt of the attack upwards while being left completely intact. Within the Barrier it's defensive capabilities are stressed, as it is capable of defending against Non-Elemental Z-rank techniques that are Spiritual or Natural based, while being capable of defending against even Elemental Chakra/Mental/Physical based techniques with or without piercing so long as they are not specifically geared towards destroying Barriers. When assaulted by techniques which are capable of actually harming it just like the Four Violet Flame Formation the damage is split between those at the corners of which ever side was struck and without their deaths destruction of the barrier is impossible. Its user's can create openings within the barrier to allow passage at the same speed as the Barrier was erected which is useful for keeping it protected from things which can destroy it, while it is impossible to bypass this barrier through Semi-Intangibility, Intangibility, the Spirit Transformation Technique or Phase Release. This barrier is apparently very chakra-taxing as depending on the user's Endurance Tiers a set portion of the participants chakra will be invested towards it's maintenance during which its users are limited in the usage of other techniques which partition ones overall chakra amount, such as clone techniques, while maintaining the barrier at the same time. Furthermore if at least one participant of this technique has learned this technique they can share the knowledge of it's utilization with others during it's formation at the price of their (the ones without this technique) chakra cost increasing by 1 level (aka from 1/8th to 1/4th) per individual who doesn't know how to use it.
Rank of Participants (Reactivation Price) - No of Participants (Speed Barrier is Erected) - Endurance Tiers (Chakra Price to Maintain)
S-rank [Low] (Every Turn) - 4 (SSS) - SSS (1/2 of Max)
S-rank [High] (Every 2 Turns) - 3 (SSS+) - SSS+ (1/4th of Max)
Elite S-rank (Every 3 Turns) - 2 (SSS++) - SSS++ (1/8th of Max)
"Z"-rank (Every 4 Turns) - 1 (Z-) - Z-rank- (2 SSS-ranks)
"X"-rank (Every 5 Turns) - N/A - Z-rank (SSS-rank)
*Note:
- When concerning techniques which partition the user's chakra it means techniques which affect the Max Levels of ones chakra pool (Shadow Clone Technique etc) as during it's activation one is unable to factor in that amount thus they are likewise affected by the 1/2, 1/4 or 1/8 in regards to how many clones can be active at once.
- By willingly investing more chakra than is necessary one can increase the scale of this Barrier Ninjutsu for a multiplier equal to how many times over one is spending chakra. (For example if one is required to pay 1/8th of their Max they can instead pay 2/8ths aka 1/4th for the Barrier to have a 2x Scale Multiplier, or they can pay 3/8ths for a 3x Scale Multiplier. However once one has committed to this that becomes the chakra price they must pay for the reactivation price to keep it active)

Name: Six Red Yang Formation
Classification: Collaboration Technique
Rank: Z (Variable Chakra & Energy Source Price collected from each Participant)
Class: Defensive/Supplementary
Range: AOE

Description: Req. Four Red Yang Formation & either Sage Transformation, God/Titan Sage Mode, Kikuri Chakra Mode, are a Jinchuriki who has obtained Truth Seeking Orbs. The highest level barrier technique that can only be used by those who possess the power to contest with the Deities. It is superior to the Four Red Yang Formation in both scale and hardness. This technique can be formed in three ways, either the traditional way which is through the use of 6 Shinobi or Clones if additional participants are not available by which they all spread in a Hexagonal formation each one being up to 320 ft away from each other while the height of the barrier extends 640 ft in the air). The other way is for those who have awakened Shin Bakufukogan or Jinchuriki who have unlocked their Truth Seeking Orbs can split it into 6 Chakra Receivers before distribute the trademark Kikuri Spheres/Chakra Receivers to various places in the vicinity (thus setting the boundary), and manifest this huge barrier by themselves. It is impossible for anyone to step past this barrier whether Tangible, Semi-Intangible, Intangible, through the Spirit Transformation Technique or Phase Release. Like its smaller counterpart, the barrier is highly malleable, and fully defensive in nature dealing no damage to those who touch it however it can. When assaulted by a technique destructive enough to devastate the Four Red Yang Formation (False X-rank Chakra/Mental/Physical with or without Piercing or Z-rank Spiritual/Natural with or without Piercing not specifically capable destroying barriers), the barrier simply distorts its shape, forcing the brunt of the attack upwards while being left completely intact. Within the Barrier it's defensive capabilities are stressed, as it is capable of defending against Elemental-rank techniques that are Spiritual or Natural based, while being capable of defending against even Non-Elemental False X-rank Chakra/Mental/Physical based techniques with or without piercing so long as they are not specifically geared towards destroying Barriers. When assaulted by techniques which are capable of actually harming it just like the Four Red Yang Formation the damage is split between those at the corners of which ever side was struck and without their deaths destruction of the barrier is impossible. Its user's can create openings within the barrier to allow passage at the same speed as the Barrier was erected which is useful for keeping it protected from things which can destroy it. This barrier is apparently very chakra-taxing as depending on the user's Endurance Tiers a set portion of the participants chakra will be invested towards it's maintenance during which its users are limited in the usage of other techniques which partition ones overall chakra amount, such as clone techniques, while maintaining the barrier at the same time. Furthermore if at least one participant of this technique has learned this technique they can share the knowledge of it's utilization with others during it's formation at the price of their (the ones without this technique) chakra cost increasing by 1 level (aka from 1/8th to 1/4th) per individual who doesn't know how to use it. However, as with all Barrier Ninjutsu, the Six Red Yang Formation cannot stop the opponents from bypassing its boundaries with Space–Time Ninjutsu, however those Space-Time Ninjutsu which are not equivalent in strength to it will find their prices increased by 2x (1-rank) for every rank disparity they have with this Barrier.
Rank of Participants (Reactivation Price) - No of Participants (Speed Barrier is Erected) - Endurance Tiers (Chakra Price to Maintain)
S-rank [Low] (Every Turn) - 6 or 5 (SSS+) - SSS (Max)
S-rank [High] (Every 2 Turns) - 4 (SSS+) - SSS+ (1/2 of Max)
Elite S-rank (Every 3 Turns) - 3 (SSS++) - SSS++ (1/3rd of Max)
"Z"-rank (Every 4 Turns) - 2 (Z-) - Z-rank- (1/4th of Max)
"X"-rank (Every 5 Turns) - 1 (Z) - Z-rank (1/8th of Max)

Type of Technique - Additional Energy Source Price
Sage Transformation - Stamina
God Sage Mode - Natural Energy
Titan Sage Mode - Nega Energy
Jinchuriki with TSO - Bijuu's Chakra Reserves
Kikuri Chakra Mode - Blood
*Note:
- When concerning techniques which partition the user's chakra it means techniques which affect the Max Levels of ones chakra pool (Shadow Clone Technique etc) as during it's activation one is unable to factor in that amount thus they are likewise affected by the 1/2, 1/4 or 1/8 in regards to how many clones can be active at once.
- By willingly investing more chakra than is necessary one can increase the scale of this Barrier Ninjutsu for a multiplier equal to how many times over one is spending chakra. (For example if one is required to pay 1/8th of their Max they can instead pay 2/8ths aka 1/4th for the Barrier to have a 2x Scale Multiplier, or they can pay 3/8ths for a 3x Scale Multiplier. However once one has committed to this that becomes the chakra price they must pay for the reactivation price to keep it active)

Name:
Classification:
Rank:
Class:
Range:

Description:
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PostSubject: Re: Armenezra's Technique/Jutsu List   25th January 2017, 1:17 am

Name: Trained Hearing
Classification: Nintaijutsu
Rank:B
Class: Supplementary
Range: Self

Description: Due to constant battles , Armen has learned to tune out sounds that may prove to be a distraction. This allows him to focus purely on attack and strategies without having to process needless information that directly uses verbal communication. When this technique is in play the user will temporarily lose the ability to hear words. Although they no longer can hear words, they can still hear everything else that their normal or enhanced hearing permits. This technique may seem useless at times but has its advantages and disadvantages. Because this technique blocks the user from hearing words, techniques that require communicating words are ineffective. As a disadvantage this makes it very difficult to cooperate with team mates on similar missions. The cost of keeping this technique active needs to be repaid every so often depending on the user's rank. This can of course be ended at any time.

Rank - Rounds before Cost Payment
D - 2
C - 3
B - 4
A - 5
S - 6

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PostSubject: Re: Armenezra's Technique/Jutsu List   25th January 2017, 12:52 pm

Barrier Ninjutsu and Trained Hearing, approved

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Armenezra

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Posts : 550
Join date : 2015-12-05

PostSubject: Re: Armenezra's Technique/Jutsu List   20th February 2017, 1:28 pm

Mark Series

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Name: Deviant Art: Paranormal Vision
Classification: Ninjutsu
Rank:B
Class: Supplementary
Range: Self

Description: When this technique is in use, the user will gain the ability to see anything B-rank or below that requires chakra vision to detect. This comes at the cost of B-rank chakra and must be repaid every few rounds to maintain based on the skill level of the user. In the event that Improved focus is in play, the user gains the ability to see anything equal to or less than the level of improved focus in use. If this occurs, the users chakra vision is subjected to the range of Improved focus. Also the user's  reoccurring cost will be altered to match the rank of  improved focus  in use.

Rank- Rounds Before Repayment -Improved Focus Lvl(Altered Cost)
D-Rank - 2 Rounds-  Improved Focus Lvl 1(D)
C-Rank - 3 Rounds - Improved Focus Lvl2(C)
B-Rank - 4 Rounds - Improved Focus Lvl3(B)
A-Rank - 5 Rounds - Improved Focus Lvl4(A)
S-Rank - 6 Rounds- Improved Focus Lvl 5 (S)
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PostSubject: Re: Armenezra's Technique/Jutsu List   

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