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Mitsu

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PostSubject: San's Corner   8th June 2016, 2:02 pm

This is my place to put things that I am not ready to post, but that are taking up space.

Spirit Armor Series (WIP):
 

***********************
My Lil Monsters:
 
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PostSubject: Re: San's Corner   9th June 2016, 12:55 pm

Future Characters:
 

Cassie R. Ibwa
Spoiler:
 

Itari? Ghost's Kid?
Spoiler:
 

Corrina
Spoiler:
 

***********************
My Lil Monsters:
 


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PostSubject: Re: San's Corner   21st June 2016, 8:22 am

God Series:
 
Akatsuki:
 

Shinigami:
 

***********************
My Lil Monsters:
 


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PostSubject: Re: San's Corner   21st July 2016, 6:04 pm

Pirate Love:
 
Minerva Beast Forms:
 

Spoiler:
 

***********************
My Lil Monsters:
 


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PostSubject: Re: San's Corner   29th November 2016, 6:18 pm

Code:
[center][b][u]Personal Info[/u][/b][/center]
[center][img(359px,500px)]https://s-media-cache-ak0.pinimg.com/originals/fb/8f/4e/fb8f4e6785619064f97a4639cfd28c7b.jpg[/img][/center]

[b]Name:[/b] Alexandria Gehenna née Leila Bishamon
[b]Alias:[/b] [strike]The Salamander[/strike]
[b]Age:[/b] 19
[b]Gender:[/b] Female
[b]Height:[/b] 5'6"
[b]Weight:[/b] 125lbs
[b]Zodiac Sign:[/b] Scorpio, the Scorpion

[b]Personality:[/b] Alexandria is a social butterfly, so to speak, possessing a deep love of making friends, whether distant or close. All those around her are easily able to see that she is a ball of joy and light that is shines as nearly as bright as the sun. However, this is not to be taken to mean that she is all sunflowers and rainbows. Whilst she is a bright light, she can be likened more to a raging bonfire. Her emotions burn hot and bright, much like herself. It is easy to make her laugh and even easier to anger her, though she is a master at hiding her other emotions, which is usually done with a smile in order to feign indifference or joy. She is very optimistic, wanting nothing more than to be the best Bounty Hunter that she is capable of being. She is also hopelessly reckless and stubborn, running into a fight or...any situation really, with little to no regard for strategy or planning or even what other people have to say on those two subjects, leading her into many predicaments that she has narrowly escaped from.

When it comes to Bounty Hunting, she is rather malleable. She has no qualms against killing her foe, should they put up too much fight or prove to have no interest in being taken in, but she tries to leave people as whole as possible when completing her contracts. She is strange in that, when it comes to Buccaneers, she has no hatred for them. She sees them as simple people who tried to make a place in the world for themselves, yet pissed the wrong people off doing it. She won't spare them when she comes across them, as a bounty is a bounty, but she will not persecute them for doing what they thought they needed to do to survive and get stronger.

One more thing about Alexandria is that she is extremely playful, even when the situation doesn't call for it. This often leads her into becoming flirtatious at the most inopportune moments, though those are far and in between due to her position as a Whore. She is playful to the point where even when she is raging, their is an undertone of humor in her tone. However, one must be wary, because she should truly be feared whenever she drops her playful demeanor and becomes serious, because that means she either feels insulted or has been to the extreme angered in some way. And Gods help the person on the end of her true fury.

[b]Appearance:[/b]
[spoiler][img]https://s-media-cache-ak0.pinimg.com/originals/72/bb/c2/72bbc21d567a997c46d3b111aa9257fb.jpg[/img][/spoiler]

[b]History:[/b] Alexandria was actually born Leila Bishamon, a girl born to a family within a powerful clan. She was raised under the watchful eye of the Shogunate, for most of her life. During the war her country had with the Allied Shinobi Nations, her parents were killed, leaving her in the care of her older sister. She had long since been trained in the physical arts of the Bishamon Clan, but wanted little and nothing to with the skills that were chakra based. She felt as though her combat capabilities with her body alone were enough to see her through any fight or hardship she would need to endure. When she turned fourteen, she fell in love with a girl several years older than her. They spent their days together, they trained together, and upon Leila's fifteenth birthday, her lover took her Maidenhead. However, their happiness was not to last, for the woman she loved was sent on an escort mission within the Neutral Lands. She was attacked on that mission and perished, much to Leila's dismay. The girl knew her beloved's skill, and the numbers of Missing-Nin that they said had attacked her just didn't add up. She was stronger than that. Leila believed that ASN Shinobi may have been behind the attack in an attempt to weaken the Shogunate's numbers, but no one would hear of it. Her voice fell upon deaf ears. She didn't hate the Shogunate or the ASN for her loss, but the pain was beginning to become too much for her to stay in her homeland...

Leila Bishamon changed her name and cut her once long hair, adopting the first name of her beloved and taking the place she had been buried as her last name, Alexandria Gehenna was born. Alex took a ship from the Shogunate to the Epsilon Republic, finding her love for the wide open sea on that journey. Upon landing in the land where civilians ruled, Alex found that she needed work. Whilst she originally thought of applying for training in order to become a Yakuza member, she happened upon a group of Bounty Hunters by chance. They told of their exploits across the seas and they bounties they had turned in. Alex was infatuated with the glory of it all, inquiring upon where she could find training in order to become one such Bounty Hunter. She trained for the next four years, and she had just recently returned to her homeland, though only due to a feeling of nostalgia. She felt that she needed to pray to her patron deity, Cthulu, one more time before she set off on her mission to become the most feared Bounty Hunter the world had ever known.

[center][b][u]Pirate Template[/u][/b][/center]

[b]Race:[/b] Human
[b]Clan/Tribe:[/b] Bishamon
[b]Ocean of Origin:[/b] West
[b]Piracy:[/b] Bounty Hunter

[b]Fame:[/b] D-Class
[b]Specialization(s):[/b] Combatant
[b]Starter Projectile Accelerator:[/b] Flintlock

First Post (Physical)
Code:
[u][b]Taijutsu[/b][/u]
[spoiler]Name: Sea-legs & Landlubbers
Classification: Taijutsu
Rank: D-rank
Class: Passive
Range: Self

Description: Pirates are practically born to be at sea, it's evident in everything they do a Pirate doesn't get seasick at least skilled Pirates don't, thus they have an innate immunity to sea sickness based equivalent to their skill level. But more importantly Pirates have a unique relationship with Land, you see at Sea Pirates are notorious for possessing Tier's exceeding most Shinobi (+1 Tier Level) while on Islands they possess Tiers on par with Shinobi (Base Tier Level), however on Continents they aren't as skilled kind of awkward actually possessing Tiers that just below normal (-1 Tier Level). At least that's how it goes for Pirates, in regards to Privateers, Bounty Hunters & Buccaneers well they have their own nuances, which are listed below:
[u]Type of Piracy - Locations (+1 Tier Level, Base Tier Level, -1 Tier Level)[/u]
Privateer - Islands, At Sea, Continents
Bounty Hunter - Continents, At Sea, Islands
Buccaneer - Base Tiers Regardless of Location

Name: Yo, Ho, Ho & a Bottle of Rum
Classification: Taijutsu
Rank: D-rank
Class: Passive
Range: Self

Description: Alcohol and Pirates go back, way back... It is for this reason that their Drunk Limit doesn't affect a Pirate like it would anyone else as while they are clearly able to succumb to the effects of Alcoholic Substances like anyone else, depending on how inebriated they are they are capable of suddenly becoming sober at the cost of stamina. This is a universal skill among pirates as while they enjoy getting drunk, they also know how to hold their liquor and if need be snap right out of the merry times to be ready for a fight. How efficiently a Pirate can purge their system of Alcohol depends on their skill, with the most skilled pirates capable of being Shitfaced one moment and 100% sober the next. Some even like to take advantage of this and end up being drunk all of the time so much that even their crew members don't recall a time that they are ever sober.
[u]Rank - Stamina to Drunk Limit Replenish Ratio[/u]
D - 1:1
C - 1:2
B - 1:3
A - 1:4
S - 1:5

Name: Hot Blood
Classification: Taijutsu
Rank: D Rank
Class: Passive
Range: Self

Description: Another adaptive trait by this clan, a clan members body is unnaturally high, yet they are completely unaffected by their scorching body temperature while those who attempt to look at their body with Heat Vision are blinded for a set amount of posts (total). This has a unique affect on their blood as often when injured it leaks out scalding hot capable of inflicting burns on those who come in contact with it. Those who have their 2nd "Switch" Mark are able to repress the emission of their body heat so that they appear normal to Heat sensory techniques equal to their rank while those who have their 3rd "Switch" Mark are resistant to hot environments and status effects inflicted as a result of Heat based releases (Fire, Blaze, Heat, Yugure, Plasma, Explosion, Scorch, FireStorm, HeatStorm, Atomic &  Lava) up to 2-ranks above them allowing them at max rank ("X") to be resistant to status effects caused by all Heat based releases X-rank and below. The temperature of their blood and the effects it can cause are able to be refined via Weekly Training topics of 1000 Words, starting at being hot to the touch.
[u]Weekly Training - Word Count - Blood Temperature Effect[/u]
1 - 1000 - Can melt ice materia & equal rank ice release chakra based techniques.
2 - 1000 - Can inflict Burns and trigger said status effects when used in kinjutsu.
3 - 1000 - Can evaporate liquid materia & 1-rank lower liquid based chakra based techniques.
4 - 1000 - Can melt Metal Raw Materials & Objects comprised of them.
5 - 1000 - Can melt Non-Metal Raw Material & Objects comprised of them.

Name: Adam's Curse
Classification: Taijutsu
Rank: D-Rank
Class: Passive
Range: Self

Description:This technique is an inborn trait of those of the Bishamon clan due to their progenitor being infected with a virus during infancy. Those within the Bishamon clan are genetically perfect and more than just "Human" to the point that their DNA overrides whatever species they do mate with in the event that they have children outside of the clan. However due to their genetics being perfect they are unable to awaken. Those within the Bishamon Clan learn 3 Tiers naturally these are Speed, Strength & Barrier (All cap at A-Rank), the first being universal, the second as a result of genetic modification in order augment their capabilities and the last was an evolutionary response to compete with their rivals the Mikaboshi. Bishamon possess chakra reserves comparable to Dakar due to the virus however have an innate immunity to diseases as a result both organic and synthetic dependent on their age (Doesn't Virus release).
[u]Age - Disease Resistance[/u]
Below 10 - D
11-20 - C
21-30 - B
31-40 - A
41-50 - S
51-60 - SS
61-70 - SSS
71+ - Complete Immunity
[/spoiler]

[u][b]Scorching Leg[/b][/u]
[spoiler]Name: Scorching Leg
Classification: Fighting Style
Rank: C-rank
Class: Offensive/Supplementary
Range: Short Range

Description: Scorching Leg is a form of close combat used by members of the Bishamon Clan. It inflicts external damage through attacking the body which due to the inate body temperature it's user is capable of targeting the victims body inducing dehydration and often rapidly fatiguing victims struck. To do this, upon impacting the victims body the victim is first subject to the brute force aspect of the fighting style with contact with the victims body resulting in them experiencing moisture loss from the part struck which triggering acute fatigue loss. The damage dealt is done so more effectively the harder the victim is struck and those with Time-Slowing Dojutsu can actually see the orangish-white steam being emitted from the victim's body. This is an extremely dangerous style of taijutsu as in addition to simply battering opponents in order to fracture and break bones, even those with defense tiers while fully capable of negating the physical damage sustained still succumb to the dehydration effects, those with Defense Tiers can resist the external damage effect while those with Defense+Strength Tier chains can resist both depending on the strength of the technique used versus their tier chain.

Name: Scorching Leg: Haze Distortion
Classification: Taijutsu
Rank: D-rank (Variable Stamina Price)
Class: Supplementary
Range: Eye-Sight

Description: This technique is required to make use of the optical illusion associated with Burning Meteor line of the Scorching Leg. It is an optical illusion which upon being seen results in a distortion effect around the user's legs preventing an opponent from accurately gauging where the user's technique currently is by a number of ft based on a heat shimmer effect. Those of the Bishamon Clan are well versed in causing optical illusions based on heat shimmers simply due to their inate high body temperatures constatly radiating heat from their body. As a result this optical illusion is fairly versatile with it's effect trigger via eye-sight however outside of the Burning Meteor line it is fairly weak only distorting the vision of those susceptible to falling for optical illusions due to not possessing a D-rank Defense+Reaction tier chain. Those with Reaction tiers equal to the equivalent to the stamina expendened can see through the optical illusion due to realizing something was off with the image their eyes are showing them, those without it however take sometime before they are able to realize what they see is not in fact normal and thus discover the trick to the optical illusion which is dependent on their rank resulting in it's tested effectiveness of this optical illusion when paired with the techniques of the Burning Meteor line.
[u]Rank - Distortion Effect - Def+Rec Tier Chain - Reaction Tier (Delay in P.T without)[/u]
D - Distorts vision by 1ft - D - D (5)
C - Distorts vision by 3ft - C - C (4)
B - Distorts vision by 5ft - B - B (3)
A - Distorts vision by 7ft - A - A (2)
S - Distorts vision by 9ft - S - S (1)

Name: Scorching Leg: 1, 2, 3 Burning Meteor
Classification: Taijutsu
Rank: D-rank
Class: Offensive
Range: Contact

Description: Req. Bishamon Strengthening Exercise Lvl 1. After a victim has succumbed to the optical illusion caused by the intense heat emanating from the user's legs, he/she dashes forward coming within 1 foot of an opponent the distortion effect throwing the victim off before the assault begins. Three hits occur each targetting a specific body part with their own checks:
*1st, a low sweep incoming at D-rank+ speeds the user removing the opponents anchoring, knocking them off their feet and flipping them to induce disorientation.
*2nd, continuing the motion from the low sweep the swung leg is then used to anchor the body while the hind leg is swung at C-rank speeds  bent at the knee to impact,with the heel of the foot at the victims spine.
*Finally, keeping the momentum from the spin the leg impacting the opponents spine is used to drag the opponents body through the air at C-rank+ speeds to slam them into the ground (or any other solid surface).
This technique combines knockback, disorientation with the brutal power capable of being showcased by the Scorching Leg style as each of the blows consume -5 from the victims stamina limit each resulting in the victim sustaining stamina loss due to dehydration. The true power of this technique however lies in it's deceptive brute power, the first strike knocks the victim off balance unless they possess D-rank strength tiers at the cost of fracturing the bone in the leg used to hold themselves steady resulting in their physical capabilities (including speed tiers & strength tiers making use of the legs for movement &/or attacks) are halved or rather lowered by 1-rank. If they possess D-rank defense they do not suffer from the impact's effect, if swept the vertical spinning motion of their body results in dizziness if the victim doesn't possess D-rank reaction tiers preventing them from moving at Max Tier Levels (1-rank above Standard) without stumbling/falling or Max Tier Levels (2-ranks above Standard) without being nauseated dry heaving and causing them to miss that action (1 P.T). The second strike capitalizes on this to impact their spine slightly dealigning one of the discs to cause physical pain equal to the speed the victim uses via movement due to shifting the body, while those who possess C-rank Defense they do not suffer from the impact's effect. The third strike is the finisher dragging the victim up to 5ft through the air before slamming them against another surface crippling their lower body further due to the damage to their spine resulting their physical capabilities (including speed tiers & strength tiers making use of the legs for movement &/or attacks) are rather lowered by an additional 1-rank though those who have B-rank Defense do not suffer from the impacts effect. The result are three blows which deal None (D if anchored), D & C rank amounts of physical damage each of which due to the distortion effect negate the use of Muscle Tension, Time-Slowing Dojutsu or Reaction Tiers linked only to eye-sight as aids in dodging; the 1st strike requiring a D-rank Reaction+Speed Tier chain, 2nd = C+ Spd & 3rd = C Rea+Spd are required to avoid the attacks as they are incoming.
*If the Bishamon does not possess the tiers for the proper preformance of this technique they still can preform it, they simply sustain the fatigue loss associated with Max and Above max tier levels upon completing each set. While this technique is under normal circumstances a tiring technique to preform for those individuals it can result in a rapid depletion of stamina which render them intensely fatigued if they are not careful.

Name: Scorching Leg: Friction
Classification: Taijutsu
Rank: D-rank
Class: Supplementary
Range: Self, Mid Range

Description: This technique is similar in practice to Scorching Leg: Atmosphere in regards to emitting a miasma from the legs however it is used in tandem with kicks rather than as a defensive medium. To preform this the user lifts one of their legs before moving it back and forth rapidly the perfect balance of controlling speed with leg strength. The result is the leg seeming to vibrate before the skin of said leg turning a deep red while those with D-rank Heat sensory can detect the amount of heat being emitted those who possess Heat Vision capable Dojutsu are temporarily blinded for 2 posts (total). Upon impacting an opponent in addition to the normal damage sustained the part targeted becomes dehydrated resulting in the victim sustaining stamina loss dependent on the user's skill level.
[u]Rank - Stamina Loss[/u]
D - 2
C - 4
B - 6
A - 8
S - 10

Name: Scorching Leg: Hydration
Classification: Taijutsu
Rank: D-rank (D-rank Water Materia Price)
Class: Supplementary
Range: Self, Long (Water Source)

Description: Req. Scorching Leg: Friction. The Scorching Leg is pretty versatile however this is a variant on that fighting style which is only possible with water present. By preforming Friction near a source of water within 20ft of the user they are capable of opening the pores in their legs and absorbing the water into their skin. Due to the high body temperature of a Bishamon the water is evaporated and thus pure when it enters their body and serves to be a method of regaining their lost stamina and thus replenishing their fatigue limit by +1. The Bishamon are simply taking the simple action of keeping hydrated, which normally would require drinking liquids and making it combat capable as typically an opponent wouldn't allow an enemy to take a quick drink break in the heat of combat.

Name: Scorching Leg: 4, 5, 6 Burning Meteor
Classification: Taijutsu
Rank: C-rank
Class: Offensive
Range: Contact

Description: Req. Bishamon Strengthening Exercise Lvl 2. After a victim has succumbed to the optical illusion caused by the intense heat emanating from the user's legs, he/she dashes forward coming within 2ft of an opponent the distortion effect throwing the victim off before the assault begins. Six hits occur each targetting a specific body part with their own checks:
*1st, a low sweep incoming at D-rank speeds the user removing the opponents anchoring, knocking them off their feet and flipping them to induce disorientation.
*2nd, continuing the motion from the low sweep the swung leg is then used to anchor the body while the hind leg is swung at D-rank+ speeds  bent at the knee to impact,with the heel of the foot at the victims spine.
*3rd, using the victim's body as a means to kick off of the hind leg is tucked inward the user spinning on the forelegs heel before extending the hind leg to deliver vertical kick coming from above at C-rank speeds to impact the opponents rising body to send them down to the ground.
*4th, the leg keeping the user's balance is bent before kicking off while tucking in both legs in order to meet the victim who is bouncing off from the solid ground stomping down with both legs at C-rank+ speeds.
*5th, the left or right leg is raised before stomped downward once more at B-rank speeds.
*Finally, the opposite leg (right or left) is raised before stomped downward once more at B-rank+ speeds.
This technique combines knockback, disorientation with the brutal power capable of being showcased by the Scorching Leg style as each of the blows consume -5 from the victims stamina limit each resulting in the victim sustaining stamina loss due to dehydration. The true power of this technique however lies in it's deceptive brute power as while the first & second strikes are the same as in the original. The third strike causes the victim's body to rise into the air at D-rank+ speeds before the vertical overhead strike comes down from above halting the upward movement while slamming them into the ground (dealing C-rank physical elemental dmg depending on the surface i.e ground = earth, snow = ice) with enough force for them to bounce, diagonally up to 10ft (5ft upward & 5ft away). The fourth strike's jump allows the user to cross said distance to intercept the rising body with a stomp driving the victim into the ground and using their body to cusion the landing. The fifth and sixth strikes are the finishers aimed to cripple the opponent, either stomping on soft targets like the stomach to cause internal bleeding (-2 D-ranks each P.T per stomp) or the floating ribs to break them preventing anchoring of the body via just Strength Tiers without a C-rank balancing technique (D Str = 1 stomp, C Str = 2 stomps). The result are six blows which deal None (D if anchored), D, C, C, B & B rank amounts of physical damage each of which due to the distortion effect negate the use of Muscle Tension, Time-Slowing Dojutsu or Reaction Tiers linked only to eye-sight as aids in dodging; the 1st strike requiring D-rank Sam Lvl Speed, 2nd = D Rea+Spd, 3rd = C+ Spd, 4th = C Rea+Spd to avoid the incoming strikes. Finally the 5th = B+ Spd & 6th = B Rec+Spd are required to not block but rather move fast enough to block the stomping.
*If the Bishamon does not possess the tiers for the proper preformance of this technique they still can preform it, they simply sustain the fatigue loss associated with Max and Above max tier levels upon completing each set. While this technique is under normal circumstances a tiring technique to preform for those individuals it can result in a rapid depletion of stamina which render them intensely fatigued if they are not careful.

Name: Scorching Leg: Friction Driver
Classification: Taijutsu
Rank: C-rank
Class: Offensive
Range: Contact-Short

Description: Req. Friction. Combining Friction in conjunction with a high speed kick, the user gets into position by lifting one of their legs while bending the knee and holding it place. The user then kicks out launching it out at C-rank speeds to impact an opponent and if they do not possess C-rank strength to anchor themselves in place they are sent flying about 5ft potentially crashing into other objects and sustaining additional damage. Similarly the emission can travel up to 5ft away from the user's body on route to the opponent but is only visible by C-rank or above Heat Sensory. If the victim makes contact with the user's leg they sustain -4 to their stamina if they are simply hit by the emission then they lose -2 instead.

Name: Scorching Leg: 7, 8, 9 Burning Meteor
Classification: Taijutsu
Rank: B-rank
Class: Offensive
Range: Contact, Mid (Knockback)

Description: Req. Bishamon Strengthening Exercise Lvl 3. After a victim has succumbed to the optical illusion caused by the intense heat emanating from the user's legs, he/she dashes forward coming within 3ft of an opponent the distortion effectthrowing the victim off before the assault begins. Nine hits occur each targetting a specific body part with their own checks:
*1st, a low sweep incoming at D-rank speeds the user removing the opponents anchoring, knocking them off their feet and flipping them to induce disorientation.
*2nd, continuing the motion from the low sweep the swung leg is then used to anchor the body while the hind leg is swung at D-rank+ speeds  bent at the knee to impact,with the heel of the foot at the victims spine.
*3rd, kicking with just the calf while the knee is still bent at C-rank speed right after impact the victim is sent spinning to further induce disorientation.
*4th, using that window to drop to the ground into a hand stand the legs fall into a split the user turning in order to impact the victims falling body like a windmill at C-rank+ Speed.
*5th-11th, the following legs sweep dealing 4 twirling kicks to the opponent keeping them airborne at B-rank speed (5th & 6th kick) then B-rank+ speed (7th & 8th kick).
*Finally, either the left or right arm is bent with both legs snapped shut in order to kick the still airborne opponent at an angle at A-rank speeds launching them 30ft into the air.
This technique combines knockback, disorientation with the brutal power capable of being showcased by the Scorching Leg style as each of the blows consume -5 from the victims stamina limit each resulting in the victim sustaining stamina loss due to dehydration. The true power of this technique however lies in it's deceptive brute power as while the first & second strikes are the same as in the original. The third strike is more so for positioning the spinning motion of their body once again inducing dizziness like the first strike. The fourth strike is meant to target the victim's falling body due to gravity striking at the lowest point to spin their body upside down (or right-side up if head is lowest point) to keep them airborne requiring a B-rank air movement technique to avoid the follow up. The fifth to eight strike are simply repeats of this with the left and right leg back to back using the constant spinning to build up additional speed while keeping the victim disorientated. Finally the last strike is a launcher more so to send the disorientated victim into the air unless they are able to tense their body with either B-rank (due to possessing an air movement technique which allows for a stable platform using air) or A-rank strength the moment of impact. The result are Nine blows which can be fatal and deal None (D if anchored), D, D, C, C, C, B, B & B rank amounts of physical damage each of which due to the distortion effect negate the use of Muscle Tension, Time-Slowing Dojutsu or Reaction Tiers linked only to eye-sight as aids in dodging; the 1st strike requiring D-rank Sam Lvl Speed, 2nd = D Rea+Spd, 3rd = C+ Spd, 4th = C Rea+Spd, 5th (6th) = B+ Spd, 7th (8th) = B Rea+Spd & 9th = A+ Spd are required to avoid the attacks as they are incoming.
*If the Bishamon does not possess the tiers for the proper preformance of this technique they still can preform it, they simply sustain the fatigue loss associated with Max and Above max tier levels upon completing each set. While this technique is under normal circumstances a tiring technique to preform for those individuals it can result in a rapid depletion of stamina which render them intensely fatigued if they are not careful.

Name: Scorching Leg: Atmosphere
Classification: Kintaijutsu
Rank: B-rank (Variable Blood Price)
Class: Defensive
Range: Short Range

Description: This technique infuses the user's life force using the leg strength gained through Scorching Leg training to release a scorching miasma which simulates the friction that is generated by a meteor falling through the atmosphere. It was created to counter blitzing or rushdowns able to outspeed incoming Sam Lvl Spd within 15ft, 1-rank higher incoming Sam Lvl Spd within 10ft & finally 2-ranks higher incoming Sam Lvl Spd within 15ft. This serves as a perfect defensive shield as the user swings their leading leg forward before pulling it back propelling their body forward into a diagonal cartwheel releasing the miasma which forms a spherical layer 15ft (radius) around their body in order to receive the attack. The incoming attack is burnt up with scorch release spiritual damage depending on the speed it is moving at as long as it is below 1-rank above the blood expended while likewise being slowed by 1-rank every set number of feet with nearby attackers sustaining stamina loss as a result of dehydration. The user can actively control the size and power of the miasma to suit the situation and by expending more lifeforce (blood) from their body they can increase the power of the technique capping out at S-rank. This technique is only effective when rotating, since the life-force itself is not enough to generate the field thus if they cannot spin, the user becomes vulnerable.
[u]Blood Price - Size of Miasma (Radius in ft) - Spd Debuff  - Incoming Tech Spd (Dmg) - Sta Loss each P.T[/u]
D - 5 - Every 15ft - D+ (D) - 1
3 D - 10 - Every 10ft - C+ (C) - 2
C - 15 - Every 5ft - B+ (B) - 3
B - 20 - Every 4ft - A+ (A) - 4
A - 25 - Every 3ft - S+ (S) - 5
*Note incoming objects slowed Below Normal Running Speed ("E-rank") results in immobility and due to the halt of motion they drop to the ground without proceeding further, individual are simply halted in place.

Name: Scorching Leg: Twin Friction Driver
Classification: Taijutsu
Rank: B-rank
Class: Offensive
Range: Contact-Short

Description: In comparison to the basic technique which involves just one leg both legs are vibrated enough to trigger Friction before used in a two-part attack one kick after another. The user gets into position by lifting one of their legs while bending the knee and holding it place. The user then kicks out launching it out at B-rank speeds to impact an opponent and if they do not possess B-rank strength to anchor themselves in place they are sent flying about 10ft potentially crashing into other objects and sustaining additional damage. Before the opponent can recover they spin before kicking out a second time propelling the flying victim even further so that upon making contact with a solid object they smash through it with B-rank force as they are effectively have their body used like a battering ram. Similarly the emission can travel up to 5ft away from the user's body on route to the opponent but is only visible by B-rank or above Heat Sensory. If the victim makes contact with the user's legs they sustain -6 to their stamina each if they are simply hit by the emission then they lose -4 each kick instead.
[/spoiler]

[u][b]Tiers[/b][/u]
[spoiler]Name: Stream Traversal
Classification: Taijutsu
Rank: D-Rank
Class: Supplementary
Range: Self

Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent D-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
[u]State of Water - Movement Alteration[/u]
Against Current - Tier-
Turbulent - Tier Base
Calm - Tier+
With Current - Tier++

Name: Swift Diving
Classification: Taijutsu
Rank: D-Rank
Class: Supplementary
Range: Self

Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as D-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of D-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 20 additional feet to the pirate's diving depth if they dive level with the surface.
[u]Distance Fell - Tier Level Increase - Additional Diving Depth[/u]
10 Feet - 1 Tier Level - 10 Feet
25 Feet - 2 Tier Levels - 20 Feet
50 Feet - 3 Tier Levels - 30 Feet
100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet

Name: Bishamon Strengthening Exercise Lvl 1
Classification: Taijutsu
Rank: D-rank
Class: Supplementary
Range: Self

Description: The Bishamon Clan like their Mikaboshi rivals have a special method of conditioning which is learned as soon as they can walk often Bishamon infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. The Strengthening exercises were focused in building leg muscle strength for use in conjunction with speed. Bishamon are more focused on maximizing their leg strength as it makes a crucial part of their core fighting style the Scorching Fist. To that extend they have mastered the art of chaining their Speed and Strength together in order to grant them superior movement leaving small imprints of their feet on the ground as they push off yet due to combining the two are capable of outspeeding even Samurai with their D-rank++ speed. Their legs are capable of being used to lift things as by training their feet dexerity some are even capable of grasping objects with or without using chakra to stick to them and simply lift them with just one of their legs which would usually take a non-bishamon full use of both arms due to the natural edge in strength leg muscles have over arms.

Name: River Traversal
Classification: Taijutsu
Rank: C-Rank
Class: Supplementary
Range: Self

Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent C-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
[u]State of Water - Movement Alteration[/u]
Against Current - Tier-
Turbulent - Tier Base
Calm - Tier+
With Current - Tier++

Name: Bullet Diving
Classification: Taijutsu
Rank: C-Rank
Class: Supplementary
Range: Self

Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as C-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of C-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 40 additional feet to the pirate's diving depth if they dive level with the surface.
[u]Distance Fell - Tier Level Increase - Additional Diving Depth[/u]
10 Feet - 1 Tier Level - 10 Feet
25 Feet - 2 Tier Levels - 20 Feet
50 Feet - 3 Tier Levels - 30 Feet
100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet

Name: Bishamon Strengthening Exercise Lvl 2
Classification: Taijutsu
Rank: C-rank
Class: Supplementary
Range: Self

Description: The Bishamon Clan like their Mikaboshi rivals have a special method of conditioning which is learned as soon as they can walk often Bishamon infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. The Strengthening exercises were focused in building leg muscle strength for use in conjunction with speed. Bishamon are more focused on maximizing their leg strength as it makes a crucial part of their core fighting style the Scorching Fist. To that extend they have mastered the art of chaining their Speed and Strength together in order to grant them superior movement leaving small imprints of their feet on the ground as they push off yet due to combining the two are capable of outspeeding even Samurai with their C-rank++ speed. Their legs are capable of being used to lift things as by training their feet dexerity some are even capable of grasping objects with or without using chakra to stick to them and simply lift them with just one of their legs which would usually take a non-bishamon full use of both arms due to the natural edge in strength leg muscles have over arms.

Name: Rapid Traversal
Classification: Taijutsu
Rank: B-Rank
Class: Supplementary
Range: Self

Description: Pirates are generally known for being fairly strong and they need to be to fight against the components of the ship and even more so when it comes to swimming. With this technique the pirate has equivalent B-Rank- strength tiers on their upper body however their lower body counts as having Tier+ as a Pirate is made more for swimming than normal feats of strength. In addition, this technique details the speed that a pirate is capable of swimming depending on the type of water that they are swimming through, causing them to move faster or slower depending on the state of the water.
[u]State of Water - Movement Alteration[/u]
Against Current - Tier-
Turbulent - Tier Base
Calm - Tier+
With Current - Tier++

Name: Crashing Diving
Classification: Taijutsu
Rank: B-Rank
Class: Supplementary
Range: Self

Description: Pirates are not known for being the most agile when attempting to move fast, generally favouring strength for movement rather than speed. Due to this they have adapted speed tiers to make them better for use alongside the general terrain of a Pirate. With this, when used as normal speed tiers they only count as B-Rank- however they do something special for pirates in that they increase the speed at which a Pirate falls and the added agility allows them to not only mitigate fall damage but also increase the depth with which they can dive while increasing the pirate's speed to Tier base while falling. This technique allows the halving of B-Rank damage when hitting a solid surface from falling and nullifying it if hitting a liquid medium as well as adding 60 additional feet to the pirate's diving depth if they dive level with the surface.
[u]Distance Fell - Tier Level Increase - Additional Diving Depth[/u]
10 Feet - 1 Tier Level - 10 Feet
25 Feet - 2 Tier Levels - 20 Feet
50 Feet - 3 Tier Levels - 30 Feet
100 Feet - 4 Tier Levels  (1-Rank) - 50 Feet

Name: Bishamon Strengthening Exercise Lvl 3
Classification: Taijutsu
Rank: B-rank
Class: Supplementary
Range: Self

Description: The Bishamon Clan like their Mikaboshi rivals have a special method of conditioning which is learned as soon as they can walk often Bishamon infants are initially taught as a form of play and games but as they get older the conditioning becomes harsher and more focused towards maximizing their physical capabilities in combat. The Strengthening exercises were focused in building leg muscle strength for use in conjunction with speed. Bishamon are more focused on maximizing their leg strength as it makes a crucial part of their core fighting style the Scorching Fist. To that extend they have mastered the art of chaining their Speed and Strength together in order to grant them superior movement leaving small imprints of their feet on the ground as they push off yet due to combining the two are capable of outspeeding even Samurai with their B-rank++ speed. Their legs are capable of being used to lift things as by training their feet dexerity some are even capable of grasping objects with or without using chakra to stick to them and simply lift them with just one of their legs which would usually take a non-bishamon full use of both arms due to the natural edge in strength leg muscles have over arms.[/spoiler]

[u][b]Bounty Hunter[/b][/u]
[spoiler]Name: Typhoon Turn
Classification: Taijutsu (Bounty Hunters Only)
Rank: C-rank (-2 Stamina Price Each Step)
No. of Retrainings: 0/25
Class: Supplementary
Range: Self

Description: This technique is the Pirate variation of the Body Flicker technique, taught only to Bounty Hunter's by the Yakuza, this is a movement technique (Speed Tiers) that allows the user to move at untraceable speeds from one point to another. Typhoon Turn works by storing kinetic energy (stamina) in one's body, double that of Accel Turn and it's variants, and then releasing that energy to achieve an explosive boost in speed (D-rank). This occurs either in rapid acceleration in a single movement (Typhoon) or boosted acceleration in fixed directions broken up into parts at a lower velocity which when combined together allows one to either move faster as a whole (Double, Quadruple), cover more distance (Triple, Quintuple) or when fully mastered a combination of all all three (Transcendent). This movement is unable to be seen with the naked eye however those with D-rank+ Reaction Tiers are able to track the user's movement despite their being no lag interval for them to exploit. Typhoon Turn goes by a simple naming system, where the first is simply 1 step while others stand for have many steps there are; 2 (Double), 3 (Triple), 4 (Quadruple), 5 (Quintuple) & the last is merely the mastered version of Typhoon (Transcendent) which is always preformed 6 steps.
[u]No. of Retraining - Turn Unlocked (Turn Effect)[/u]
5 - Double (C-rank Speed)
10 - Triple (C-rank Speed + 2x Distance covered in 1 P.T)
15 - Quadruple (B-rank Speed)
20 - Quintuple (B-rank Speed + 2x Distance covered in 1 P.T)
25 - Transcendent (A-rank)[/spoiler]

[u][b]Seasick Fist[/b][/u]
[spoiler]Name: Seasick Fist
Classification: Fighting Style (Combatant Only)
Rank: D-rank
Class: Supplementary/Defensive
Range: Self

Description: Seasick Fist is a unique type of combat where,  the user harnesses the queasiness caused to them by motion sickness to lend them a degree of unpredictability in combat. It can not be learned, taught, nor refined through training and practice it is something that is merely innate to a Combatant. Seasick Fist fighters are not simply experiencing seasickness: they become inhuman acrobats who'll move unpredictably with uncanny skill and without any second thoughts about their actions causing victims utilizing Muscle Tension, Telepathy, Brain Wave Reading or to be completely unable to predict their movements as the user themselves do not know what their next action will be. Once seasick, the user will be in a constant state of nausea and often times upon becoming dizzy enough they can vomit on their opponent in order to totally gross them out if they fail the Barrier Tier checks resulting in their actions being interrupted or worse the opponent throwing up as well. The user's ability to dodge enemy attacks is frighteningly enhanced due to their weird sense of balance allowing them to seemingly lean or bend over at random periods to avoid incoming things. The Seasick Fist is not a reliable option because the 'nauseous maneuverability' that being on a ship at sea induces does not hold for prolonged periods of time; however Combatants have learned to refine the time period they are capable of utilizing it. Likewise as they grows more skilled in combat the amount of stamina lost upon throwing up or using vomit related techniques in the Seasick line decreases. Depending on the state of motion sickness the Combatant becomes empowered in this state, and techniques may or may not become stronger while they are more nauseous.
Pirate Rank - Duration (Posts Total) - Stamina Lost when Throwing up - State (Boost)
D - 10 - 1 Each P.T - Normal (None)
C - 15 - 2 Each P.T - Pallor (+1 to Reaction)
B - 20 - 3 Each P.T - Queasy (+1 to Defense)
A - 25 - 4 Each P.T - Seasick (+1 to Reaction)
S - 30 - 5 Each P.T - Retching (+1 to Defense)[/spoiler]

Second Post (Hybrid)
Code:
[u][b]Kugujutsu[/b][/u]
[spoiler]Name: It's a Pirate's Life for Me
Classification: Kugujutsu
Rank: D-rank
Class: Passive
Range: Self

Description: To be a Pirate, well one has to know how to hold their breath, it's one of the most important skills to have other than being able to swim. Actually it's more important after all if one doesn't know how to swim then if they can't hold their breath then they'd assuredly drown. However unlike those dastardly Shinobi Pirates rarely if ever possess Endurance Tiers, which sucks because it would be so much easier to do so if one did. Instead however Pirates have learned to spent a stamina price to allow them to hold their breath for a certain amount of time dependent on their rank and the sea at which they are currently underwater in. This works in tandem however if any of the Pirates do manage to have Endurance Tiers, as unlikely as that is to happen it does occasionally...happen sometimes.
[u]Rank - Stamina Price (Sea Stamina Price Modifier) - P.T Breath is Held (Endurance Tier Modifier)[/u]
D - 5 every Turn to reactivate for next turn (N. Abyssal = 1x) - 1 (D = 1x)
C - 4 every Turn to reactivate for next turn (Frozen = 2x) - 2 (C = 2x)
B - 3 every Turn to reactivate for next turn (West = 3x) - 3 (B = 3x)
A - 2 Every Turn to reactivate for next turn (S. Abyssal = 4x) - 4 (A = 4x)
S - 1 Every Turn to reactivate for next turn (Lost 5x) - 5 (S = 5x)[/spoiler]

Third Post (Mental)

Fourth Post (Spiritual/Natural)

***********************
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PostSubject: Re: San's Corner   15th January 2017, 6:49 pm

Whispers | WIP:
 

Multi-Wield:
 

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PostSubject: Re: San's Corner   12th February 2017, 4:31 pm

TOP SECRET

Spoiler:
 

***********************
My Lil Monsters:
 


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PostSubject: Re: San's Corner   7th March 2017, 7:27 pm

Stuff for Zaku
Spoiler:
 

Stuff for Alex
Spoiler:
 

Stuff for Qeynan
Spoiler:
 
Spoiler:
 

Stuff for stuff
Spoiler:
 

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PostSubject: Re: San's Corner   6th May 2017, 5:57 pm

Odette:
 

Words:
 
Annexation Arts:
 

----------------------

Kyokan-ha:
 

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PostSubject: Re: San's Corner   18th August 2017, 3:57 pm

Personal Info

Name: Rhys
Gender: Male (Biologically)/Genderfluid
Birth Country: Land of Ash
Rank: Silver Knight
Organization:
Personality & Additional Details while modding:

Appearance:
Spoiler:
 

Knight NPC

Clan:
Dual Core:
Race:

Primary Specialization: Physical Specialist
Secondary Specialization:
Tertiary Specialization:
Quaternary Specialization:

Primary Weapon:

Chakra:
Blood: 2 S-Ranks
Stamina: 60

Techniques

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PostSubject: Re: San's Corner   26th October 2017, 1:07 pm


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