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 Enzo Bakuhatsu- Jutsu Checklist

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Enzo

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PostSubject: Enzo Bakuhatsu- Jutsu Checklist   27th December 2016, 1:07 am

Name: Fire Style: Heat Raiser- Flicker Start
Classification: Ninjutsu
Rank: C-Rank (Variable chakra price, up by a rank for each C-Rank of Heat materia created starting at D)
Class: Supplementary
Range: Self

Description: After performing the needed hand signs, Enzo combines both his body heat and fire chakra in order naturally produce heat material. When this is Jutsu is performed, Enzo will look as if a bit of steam is emitting from his body.  This allows Enzo to perform an act similar to a match lighter for Exothermic explosions, and with the natural absorption of fire chakra allowing for Endothermic explosions. Each rank of chakra produces a C- rank of fire materia per P.t, depending on the chakra dedicated to the technique. This materia can be used to mitigate the cost of either Jutsu.

Chakra Price- Materia P.T Production
D- 1 p.t
C- 2 p.t
B- 3 p.t
A- 4 p.t
S- 5 p.t
SS- 6 p.t
SSS- 7 p.t


Name: Wind Style- Wind Feeling Jutsu
Classification: Ninjutsu
Rank: C
Class: Supplementary
Range: Mid

Description: After some hand signs, Enzo lightly surrounds himself with wind chakra that acts as a C rank wind displacement technique. This means that from a 40 feet radius, Enzo can sense any disturbance such as  a hand sign performing, whole body movement, or anything airborne. This sensory Jutsu can be countered by a B rank or higher air stillness Jutsu, or being out of the 40 feet distance.
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   27th December 2016, 3:56 pm

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   2nd January 2017, 2:21 am

I would like to set aside a small section to get a few things in order regarding summons jutsu passives so that they can be evaluated properly and lessen clutter.


Name: The Tapir I
Classification: Taijutsu
Rank: C-rank
Class: Passive
Range: Self

Description: The tapir are a rare breed of large and herbivorous mammals. They come in a similar shape to a pig, with a short, prehensile snout. When it comes to their nature,  unless being around their own kin, the tapir are exclusively solitary creatures.  Because of this nature, their sense of reacting to danger and simply going out of their way to avoid anything that bothers with their peace, the Tapir boast C-rank speed and C-rank reaction tiers. The best abilities that they can boast is their amazing sense of smell with their prehensile snout. Tapir can catch scents from up to 80 feet away and  differentiate the identity between those scents. Tapir also contain a sensitive set of ears that can also hear from 80 feet away.  This goes in hand as basic hearing, but the Tapir's hearing is capable of picking up ultrasounds, which is mostly used to catch sounds from other animals or creatures, even if subtle, and possibly identify them.

Name: The Baku I
Classification: Taijutsu
Rank: C-rank
Class: Passive
Range: Self

Description: The Baku are quite different in comparison to their cousins, being the more supernatural variant of the breed. They are supernatural beings that devour dreams and nightmares, taking on a more chimera feral appearence of the original Tapir with alot more variations. The Baku are strong and fierce creatures, boasting C rank strength.  They also have C rank barrier tiers due to their relationship with mental chakra and ailments. The abilities of a Baku is pretty special, the have the ability to "Eat" genjutsu C rank or lower and do one of two things. The genjutsu can be either broken down or added to the chakra reserves of the Baku,  or can be saved to use on another target(s). If the latter is being utilized they would have to ingest the genjutsu they are holding in order to eat another one. The second ability is genjutsu identification, giving the Baku the ability to notice genjutsu from an 80 feet radius, whether they are in the genjutsu or not. This is for C rank genjutsu or lower concerning the feet. If the Baku makes physical contact with someone, they can tell if someone is in a genjutsu, no matter the rank.
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   6th January 2017, 2:41 am

P.S- Everything i make will not necessarily be used, but existing just in case other Bakuhatsu members fo another route.  W.I.P

Explosive Jujitsu C Rank
Spoiler:
 

B Rank
Spoiler:
 
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   11th January 2017, 2:23 am

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   11th January 2017, 6:24 am

Name: Fire Style: Heat Raiser- Muscular Endurance
Classification: Ninjutsu
Rank: C-Rank
Class: Supplementary
Range: Self

Description: After performing the needed hand signs, Enzo combines both his body heat and fire chakra, funneling it into his muscles. Since heat increases muscle growth, supplying a specific amount of fire chakra will give Enzo strength tiers equivalent to the chakra he puts in, capping at S rank chakra. That price will have to be paid each P.T. However, if enzo has endurance tiers equal to the strength he gains, that price will be each round instead. Once the Jutsu is active, Enzo would bulk up slightly, along with being noticeably warm to the touch.

Name: Morpher- Kunai
Classification: Ninjutsu
Rank: D-rank
Class: Supplementary
Range: Contact

Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the use is able to makeD-rank Kunai from any material they are able to morph. The kunai are a foot long,  each dealing D Hybrid explosive damage on impact. The explosions created are as big as the Kunai, and the elemental damage in question is mostly dependent on the material that was used. This technique costs no chakra, but there is a 2 P.T cooldown before another round of Kunai can be made. The amount of Kunai made is dependent on the users rank.

D- 1
C- 2
B- 3
A- 4
S- 5

Name: Morpher- Shuriken
Classification: Ninjutsu
Rank: C-rank
Class: Supplementary
Range: Contact

Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the user is able to make C-rank Kunai from any material they are able to morph. The Shuriken are a foot long,  each dealing C Hybrid explosive damage on impact. The explosions created are as big as the Kunai, and the elemental damage in question is mostly dependent on the material that was used.  This technique costs no chakra, but there is a 4 P.T cooldown before another round of Kunai can be made. The amount of Kunai made is dependent on the users rank.

D- 1
C- 2
B- 3
A- 4
S- 5


Name: Detonative Illusion- Aftermath
Classification: Genjutsu
Rank: B-rank
Class: Supplementary/Offensive
Range: Mid
Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time.  Once the explosion happens, those who were caught in it starts to experience the aftereffects of being caught in the explosion. The first thing that happens is a constant ringing in the inflicted's ear, that shuts out all other sounds and feigns damage to their vestibular system, affecting their balance to even stand upright and move efficiently, making the inflicted actions terribly sluggish. This makes their movements at - 1 tier  Their noses would be filled with a lingering burning sensation as if something is still on fire, cutting off their sense of smell. Finally, the inflicted is cut off from using pain to break out of the genjutsu, along with \any damage being done to them as long as they are under this genjutsu will be matched with mental damage equivalent to it.


Name: Detonative Illusion- Waist Down
Classification: Genjutsu
Rank: C-rank
Class: Supplementary/Offensive
Range: Short
Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time.  Once the explosion happens, those who were caught in it will notice that all of the feeling in their lower body will be completely gone. Not only does this cutoff pain from exiting this genjutsu, but the the inflicted will basically be prone, unable to stand and use their lower body whatsoever. There is also a slight ringing sound in their ears, feigning the illusion of shot ear drums and impairs their hearing.  D-Rank barrier tiers or C-Rank endurance tiers negate the immobility

Name: Detonative Illusion- Tear Gas
Classification: Genjutsu
Rank: C-rank
Class: Supplementary/Offensive
Range: Short
Description: Due to the nature of Detonation Illusion, this genjutsu covers smell, hearing, and touch at the same time.  Once the explosion happens, those who were caught in it will experience something akin to tear gas. For starters, there would be a slight ringing sound in the ears, Feigning the illusion of shot ear drums and impairs their hearing. The second thing that happens is that the inflicted will immediately stat to tear up with a burning sensation inside their throats, nostrils, and eyes. This takes away their sense of smell, as well as their ability to break out of the genjutsu via pain. They will have difficulty breathing and chest pain, toppling over and remaining immobile for the duration of the genjutsu. D-Rank barrier tiers or C-Rank endurance tiers negate the immobility


Name: Genjutsu- False Advertisement
Classification: Genjutsu
Rank: C-rank
Class: Supplementary
Range: Mid
Description: This is a sight based genjutsu that is triggered by a swaying combative motion by the user.  What this does is that the inflicted will have their perception of depth manipulated by the user, which also locks in dojutsu so that it can't be detected by it.  at all times, The user will be seen as 20 feet away from the opponent when perceived by sight. When attacked by close combat when this technique is in use, it will be incomprehensible as to how the attack occurred to the inflicted if they are trying to watch by sight. This works on regular sigh, but not dojutsu.

Name: Demonic Illusion: Diversion method
Classification: Genjutsu
Rank: C
Class: Defensive
Range: Mid

Description: This illusion is used as a means to escape a bad situation or as a diversion a finisher. It begins by the enemy launching an attack on the user, ninjutsu, genjutsu, taijutsu, etc. Any form of attack that requires the enemy to look at the user's body. The user weaves the genjutsu around himself so that when the enemy looks at the user to attack they are instantly caught in the genjutsu. When caught in the illusion the enemy sees their attack hit/effect the user in the way they wanted it to and continues for a post after that, before the illusion wears off. While in reality the user has either dodged the attack and fled or dodged and is readying a counter attack.

Name: Summoning Illusion: Terror Incarnate
Classification: Genjutsu
Rank: C
Class: Supplementry
Range: Mid

Description: This illusion is a genjutsu that is placed on whatever summon that the user brings out. The summon will be seen as a creature of terror, something out of their wildest nightmares, which makes them freeze in place and being unable to move every other round.  As the illusion continues to go on, the inflicted sanity level will go down by -1. If the summon was dismissed without the genjutsu being disarmed, whenever the user summons another creature, it will also be perceived as a different monster of terror by the inflicted and continue to eat away at the sanity limit.

Name: Enzo's Self Throwing Technique
Classification: Taijutsu
Rank: C-Rank
Class: Supplementary/Defensive
Range: Self

Description: After becoming  well versed in Explosive Juiutsu, Enzo has figured out a way to shift his body weight in a particular direction as an air movement technique. This technique revolves on a combination of  strength and speed tiers, and follows through the mechanics throwing system under humanoid. The speed of Enzo's Self throw will be at  his natural speed tier, as well as matching the distance of that speed tier. In addition to that, that particular self throw will be double the distance  due to Enzo being of a humanoid stature. Strength tiers falls in line with the light weight distance modifiers.


Name: Demonc Illusion- Repeat Offender
Classification: Genjutsu
Rank: C
Class: Supplementry
Range: Mid

Description: This genjutsu is infused with a valid throwing projectile, as well as the opponents seeing the action of the user throwing a projectile at them. Regardless of the result of the throw, the opponent would now see a projectile like it coming at them from any direction they look at, hitting theiir body. When this happens, the opponent will experience C rank mental damage. Under this genjutsu, a trigger happens when a projectile is thrown at them,  with the opponent experiencing the same projectile hiting the mark the round after with them experiencing C rank mental pain. The reason why this genjutsu s so effective is because of how discreet it is.  The effects only start happening once a projectile is thrown, and they could be under the genutsu for a while without knowing.
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   16th January 2017, 7:48 am

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   19th January 2017, 4:18 am

Name: Hakagakure Taijutsu-  Earth Sense
Classification: Taijutsu
Rank: C
Class: Supplementary
Range: Long

Description: For natives or ex natives of Hakagakure, they would have to be used to being underground for long periods of time, as well as being aware of the changes of their underground utopia of a village. This allowed them to have a heightened sense of touch whenever they make contact with the ground, giving the user a vibration sensory technique. The user now has C-rank vibration sensory with distance that's based upon Enzo's ninja rank. This Cost's Enzo -2 stamina every round when it's in use. The technique is disrupted if the user doesn't stay absolutely still.

Rank- Distance
D- 40  Feet
C-  80 Feet
B- 120 Feet
A- 160 Feet
S- 200 feet

Name: Leaf Drop
Classification: Taijutsu
Rank: C
Class: Offensive
Range: Short Range

Description: The user delivers a falling kick, strong enough to bring the environment to crumble down. This jutsu has both a basic use and an anti-air usage dropping the target straight down with the power of the kick. The default damage is the same rank of the technique, but the damage can be higher depending on the strength tiers. The target can experience extra fall damage equivalent to the height  they were knocked down from.

D Rank Damage- 10 Ft
C Rank Damage- 15 Ft
B Rank Damage- 20 Ft
A Rank Damage- 25 Ft
S Rank Damage- 30 Ft


Last edited by Enzo on 26th January 2017, 1:35 am; edited 3 times in total
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   25th January 2017, 3:59 pm

Earth Sense - Change the class from Passive to Supplementary, and make it so that the user must pay a -2 Stamina price per Turn this technique is active. They must also stand absolutely still or the technique is distrupted and they lose their Vibration Sensory. Also, the distances stated are not Mid distances. For distance information, please see this thread. Either raise the Range to Long, or decrease the distances to fit Mid.

Leaf Drop - Fall damage is based on the height of the victim. Starting at 10ft in the air, the victim sustains a D-Rank of fall damage, with every 5ft adding another rank of damage, though it caps at S.

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   26th January 2017, 3:51 am

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   17th February 2017, 12:34 pm

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Name: Explosive Kung Fu
Classification: Fighting Style
Rank: A-rank
Class: Supplementary
Range: Contact (Grapples), Short (Throw Distance Modifier), Varies (Strikes)

Description: Explosive Kung Fu is a combination of Explosive Juijutsu and Strong Fist, something that Enzo Bakuhatsu made in order to find his own true path of martial arts. This new martial arts causes extreme external and internal damage by the nature of Gouken and the jujitsu, requiring a Defense+Strength Tier+ chain to mitigate the physical damage dealt internally, and Defense+ tiers to negate external physical damage. This is due to the contact force being made to the target and the nature of the opponent rolling in the air after impact and the markings left on the opponent. Strong Fist techniques and Explosive Juijutsu techniques can benefit from this martial art as well, since this is derived from their combination allowing it's user to preform grapples after landing strikes and vice versa. Overall, this is a mixture of Grappling/Striking which sweeps the target in a rag doll motion without the ability to counteract unless they possess an air movement technique & Strength tiers at least Equal-rank+ (I.e D-rank technique requires D+ Strength) if no strength tier check is specified within the technique. It was made so that even those without strength tiers can use it effectively to dish out damage and while Shadow of the Dancing Leaf is in effect the user's grabs have their movement speed interception raised by 1 Tier Level. Upon hitting both the user's grapples and strikes turn the victim into a bomb, capable of being detonated following the philosophy of Explosive Jujitsu. If used with throws, the throw uses this chart as an additional distance modifier to the technique.
Rank of Explosive Kung Fu Technique - Strength Req. to Negate Knock-back (Additional Throw Distance)
D - D+ (5ft)
C - C+ (10ft)
B - B+ (15ft)
A - A+ (20ft)
S - S+ (25ft)
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   17th February 2017, 1:33 pm

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   18th February 2017, 9:17 pm

Name: Explosive Kung-Fu: Storm Wheel
Classification: Taijutsu
Rank: B-rank (-3 Stamina)
Class: Offensive
Range: Contact (Grab), Short (Strike), Mid (Throw)

Description: This is one of the unique throws of explosive Karate which really shows the mettle of the combined martial art. Enzo grabs his opponent and loops one of his arms under his opponent's legs, lifting him up in what appears to be a typical judo throw. Upon throwing his opponent on the ground, however, Enzo supplements this with a turn and sharp kick or punch that sends the opponent spinning in a rotational form. With the grab the user is capable of intercepting movement of Crashing Ground (B+) speed when an opponent is within 3 ft of the user, if they are within 1 ft then it is capable of intercepting B++ tier levels to grab said target. Where the opponent was touched by the user's hands/feet, they will experience two sets of B-Rank damage, one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is thrown is at crashing ground, however like most taijutsu which incorporate the Strong Fist the user is capable of using higher tiers for greater proficiency in both the grabbing and striking aspect of this technique. The base throw without any modification leaves the target to be thrown as far as 15 feet and can be utilized to great effect both while on the ground and while airborne to act in place of a B air movement technique.

Name: Explosive Kung-Fu: Rejecting Climate
Classification: Taijutsu
Rank: C-rank (-2 Stamina)
Class: Defensive/Offensive
Range: Short (Palm Thrust), Long (Knock-back)

Description: This is one of many unique strikes that involves the use of Enzo's new martial arts. This is useful for countering an incoming strike moving at C-rank speeds or below and strike back with a double palm thrust moving at bullet release speeds, however with higher tiers like most Strong Fist related technique it can be preformed at greater proficiency. Where the opponent was touched by the user's hands, they will experience two sets of C-Rank damage, one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is knocked back is at Bullet Release speeds, which leaves the target to be blown back as far as 40 feet. This technique actually punishes an opponent who has strength tiers as the force in their strike is used against them when in relation to the knock-back inflicted upon them, which increases the chance of them hitting another object or technique to sustain collision (Physical) damage.
Strength Tier - Distance Increase - Size of Target (Collision Dmg Sustained)
D-Rank and None - +5 Feet - Small (N/A)
C-Rank -  + 10 Feet - Humanoid (D)
B-Rank - + 15 Feet - Meduim S (3D)
A-Rank - + 20 Feet - Medium M (C)
S-Rank - + 25 Feet -  Medium L (B)

Name: Explosive Kung-Fu: Grasp Breaker
Classification: Taijutsu
Rank: C-rank (-2 Stamina)
Class: Offensive
Range: Contact (Grab), Short (Throw)

Description: This is one of many unique strikes that involves the use of Enzo's new martial arts. This involve whether the opponent is using hand signs or weapons. This user would grab the particular body part in question that involves the use of weapons or handsigns and squeeze tight with a dynamic grip to either injure the hand or disarm them before tossing the opponent away. This technique is capable of intercepting C-rank+ when an opponent is within 3 ft of the user, if they are within 2 ft then it is capable of intercepting C-rank++ tiers to grab said target. Similar to those technique related to Strong Fist this can be preformed at higher proficiency with higher tiers. Where the opponent was touched by the user's hands/feet, they will experience two sets of C-Rank damage,one is internal (Hybrid) and the next is external (Physical), though both deal Explosion Release damage. This is due to it seeping in through contact and/or sweat glands, and the overpowering nature of Strong fist, and the opponent goes into the appropriate checks via explained in Explosive Kung-Fu if applicable. The speed of which the target is knocked back is at Bullet Release speeds, which leaves the target to be blown back as far as 10 feet. For Weapon countering, the intercepting radius includes that of the weapon's length before factoring in the distance from the opponent.
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   20th February 2017, 4:19 pm

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   20th February 2017, 11:17 pm

Name: Explosive Release- Body Replacement Technique
Classification: Ninjutsu
Rank: C-Rank
Class: Supplementrary/Offensive
Range: Short

Description: This jutsu lets the user quickly switch places with another nearby object, such as a plant (normally a section of a log), an animal, or even another person within reach using the Body Flicker Technique, the moment an attack hits. This technique differs with the normal body replacement technique in that unlike the original which is used to replace with solid objects this technique can be used to body replace with an Explosion Release energy, allowing it's use to be much more diverse than the original technique. The fixed explosion is dependent on the rank of the ninja, matching that rank for the power and speed of the explosion itself.

Ninja Rank- Explosion's Power- Explosion's Speed
D - D Rank Power - D Rank Speed
C - C Rank Power - C Rank Speed
B - B Rank Power - B Rank Speed
A - A Rank Power - A Rank Speed
S - S Rank Power - S Rank Speed



Name: False signal Genutsu- Pain Amplifier
Classification:Genjutsu
Rank: C-rank
Class: Supplementrary/Offensive
Range: Short

Description: This is a genjutsu that's initiated after initial contact was being made from Enzo touching the opponent in any kind of way, and works well with his taijutsu. At first, the person would feel a noticeable irritation in the  area tat was initially touched at first. After that, the opponent's body would ache all over, with the genjutsu sending a false signal to the body of being in a mildly serious condition, experiencing C rank mental pain that's masked by the opponent's pain receptors as overall body pains per round Due to this, even more pain can't break the opponent out of this genjutsu, and it hardly goes noticeable as a genjutsu. The reason why this genjutsu is powerful is that any sort of damage that the opponent experience will transfer over to mental pain as well, which will also be masked as overall body pain.  Additional damage dealt to the victim of C-Rank or higher adds an additional C-Rank of mental pain each round, stacking like combination jutsu, up to a maximum of S.


Last edited by Enzo on 24th February 2017, 10:24 am; edited 5 times in total
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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   23rd February 2017, 3:16 pm

Mod Edit:
 

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PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   30th March 2017, 4:05 am

Name: Gas Leak
Classification: Genjutsu
Rank: C
Class: Supplementary
Range: Long

Description: This genjutsu can actually be initiated in two different ways, as well as standing as Enzo's favorite. It can either be blow out discreetly as an exhale Compellent, giving off a simple impression of a bakuhatsu that just breathes out gasoline, or be tacked on with any sort of explosion that's caused by enzo. This includes the hybrid taijutsu explosions, explosive release jutsu, and morpher related explosions. For starters, the opponent simply smells gasoline as if  there was a gas leak in the area or something, or cause by an explosion. After that, they would start to experience the scent based genjutsu effects of gasoline poisoning. For starters, the smell of gas would cut off their sense of smell. The next thing that happens is body convulsions, a severe headache,  difficulty breathing, and fatigue.  This actually,  causes the opponent to experience two sort of status effects. The first one is the poison status effect with the use of the headaches, experiencing C rank mental pain per p.t. The second is the dizzy status effect,  only to be countered by C rank or higher reaction tiers. Opponent falls unconscious after SS rank mental pain is experienced under this genjutsu, simulating a gasoline poisoning overdose. This can be offset with proper barrier tiers. Barrier tiers of B-Rank or higher negate the unconcious effect.

Name: Explosive Release: Chakra Mode
Classification: Nintaijutsu
Rank: A-rank (Activation Price)
Class: Supplementary/Offensive
Range: Self

Description: The user wraps their body in a layer of Explosive Release  chakra using the destructive chakra flow to give the user an explosive physical peak. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knockback of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations)
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Blade

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Join date : 2012-05-06

PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   1st April 2017, 4:32 pm

Approved

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~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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Enzo

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Join date : 2016-12-24
Age : 26

PostSubject: Re: Enzo Bakuhatsu- Jutsu Checklist   11th July 2017, 12:37 am

Name: Spear Redirection Style
Classification: Fighting Style
Rank: D-Rank
Class: Supplementary
Range: Self
Description: Due to the fact that the cursed spear Areadbhar seems to be quite indiscriminate when it comes to targeting whatever that comes withing a certain range of the user, whether that user is holding the spear or not, Enzo decided to create something in order to keep the cursed weapon in check. Enzo can use his chakra to manipulate Areadbhar for a set amount of times before paying a chakra price depending on the speed that the weapon was moving at, as long as he has endurance tiers to match the amount of chakra he's paying. When this happens, it's considered as a feint, leaving the target to have reaction tiers equivalent to the speed of the pull back when it was moving. Even if the cursed weapon starts to pick up in speed and moves at samurai speeds, as long as it's within the rank of speed that enzo can pay to manipulate, he still can. The chakra can also be preset into the spear

Speed - Chakra price to pull back- Number of times to manipulate/with endurance tiers
D - D - 1/2
C - C - 2/4
B - B - 3/6
A- A - 4/8
S - S - 5/10

Name: Bakuhatsu Style- Explosive Release: Exothermic Chakra Mode
Classification: Nintaijutsu
Rank: A-rank (Activation Price)
Class: Supplementary/Offensive
Range: Self

Description: The user wraps their body in a layer of Explosive Release chakra using the destructive chakra flow to give the user an explosive physical peak. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knockback of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations) Due to a Bakuhatsu's chosen style in Exothermic explosions, upon activation of the technique, he can choose an additional status effect to take place in addition to the explosive chakra knockback, physical attacks, or nintaijutsu. Enzo can only choose one additional status upon activation. For an additional blood price, his jutsu can become a kinjutsu chakra mode, which also makes the additional status affect paired with a new tier chain stipulation to counter it. After the blood price is paid, all that needs to be paid is the chakra price after.

Type of Status Effect - Tier Chain Required when Kinjutsu
Stun - Endurance+(Endurance)
Knock-Back - Endurance+Strength
Burn - Endurance+Defense
Dizzy - Endurance+Reaction

Name: Bakuhatsu Style- Explosive Release: Endothermic Chakra Mode
Classification: Nintaijutsu
Rank: A-rank (Activation Price)
Class: Supplementary/Offensive
Range: Self

Description: The user wraps their body in a layer of Explosive Release chakra using the destructive chakra flow to give the user an explosive physical peak. The effect on the body grants them increased mobility when used with natural tiers to make them outpace even samurai (A-rank++, A-rank+ without A-rank Speed). The technique also channels explosive release around the body, not only granting them an explosive propelling movement that causes an A rank knockback of explosive chakra with each dash, but grants A rank strength tiers as samurai level strength tiers if used with actual strength tiers. This mode, combined with taijutsu, allows the users to utilize nintaijutsu (Explosion Release Detonations) Due to A bakuhatsu's chosen style in Endothermic explosions, this chakra mode also grants the ability to break and shatter or otherwise destroy non-living things such as structures, weapons, armor or items that the user comes into contact with. Living beings take -1 rank below of damage this way when in contact, but this technique bypass Endurance Tiers or the Chakra Resistance of non-living objects unless one possesses A rank or higher Endurance+Defense+Strength Tiers or simply A rank orhigherChakra+Strength Tiers. Living weapons also count towards this effect. Depending on the rank of the user, multiple types of fire related materia can be used to mitigate half the cost for this technique.

Rank of User - Type of Heat based Materia
D - Fire
C - Heat
B - Blaze
A - Explosion (Exothermic)
S - Yugure


Name: Sweat Shop Reactor
Classification: Kinjtusu
Rank: S-rank
Class: Supplementary
Range: Self
Description: Through the use of focusing his body on producing sweat at will because of his mastery over explosive kung fu and juijutsu, Enzo can produce sweat and knit them into his Taijjutsu/Nintaijutsu techniques, increasing the power and damage, as well as allowing them to go up one stage in range. The amount of stamina that's committed to using this technique goes as follows, adding additional power up to S rank to the technique, denominations are displayed by a chart below. The damage itself tallies together as the overall damage in the damage check, with the stamina price only being paid if there is a damage check in the first place.

Stamina Cost- Bonus Damage
-1 Stamina - D Rank
-2 Stamina- C Rank
-3 Stamina - B Rank
-4 Stamina- A Rank
-5 Stamina- S Rank


Name: Morpher- Foldable Fuma Shuriken
Classification: Ninjutsu
Rank: B-rank
Class: Supplementary
Range: Contact

Description: This Jutsu correlates to the Bakuhatsu's special ability regarding morphing materials into any explosive shape that primes them for detonation on frictional impact. Depending on the user's ability to morph what they can, regarding their marks, the user is able to make B-rank Shuriken from any material they are able to morph. The Shuriken are three feet long, each dealing B Hybrid explosive damage on impact. The explosions created are as big as the Shuriken, and the elemental damage in question is mostly dependent on the material that was used. This technique costs no chakra, but there is a 6 P.T cooldown before another round of Kunai can be made. The amount of Shuriken made is dependent on the users rank.

D- 1
C- 2
B- 3
A- 4
S- 5


Name: Morpher - Multi Creation Technique
Classification: Ninjutsu
Rank: D-rank
Class: Supplementary
Range: Contact

Description: Normally, Morpher techniques come with a cool down and don't require chakra to make. However, when chakra is being used to make the morphed construct, the user can use a specific amount of chakra in order to increase the productivity of how many constructs are made depending on the size. Each sized has a fixed multiplier depending on that size, adding into the paired sum of the created morphed construct.

Chakra Price- Size- Sum Multiplier
D Rank - 1-5 ft (Tiny) - x5
C Rank- 6-10 Ft (small) - x4
B Rank - 11-15 Ft (Humanoid) - x3
A Rank- 16-20 Ft Medium Size- x2
S Rank- Large and higher 20 feet and up- one extra copy

Name: Shuriken Style- Venturi effect
Classification: Fighting Style
Rank: D-rank
Class: Supplementary
Range: Varies

Description: This technique is based off of how one throws a projectile at a target, giving a primary spin before it's release. This grants the projectile linear kinetic energy, allowing the projectile to ignore air resistance in favor of doing a series of curves. When these curves happen, the shuriken can curve around a target area and redirect itself, increasing the accuracy and causing the opponent need reaction tiers equal to it's speed to figure out the trajectory. The only downside is that the more that's committed to it the rotation, the less gravity potential the projectile has. This means that it can only go a certain distance, depending on how many rotation curves is on the questionable projectile. The amount of Rotations that enzo can put on a projectile is also equivalent to his speed tiers, capping at S rank. Subtracted gravity potential is based off of percentage of initial distance, before distance multiplier.

Name: Blood Sweat
Classification: Kinjtusu
Rank: D-rank
Class: Supplementary
Range: Self
Description: Going along with the skill of using his sweat to prime detonations, Enzo learned how to simulate his capillary blood vessels that feed the sweat glands, causing them to exude blood. This can usually be done by putting his body under extreme physical stress of friction by the use of physical feats, contacts that he makes in order to put himself in that feeling. Depending on the blood price paid during confirmed hits, Enzo's hits are converted to spiritual explosive hybrid instead. The blood price paid is dependent of the rank of the technique, and the price is only paid during a confirmed hit.

Rank of Technique- Blood Price Conversion
D - 1 D rank
C- 2 D ranks
B - 3D ranks
A- 1 c rank
S- 1 B rank

Name: Detonative Illusion- Killswitch
Classification: Ninjutsu
Rank: D-rank
Class: Supplementary/offensive
Range: Self
Description: This is actually one of the reasons why Enzo's genjutsu is so deadly. With the use of Enzo's explosive release methods, Enzo can turn a genjutsu into a bomb at will, causing explosive release damage from inside an opponent's body that's equivalent to the genjutsu rank. This ends the genjutsu, but does considerable explosive release damage to the individual's insides and chakra network. The price to turn it into is equivalent to the rank of the technique for non-detonative illusion genjutsu. For Detonative illusion genjutsu, the price to detonate it is one rank less than the original rank of the technique.

Name: Fire Style- Thermoception
Classification: Ninjutsu
Rank: A-rank
Class: Supplementary
Range: Long
Description: After forming signs, the user gains the ability of an A rank themal sense. This allows them to perceive the infrared spectrum (i.e. temperature), allowing them to see temperature variations in objects, people/creatures, and environment from up to 80 feet away. Even the target's lack of temperature is able to be sensed with this technique. However, Those with an A rank temperature shielding technique, or that are out side the 80 feet mark, are safe from being sensed.
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