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 Nikuyo's Death Dealing Skills

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Nikuyo
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PostSubject: Nikuyo's Death Dealing Skills   Sun Sep 24, 2017 12:42 pm

EDIT: Added Template


Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Power:[/b]
[b]Activation Cost:[/b]
[b]Upkeep Cost:[/b]
[b]Range:[/b]
[b]Speed:[/b]
[b]Element:[/b]
[b]Skill:[/b]
[b]Classification:[/b]
[b]Requirements:[/b]
[b]Parent Technique:[/b]
[b]Hand Seals:[/b]
[b]Description:[/b]
[b]Weaknesses:[/b]





Name: Pit Style
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 5
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu (Bukijutsu, Kenjutsu optional)
Classification: Village Exclusive
Requirements: Live through enough fights in the Pits
Parent Technique: N/A
Hand Seals: N/A
Description: The style of the Pit is one found only in the archipelago of the Land of Water. The clans that used to rely on piracy frequently pay to see people fight in a pit, finding it to be a great source of entertainment. The people who fight in the pit gain more than entertainment though, both in fame and in personal skill. It's a style bred out of pure desperation, adjusting itself to suit the situation at hand. In the Pit, you don't know what weapon you'll be given. Sometimes you're given none and must take one from somebody else. Every fight is to the death, should the crowd wish it, and any means required to win is used by those who have truly grasped what it means to be a Pit Fighter. Being agile is a requirement since rigidity only gets you a knife in the back when you're in the Pit.

Pit Style revolves around using any kind of weapon you can get your hands on, and barring that possibility, breaking your opponent and then killing them as efficiently and ruthlessly as possible. Knives, axs, rocks, swords, sticks, even dirt and sand are fair game. Anything to help you win. This ability to transform literally anything into an effective weapon is incredibly  Dirty tactics are right at home, with eye gouging and shots to the groin frequently used. Biting, headbutts, knees, anything and everything you can utilize to break your opponent before they break you. A few grappling maneuvers and throws are taught, just as a way to help balance the style, and a few lessons are devoted on what to do if you find yourself fighting on the ground. The official lessons given are not that complex or difficult, since most of the ins and outs of each individual's style is hammered out in the Pit where they either adapt or die.

Favored tactics are generally disarming your opponents regardless on whether you're armed or not, followed by breaking or otherwise disabling some part of your opponent to make killing them easier. Practitioners frequently practice interruption tactics, making this a style that is very good at countering. This really only applies to opponents around the same level of strength as you, as weaker opponents can typically be overwhelmed. This is because a great emphasis on speed is put into the style, since you rarely ever face a fair fight in the Pit. Killing people slowly only increases the chances of you being killed yourself, after all. This means fighters must be in peak physical condition and must have a decent awareness of their surroundings. They're taught the hardest way possible, through constant life and death situations, that being aware of all the enemies around you and being able to react to them is required to survive in the Pit. This experience also makes each practitioner's version of the style unique, with no two fighters fighting the same way once they get some experience under their belts.

This style grants a maximum of four pluses that may be distributed to Speed or Coordination any way the individual practitioner wishes. In addition, the absolutely ruthless approach in regards to interrupting and destroying your opponent through extremely close range fighting prevents their opponents from receiving boosts to Speed or Coordination from physical styles and their associated techniques when within range of the Pit fighter. This only applies to one stat or the other, not both. It also prevents debuffs to the user's Speed and Coordination by other styles when the Pit fighter is within range. This protection counts towards one or the other, not both.

Weaknesses: The style must be learned through constant struggling in the Pits of the Land of Water. This is a life threatening area, with death being a very real possibility. In addition to being forced to put your character's life on the line, they must also pay one-hundred experience per plus of boosts in order to access that boost- this displays their growth in the style's execution by constant victories in the Pit. Each plus also requires one victory in the pit, and the secondary effects cost another 100 experience and victory in the pit. This is the level of skill with the style that true champions possess, unmatched in personal combat.

In order to prevent boosts to someone else's stats via their styles, the user must also possess the skill said style belongs to so they have the personal knowledge and experience to work around these particular styles. Similarly, they must have the skill and equal Perception minimum if they wish to be immune from stat debuffs by opposing styles.




When this is approved, I'll post the mission that's going to be associated with learning it. It's going to be a PC ran mission where anybody who wants to learn the style has to fight a NPC operated by me and win. The NPC will be allowed to kill the Player Character. The only exception to this requirement is Nikuyo, since he's already been through the pits with his lore. He must still pay the experience costs associated with the technique, however.



Name: K.B.S.D.S (Kirigakure Basic Self Defense Skills)
Rank: D
Power: D
Activation Cost: N/A
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu
Classification: Kirigakure Specific, Open
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: K.B.S.D.S is a basic course of taijutsu techniques targeted specifically at self-defense. This style is provided to anybody who wishes to learn it, regardless of their skill at taijutsu, so that anybody within the village is able to adequetely defend themselves in a number of different scenarios. The course centers around reading moves to block, different ways to parry or counter, how to defend against common weapons (swords, kunai, daggers, etc), as well as a few offensive maneuvers comprised mostly of basic punches, elbows, throws, and a few submission techniques. Nothing is overly complicated, relying on basic footwork that anybody can learn and master and basic movements to accomplish the goals.

Provides a single plus to Strength and Coordination.

Weaknesses: A bit lacking on the offensive side of things, so it does not receive the boost to Strength when engaging as the aggressor.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Sep 24, 2017 1:11 pm

@Nikuyo wrote:
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Approved.



Pit Style- Eesh, this is one of those techniques that needs its own lore section. Couple points:
-An A-Rank Style's Upkeep is 10 points per post. I see that the boosts are of B-Rank level, but there are many other abilities and not much in the way of weaknesses, see below.

-Completely erasing all boosts of any type to any stat is too powerful. It has the potential to be minor and even inconsequential, but also to Debuff well over the limits of our systems. If you want to negatively impact another character's stats, you will need to apply a static Debuff. Since this ability would only affect boosted stats, the Debuff can be a level higher than normal. Keep in mind that the overall total boost of an A-Rank is 5+, and the overall Boost Debuff of an A-Rank is 5-. Depending on how you play that debuff, you could be looking at the power of two A-Ranks and the costs/weaknesses will need to reflect that.

-Switching which of the enemy's stats to Debuff is fine, but it is an extra ability above the norm. So, take that into consideration when weighing your Debuff amount and increasing the cost and/or adding weaknesses. You'll also need to specify how often a person can switch these, if at all, if you plan to keep this function.

-Preventing debuffs to one of your stats from enemy physical styles is basically a C-Rank style all on its own. I realize we don't have any out there just yet, but we have the system in place to make a Style's entire function based around debuffing the enemy, rather than boosting oneself. So you could potentially be completely thwarting an S-Rank Style with this, but it is a rather specific counter, hence why I say C-Rank. This ability, if you plan to keep it, will need a serious weakness to balance it or an extra 3 point upkeep.

-Switching the above protection between stats is the same as the other switch in this technique. It'll need its own balance or extra cost. You'll also need to specify how often the switch can occur. Keep in mind that if it can switch every post, then you're only a very, very short distance from having both, and this custom will be judged accordingly.

-This technique has no weaknesses. Making the technique (or a specific ability of the technique, as in the second paragraph of the weaknesses) harder to access goes only so far to balancing a technique. As an A-Rank style, you have access to up to 5+ boosts without weakness. Harder access gives you a little leeway with that, but what you have now for its abilities won't be matched by harder access alone. You will need to either increase the cost for those additional abilities, to a value directly proportional to power of those abilities, or add a weakness for every single one that balances them.
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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Sep 24, 2017 1:47 pm

@Nikuyo wrote:
Name: Pit Style
Rank: A
Power: A
Activation Cost: N/A
Upkeep Cost: 7
Range: User
Speed: N/A
Element: N/A
Skill: Taijutsu (Bukijutsu, Kenjutsu optional)
Classification: Relatively Open
Requirements: Live through enough fights in the Pits, C rank in every single physical skill and Perception minimum
Parent Technique: N/A
Hand Seals: N/A
Description: The style of the Pit is one found only in the archipelago of the Land of Water. The clans that used to rely on piracy frequently pay to see people fight in a pit, finding it to be a great source of entertainment. The people who fight in the pit gain more than entertainment though, both in fame and in personal skill. It's a style bred out of pure desperation, adjusting itself to suit the situation at hand. In the Pit, you don't know what weapon you'll be given. Sometimes you're given none and must take one from somebody else. Every fight is to the death, should the crowd wish it, and any means required to win is used by those who have truly grasped what it means to be a Pit Fighter. Being agile is a requirement since rigidity only gets you a knife in the back when you're in the Pit.

Pit Style revolves around using any kind of weapon you can get your hands on, and barring that possibility, breaking your opponent and then killing them as efficiently and ruthlessly as possible. Knives, axs, rocks, swords, sticks, even dirt and sand are fair game. Anything to help you win. This ability to transform literally anything into an effective weapon is incredibly  Dirty tactics are right at home, with eye gouging and shots to the groin frequently used. Biting, headbutts, knees, anything and everything you can utilize to break your opponent before they break you. A few grappling maneuvers and throws are taught, just as a way to help balance the style, and a few lessons are devoted on what to do if you find yourself fighting on the ground. The official lessons given are not that complex or difficult, since most of the ins and outs of each individual's style is hammered out in the Pit where they either adapt or die.

Favored tactics are generally disarming your opponents regardless on whether you're armed or not, followed by breaking or otherwise disabling some part of your opponent to make killing them easier. Practitioners frequently practice interruption tactics, making this a style that is very good at countering. This really only applies to opponents around the same level of strength as you, as weaker opponents can typically be overwhelmed. This is because a great emphasis on speed is put into the style, since you rarely ever face a fair fight in the Pit. Killing people slowly only increases the chances of you being killed yourself, after all. This means fighters must be in peak physical condition and must have a decent awareness of their surroundings. They're taught the hardest way possible, through constant life and death situations, that being aware of all the enemies around you and being able to react to them is required to survive in the Pit. This experience also makes each practitioner's version of the style unique, with no two fighters fighting the same way once they get some experience under their belts.

This style grants a maximum of four pluses that may be distributed to Speed or Coordination any way the individual practitioner wishes. In addition, the absolutely ruthless approach in regards to interrupting and destroying your opponent through extremely close range fighting makes fighting against it within this comfort zone exceptionally difficult. This results in a - to either the opponent's Speed or Coordination and can't be changed for the rest of the topic once chosen. This ability applies to each target individually, allowing for great flexibility in the user's approach to the fight. This same ferocity also protects Pit fighters from the methods of interruption present in styles like it, decreasing debuffs to Speed or Coordination given by fighting styles by one minus. Only one stat may be chosen for protection in this manner.

Weaknesses: The style must be learned through constant struggling in the Pits of the Land of Water. This is a life threatening area, with death being a very real possibility. In addition to being forced to put your character's life on the line, they must also pay one-hundred experience per plus of boosts in order to access that boost- this displays their growth in the style's execution by constant victories in the Pit. Each plus also requires one victory in the pit, and the secondary effects cost another 100 experience and victory in the pit. This is the level of skill with the style that true champions possess, unmatched in personal combat.

In order to prevent boosts to someone else's stats via their styles, the user must also possess the skill said style belongs to so they have the personal knowledge and experience to work around these particular styles. Similarly, they must have the skill and equal Perception minimum if they wish to be immune from stat debuffs by opposing styles. Uniquely, those who know Pit Style may negate both the debuffs and the protections of another practitioner.




When this is approved, I'll post the mission that's going to be associated with learning it. It's going to be a PC ran mission where anybody who wants to learn the style has to fight a NPC operated by me and win. The NPC will be allowed to kill the Player Character. The only exception to this requirement is Nikuyo, since he's already been through the pits with his lore. He must still pay the experience costs associated with the technique, however.






Outlined changes in red. Increased the cost by one point of stamina per post and made it slightly more restrictive to learn, greatly reduced the power and scope of the debuff and the protection. I also made it a more open technique to learn and gave it a unique weakness to itself. Now one can learn the technique if they survive the pits. Also kept the 500 experience needed to access all portions of the technique.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Sep 24, 2017 2:02 pm

So your cost now allows you to have the boosts and the one minus reduction to enemy debuffs.

The potential weakness of fighting another person with the same style is very unlikely, so I could see that balancing the ability to choose between Spd and Coo to this style's debuff.

You still need a weakness or a cost increase for the 2- that debuff provides. Since it's specific to one of two stats, it can be 2 points.

Also, specify that the protection and the debuff switches are something along the lines of per enemy per topic. The wording on the protection reads like it's set upon learning the technique.
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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Sep 26, 2017 6:49 pm

Specified what you wanted, lowered the debuff to one minus and increased cost to 7 since that's really as high as I want to go. With a 1 to 1 ratio, I figured that'd be okay.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Sep 26, 2017 8:38 pm

@Nikuyo wrote:
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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 17, 2017 5:07 pm

Name: Sensory Overload
Rank: A
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: User
Speed: N/A
Element: Raiton
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique, B rank Perception
Parent Technique: N/A
Hand Seals: Rat -> Snake
Description: After weaving the needed seals and having the Sensory technique active, Nikuyo injects raiton inwardly into his own nervous system through his neck and head while keeping track of how it is handled via the Sensory technique. This results in the range of his sensing being cut in half in order to focus on his own body more, specifically the flow of raiton within himself. In return for this, Nikuyo is able to enhance the rate at which his mind and body work in tandem with each other by speeding the messages sent along his nervous system up to as close to instant as one can get. In effect, it turns every action Nikuyo does into movements sharper than instincts and muscle memory would normally be able to do, eliminating all hesitation in his movements. This heightened nervous system increases the awareness he has of the world around him as his senses kick into overdrive, the signals from each of them being sent faster, analyzed faster, and reacted to faster than normal. The focused amount of Raiton cuts down on the actual cost of the technique, showcasing the focus paid on control rather than amount as well as a devotion to ninjutsu.

When activated, it immediately provides a one tier boost to his Perception as he become more aware of his immediate surroundings. Colors become more vibrant, small shapes become more clear, minute movements become as discernible as large ones. With the nature of this technique, his Coordination is kept at its highest possible level at all times. This means that external influences, such as a debuff to Coordination through fighting styles or Unique Abilities, may no longer drop his Coordination. He is able to use this technique in succession for one post per tier of base Perception he possesses before his focus on the raiton wavers and it cancels. For every two posts he does not use it, he gains one post of usage back as the stress of maintaining it recedes.

Weaknesses: The technique does not cost as much as usual for a C rank ninjutsu, but it requires immense focus as well as Sensing to be active beforehand which is a separate cost entirely. The range of the Sensing technique is also cut by half, quite a significant chunk, and the focus on maintaining raiton like this means he can't utilize high level ninjutsu simultaneously. Only B rank and lower ninjutsu may be used with this technique, and no other raiton element attacks or body enhancing ninjutsu either. Things that affect him directly, such as poisons or foreign chakra entering his body, can still lower his Coordination as that directly affects his body. If in a genjutsu, the technique does not work as his chakra system is too disturbed to focus it as he needs to.



Name: Frostbite
Rank:B
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 30 meters
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: Deep Freeze
Hand Seals: Monkey
Description: This technique draws from a specific portion of the Deep Freeze technique, focuses it into its own jutsu, and then enhances the base effect to surpass that of the original. The attribute taken from Deep Freeze is the cold generated from the higher levels of the technique from the ice initially created around the user. Nikuyo has focused on that portion of the jutsu, replicating its effects without the subsequent devastation to the surrounding environment Deep Freeze would do. The range on the ability is increased, and the temperature generated is even more bitter and harsh than its parent technique. That incredibly cold temperature is enough to cause frostbite within one minute of exposure, lowering the Coordination of any within by -- the first two posts and then a full tier for every post after. After three posts of exposure, exposed skin begins to suffer the effects of frostbite. They will lose that body part to the cold a number of posts after the initial effects equal to how many tiers of Constitution they possess. Any standing water is frozen the turn of exposure. Suiton generated within is frozen the turn after it is created, including Nikuyo's suiton, and the bitter cold snuffs out the remnant flames of any katon techniques utilized the post after the technique is used.

Weaknesses: The harsh effects of the technique do not discriminate between friend and foe, making it an incredibly inhospitable technique for team situations. The ice created, unlike the parent jutsu, can't be used for other ice release techniques as it is being manipulated in and of itself to be colder than normal.

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Skills & Elements: Earth Release, Steel Release, Fuuninjutsu, Misc. Crafting, Ninjutsu, Ijutsu, Sensory, Kugutsu
Class: X
Ryo: 750,000 Ryo

PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 17, 2017 5:42 pm

@Nikuyo wrote:
Name: Sensory Overload
Rank: A
Power: C
Activation Cost: 3
Upkeep Cost: 1
Range: User
Speed: N/A
Element: Raiton
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique, B rank Perception
Parent Technique: N/A
Hand Seals: Rat -> Snake
Description: After weaving the needed seals and having the Sensory technique active, Nikuyo injects raiton inwardly into his own nervous system through his neck and head while keeping track of how it is handled via the Sensory technique. This results in the range of his sensing being cut in half in order to focus on his own body more, specifically the flow of raiton within himself. In return for this, Nikuyo is able to enhance the rate at which his mind and body work in tandem with each other by speeding the messages sent along his nervous system up to as close to instant as one can get. In effect, it turns every action Nikuyo does into movements sharper than instincts and muscle memory would normally be able to do, eliminating all hesitation in his movements. This heightened nervous system increases the awareness he has of the world around him as his senses kick into overdrive, the signals from each of them being sent faster, analyzed faster, and reacted to faster than normal. The focused amount of Raiton cuts down on the actual cost of the technique, showcasing the focus paid on control rather than amount as well as a devotion to ninjutsu.

When activated, it immediately provides a one tier boost to his Perception as he become more aware of his immediate surroundings. Colors become more vibrant, small shapes become more clear, minute movements become as discernible as large ones. With the nature of this technique, his Coordination is kept at its highest possible level at all times. This means that external influences, such as a debuff to Coordination through fighting styles or Unique Abilities, may no longer drop his Coordination. He is able to use this technique in succession for one post per tier of base Perception he possesses before his focus on the raiton wavers and it cancels. For every two posts he does not use it, he gains one post of usage back as the stress of maintaining it recedes.

Weaknesses: The technique does not cost as much as usual for a C rank ninjutsu, but it requires immense focus as well as Sensing to be active beforehand which is a separate cost entirely. The range of the Sensing technique is also cut by half, quite a significant chunk, and the focus on maintaining raiton like this means he can't utilize high level ninjutsu simultaneously. Only B rank and lower ninjutsu may be used with this technique, and no other raiton element attacks or body enhancing ninjutsu either. Things that affect him directly, such as poisons or foreign chakra entering his body, can still lower his Coordination as that directly affects his body. If in a genjutsu, the technique does not work as his chakra system is too disturbed to focus it as he needs to.

This technique is about S Rank in power and the cost should probably reflect that. Making Coordination debuff-free for a max of six posts should cost around that range. A flat S Rank activation cost should then be good enough and I don't think it necessarily warrants a high upkeep. I'd keep the 1 pt per turn only because you are also boosting Perception by a full tier.

Naturally this tier doesn't count for the purpose of tracking how long the user can keep this technique active.

"For every two posts he does not use it, he gains one post of usage back as the stress of maintaining it recedes."

I'd strike this down as well.

If you don't want to pay that much chakra then debuff-proofing Con will need some limitations as opposed to giving the stat blanket immunity. Such as some sort of scale if the style in question is the same rank as his Coor for example then it would be able to debuff etc etc.


@Nikuyo wrote:

Name: Frostbite
Rank:B
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 30 meters
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: Deep Freeze
Hand Seals: Monkey
Description: This technique draws from a specific portion of the Deep Freeze technique, focuses it into its own jutsu, and then enhances the base effect to surpass that of the original. The attribute taken from Deep Freeze is the cold generated from the higher levels of the technique from the ice initially created around the user. Nikuyo has focused on that portion of the jutsu, replicating its effects without the subsequent devastation to the surrounding environment Deep Freeze would do. The range on the ability is increased, and the temperature generated is even more bitter and harsh than its parent technique. That incredibly cold temperature is enough to cause frostbite within one minute of exposure, lowering the Coordination of any within by -- the first two posts and then a full tier for every post after. After three posts of exposure, exposed skin begins to suffer the effects of frostbite. They will lose that body part to the cold a number of posts after the initial effects equal to how many tiers of Constitution they possess. Any standing water is frozen the turn of exposure. Suiton generated within is frozen the turn after it is created, including Nikuyo's suiton, and the bitter cold snuffs out the remnant flames of any katon techniques utilized the post after the technique is used.

Weaknesses: The harsh effects of the technique do not discriminate between friend and foe, making it an incredibly inhospitable technique for team situations. The ice created, unlike the parent jutsu, can't be used for other ice release techniques as it is being manipulated in and of itself to be colder than normal.

Higher chakra cost.

Also, do the debuffs accumulated under this tech stack on top of the debuffs of Deep Freeze?

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Stats

  • Strength: D
  • Constitution: D
  • Stamina: A
  • Speed: D
  • Coordination: S
  • Intelligence: A
  • Perception: S
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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 17, 2017 6:04 pm

Sensory- This only specifically protects Coordination from things like Fighting Styles, which is described in the technique itself. Poison, genjutsu, ninjutsu, ijutsu, wounds, all of that shit still lowers coordination. You moving around a certain way and lowering my coordination is prevented by this because you aren't directly affecting what my body can do with those fancy movements, but Nikuyo is directly affecting his body with chakra. That is far from a blanket immunity and in no way warrants a 25 point activation. The cost is also mitigated due to his sensory range being literally halved while using this. That eliminates a lot of his long range capacity for closer range engagements. The boost is in line with a C rank technique as well. If that explanation still isn't enough, then I propose something else. To keep the costs as is, could I lower the boost by a +or cut sensory range to 1/4?


Frostbite- Can I reduce range to 20 meters instead of increasing the chakra cost? Perhaps decrease the range and up the cost to 7, if that's still not okay? And no, this technique is Deep Freeze except much colder and a much shorter range. If Deep Freeze was active, this debuff would simply replace Deep Freeze's since the temperature just drops and would replace the coldness of Deep Freeze.

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Class: X
Ryo: 750,000 Ryo

PostSubject: Re: Nikuyo's Death Dealing Skills   Thu Oct 19, 2017 7:55 pm

@Nikuyo wrote:
Sensory- This only specifically protects Coordination from things like Fighting Styles, which is described in the technique itself. Poison, genjutsu, ninjutsu, ijutsu, wounds, all of that shit still lowers coordination. You moving around a certain way and lowering my coordination is prevented by this because you aren't directly affecting what my body can do with those fancy movements, but Nikuyo is directly affecting his body with chakra. That is far from a blanket immunity and in no way warrants a 25 point activation. The cost is also mitigated due to his sensory range being literally halved while using this. That eliminates a lot of his long range capacity for closer range engagements. The boost is in line with a C rank technique as well. If that explanation still isn't enough, then I propose something else. To keep the costs as is, could I lower the boost by a +or cut sensory range to 1/4?

The cost is still ridiculously low. Like it needs to be an activation cost of 10 and and upkeep of like 3 at minimum to consider what you have right now. I'd also say blanket immunity at that chakra cost is still iffy. If you lower the boost by a + and 1/4 though you can keep the activation cost at 10 and the upkeep at 3.


@Nikuyo wrote:
Frostbite- Can I reduce range to 20 meters instead of increasing the chakra cost?

No I don't find that balanced.

@Nikuyo wrote:
And no, this technique is Deep Freeze except much colder and a much shorter range. If Deep Freeze was active, this debuff would simply replace Deep Freeze's since the temperature just drops and would replace the coldness of Deep Freeze.

Also this technique seems to get around many of the limitations and restrictions for Deep Freeze but with less chakra so I don't see how its approvable when this is just a version that is stronger AND costs less chakra.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Fri Oct 20, 2017 6:55 pm

@Nikuyo wrote:
Name: Sensory Overload
Rank: A
Power: C
Activation Cost: 7
Upkeep Cost: 2
Range: User
Speed: N/A
Element: Raiton
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique, B rank Perception
Parent Technique: N/A
Hand Seals: Rat -> Snake
Description: After weaving the needed seals and having the Sensory technique active, Nikuyo injects raiton inwardly into his own nervous system through his neck and head while keeping track of how it is handled via the Sensory technique. This results in the range of his sensing being cut down to a mere fifteen meters in order to focus on his own body more, specifically the flow of raiton within himself. In return for this, Nikuyo is able to enhance the rate at which his mind and body work in tandem with each other by speeding the messages sent along his nervous system up to as close to instant as one can get. In effect, it turns every action Nikuyo does into movements sharper than instincts and muscle memory would normally be able to do, eliminating all hesitation in his movements. This heightened nervous system increases the awareness he has of the world around him as his senses kick into overdrive, the signals from each of them being sent faster, analyzed faster, and reacted to faster than normal. The focused amount of Raiton cuts down on the actual cost of the technique, showcasing the focus paid on control rather than amount as well as a devotion to ninjutsu.

When activated, it immediately provides a boost to his Perception of ++ as he become more aware of his immediate surroundings. Colors become more vibrant, small shapes become more clear, minute movements become as discernible as large ones. With the nature of this technique, his Coordination is kept at its highest possible level at all times. This means that external influences, such as a debuff to Coordination through fighting styles or Unique Abilities, may no longer drop his Coordination. He is able to use this technique in succession for one post per tier of base Perception he possesses before his focus on the raiton wavers and it cancels. Once the technique reaches its maximum post limit or Nikuyo deactivates it, he must wait five posts in order to use it again.

Weaknesses: The technique does not cost as much as usual for an A rank ninjutsu, but it requires immense focus as well as Sensing to be active beforehand which is a separate cost entirely. The range of the Sensing technique is also cut to 15 meters, quite a significant cut, and the focus on maintaining raiton like this means he can't utilize high level ninjutsu simultaneously. Only B rank and lower ninjutsu may be used with this technique, and no other raiton element attacks or body enhancing ninjutsu either. Things that affect him directly, such as poisons or foreign chakra entering his body, can still lower his Coordination as that directly affects his body. If in a genjutsu, the technique does not work as his chakra system is too disturbed to focus it as he needs to. If the opponent moves too quickly for Nikuyo to accurately keep track of, he doesn't receive the protection to Coordination.



Name: Frostbite
Rank:B
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 30 meters
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: Deep Freeze
Hand Seals: Monkey
Description: This technique draws from a specific portion of the Deep Freeze technique, focuses it into its own jutsu, and then enhances the base effect to surpass that of the original. The attribute taken from Deep Freeze is the cold generated from the higher levels of the technique from the ice initially created around the user. Nikuyo has focused on that portion of the jutsu, replicating its effects without the subsequent devastation to the surrounding environment Deep Freeze would do. The range on the ability is increased, and the temperature generated is even more bitter and harsh than its parent technique. That incredibly cold temperature is enough to cause frostbite within one minute of exposure, lowering the Coordination of any within by -- the first two posts and then a full tier for every post after. After three posts of exposure, exposed skin begins to suffer the effects of frostbite. They will lose that body part to the cold a number of posts after the initial effects equal to how many tiers of Constitution they possess. Any standing water is frozen the turn of exposure. Suiton generated within is frozen the turn after it is created, including Nikuyo's suiton, and the bitter cold snuffs out the remnant flames of any katon techniques utilized the post after the technique is used.

Weaknesses: The harsh effects of the technique do not discriminate between friend and foe, making it an incredibly inhospitable technique for team situations. The ice created, unlike the parent jutsu, can't be used for other ice release techniques as it is being manipulated in and of itself to be colder than normal.





Edited Sensory Overload to what we discussed.




Added a copy of Frostbite so the scroll is shorter. Frostbite is different than Deep Freeze in that it has less than 10% of Deep Freeze's possible maximum range. It instead focuses what was a quantitative ninjutsu and focuses that into a qualitative ninjutsu that effects a smaller area but has a more intense effect than the parent technique. That's the entire point of the technique. It has less than 10% of Deep Freeze's maximum range in exchange for making what range it does have bitterly cold, far colder than Deep Freeze could achieve. At bitterly cold temperatures, like the ones that cause frostbite within a couple minutes as this technique does, water freezes. Fast. Fire goes out, fast. This doesn't cancel the usage of the technique, only the remnants of it. So if you use Exploding Colliding Wave and I use this, your attack still goes through but the water around Nikuyo is going to start freezing the next post.

If you use a fireball, it'll still kill him if it hits him while using this. But if it lights the ground on fire within the range, it's going to be snuffed out quickly. There's no canceling of techniques or insta freezing them with additional chakra, the cold generated from the technique's sole purpose of being really cold is just, well, cold. Additionally, this is restricted to freezing the water in the air to generate the effect. This is why only what water is within range is frozen instead of spreading like Deep Freeze. Just getting out of range of this saves you from the debuff.

With that explanation, would a compromise of 8 stamina, 20 meters range (a reduction from what's listed), having warm clothing reduce the debuff by one minus and making it so equal rank chakra armors reduce the effects to one minus with higher rank armors negating it be okay?

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sat Oct 21, 2017 6:24 pm

"Once the technique reaches its maximum post limit or Nikuyo deactivates it, he must wait five posts in order to use it again."
*^ Tsuyo put that the maximum post limit is 5 posts


"If the opponent moves too quickly for Nikuyo to accurately keep track of, he doesn't receive the protection to Coordination."


*^ This is BEFORE the boost that he receives from this technique
Put in those caveats and Sensory Overload is ready to be approved

Make those changes to Sensory Overload. I'll look at Frostbite either tomorrow or Monday.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 24, 2017 10:04 pm

@Nikuyo wrote:
@Nikuyo wrote:
Name: Sensory Overload
Rank: A
Power: C
Activation Cost: 6
Upkeep Cost: 1.5
Range: User
Speed: N/A
Element: Raiton
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique, B rank Perception
Parent Technique: N/A
Hand Seals: Rat -> Snake
Description: After weaving the needed seals and having the Sensory technique active, Nikuyo injects raiton inwardly into his own nervous system through his neck and head while keeping track of how it is handled via the Sensory technique. This results in the range of his sensing being cut down to a mere fifteen meters in order to focus on his own body more, specifically the flow of raiton within himself. In return for this, Nikuyo is able to enhance the rate at which his mind and body work in tandem with each other by speeding the messages sent along his nervous system up to as close to instant as one can get. In effect, it turns every action Nikuyo does into movements sharper than instincts and muscle memory would normally be able to do, eliminating all hesitation in his movements. This heightened nervous system increases the awareness he has of the world around him as his senses kick into overdrive, the signals from each of them being sent faster, analyzed faster, and reacted to faster than normal. The focused amount of Raiton cuts down on the actual cost of the technique, showcasing the focus paid on control rather than amount as well as a devotion to ninjutsu.

When activated, it immediately provides a boost to his Perception of ++ as he become more aware of his immediate surroundings. Colors become more vibrant, small shapes become more clear, minute movements become as discernible as large ones. With the nature of this technique, his Coordination is kept at its highest possible level at all times. This means that external influences, such as a debuff to Coordination through fighting styles or Unique Abilities, do not apply to his Coordination up to a maximum of 3 minuses protected against. He is able to use this technique for five posts before his focus on the raiton wavers and it cancels. Once the technique reaches its maximum post limit or Nikuyo deactivates it, he must wait five posts in order to use it again.

Weaknesses: The technique does not cost as much as usual for an A rank ninjutsu, but it requires immense focus as well as Sensing to be active beforehand which is a separate cost entirely. The range of the Sensing technique is also cut to 15 meters, quite a significant cut. Things that affect him directly, such as poisons or foreign chakra entering his body, can still lower his Coordination as that directly affects his body. If in a genjutsu of ANY rank, the technique does not work as his chakra system is too disturbed to focus it as he needs to. If the opponent moves too quickly for Nikuyo to accurately keep track of, he doesn't receive the protection to Coordination.



Name: Frostbite
Rank:B
Power: C
Activation Cost: 5
Upkeep Cost: 3
Range: 30 meters
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: Deep Freeze
Hand Seals: Monkey
Description: This technique draws from a specific portion of the Deep Freeze technique, focuses it into its own jutsu, and then enhances the base effect to surpass that of the original. The attribute taken from Deep Freeze is the cold generated from the higher levels of the technique from the ice initially created around the user. Nikuyo has focused on that portion of the jutsu, replicating its effects without the subsequent devastation to the surrounding environment Deep Freeze would do. The range on the ability is increased, and the temperature generated is even more bitter and harsh than its parent technique. That incredibly cold temperature is enough to cause frostbite within one minute of exposure, lowering the Coordination of any within by -- the first two posts and then a full tier for every post after. After three posts of exposure, exposed skin begins to suffer the effects of frostbite. They will lose that body part to the cold a number of posts after the initial effects equal to how many tiers of Constitution they possess. Any standing water is frozen the turn of exposure. Suiton generated within is frozen the turn after it is created, including Nikuyo's suiton, and the bitter cold snuffs out the remnant flames of any katon techniques utilized the post after the technique is used.

Weaknesses: The harsh effects of the technique do not discriminate between friend and foe, making it an incredibly inhospitable technique for team situations. The ice created, unlike the parent jutsu, can't be used for other ice release techniques as it is being manipulated in and of itself to be colder than normal.





Edited Sensory Overload to what we discussed.




Added a copy of Frostbite so the scroll is shorter. Frostbite is different than Deep Freeze in that it has less than 10% of Deep Freeze's possible maximum range. It instead focuses what was a quantitative ninjutsu and focuses that into a qualitative ninjutsu that effects a smaller area but has a more intense effect than the parent technique. That's the entire point of the technique. It has less than 10% of Deep Freeze's maximum range in exchange for making what range it does have bitterly cold, far colder than Deep Freeze could achieve. At bitterly cold temperatures, like the ones that cause frostbite within a couple minutes as this technique does, water freezes. Fast. Fire goes out, fast. This doesn't cancel the usage of the technique, only the remnants of it. So if you use Exploding Colliding Wave and I use this, your attack still goes through but the water around Nikuyo is going to start freezing the next post.

If you use a fireball, it'll still kill him if it hits him while using this. But if it lights the ground on fire within the range, it's going to be snuffed out quickly. There's no canceling of techniques or insta freezing them with additional chakra, the cold generated from the technique's sole purpose of being really cold is just, well, cold. Additionally, this is restricted to freezing the water in the air to generate the effect. This is why only what water is within range is frozen instead of spreading like Deep Freeze. Just getting out of range of this saves you from the debuff.

With that explanation, would a compromise of 8 stamina, 20 meters range (a reduction from what's listed), having warm clothing reduce the debuff by one minus and making it so equal rank chakra armors reduce the effects to one minus with higher rank armors negating it be okay?





Edited as per the new agreement. Zoom Zoom said since Sensory is part of the upkeep, I could detract .5 upkeep from the upkeep of this tech.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Thu Oct 26, 2017 8:54 am

The maximum range of Deep Freeze at 5 points (the cost of Frostbite) is 50 meters and it does not reduce any stat. Even at the highest level, Deep Freeze only reduces Coordination by one minus. Going by cost, the maximum reduction Frostbite can have is 2- to one stat. You could require that a certain level of Deep Freeze be activated to use this technique and have Frostbite override its effects for however much it costs. In that case, the cost of both will be used to determine the upper limits of the technique.


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PostSubject: Re: Nikuyo's Death Dealing Skills   Fri Oct 27, 2017 4:29 pm

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sat Oct 28, 2017 10:17 pm

@Nikuyo wrote:
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PostSubject: Re: Nikuyo's Death Dealing Skills   Sat Oct 28, 2017 10:38 pm

Name: Heart of the Champion (Wolf of the Isle)
Rank: C
Power: C
Activation Cost: N/A
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: N/A, General Skill
Classification: Personal, Chosen Unique Custom
Requirements: Be Nikuyo
Parent Technique: N/A
Hand Seals: N/A
Description: Heart of the Champion is an ability possessed by Nikuyo wherein he draws out the inner strength he keeps innately held back to make fights more interesting. He becomes closer to the man he was while he was constantly fighting in the Pits, more akin to animal than man. This is Nikuyo's Unique Custom, granting him a Unique Boost to Strength of ++.

On top of this boost, Nikuyo can choose to let go of even more or even all of his restraint and go after his opponent with the ferocity he possessed at the height of his career as a Pit Fighter. For every minus of Intelligence he takes on, his Strength receives a normal boost of equal amount on top of the ++ that is counted as Unique. Once he hits a full tier, Nikuyo loses all sense of thought except killing whoever had been his target or targets once he entered that form. Any who interfere at this level of rabidness are subject to the same death as those he is trying to kill. Nikuyo simply gets them out of his way in the quickest way he can, which is usually just by killing them. If he enters this state, the name of the technique becomes "Wolf of the Isle" and he cannot exit it until he either kills somebody or runs out of stamina.

Weaknesses: Described in the description.



Name: Catcher's Mitt
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 1
Range: Palms of the hands
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Nikuyo coats the palms of his hands with an inch of ice, allowing him to catch and block bladed weapons without harm to himself. The focused nature of the technique allows it to block up to B rank chakra flow with the technique, too.
Weaknesses: The ice has Ice Release's natural durability, meaning S rank Strength can break the ice though the weapon used must be at least B grade in durability to not snap from the sheer force. Chakra flow of any rank lowers the Strength threshold by one and ups the durability threshold by one, leaving both at A. Also a very small area is covered with the ice, making it completely useless against area attacks.


Name: Short and Sweet
Rank: D
Power: D
Activation Cost: 3
Upkeep Cost: 1
Range: Varies
Speed: Varies
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A simple ninjutsu where Nikuyo creates small spikes of ice in his hands to be used as projectiles or as a weapon in hand to hand combat. They can be sharp or dull depending on Nikuyo's desire, and are capable of puncturing steel like a spear or heavy dart would be. The spikes are one foot in length and two inches in diameter, each with Ice Release's natural durability. Up to four may be created every post.
Weaknesses: N/A

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Oct 29, 2017 11:53 am

Heart of the Champion- Needs either a 5 point activation with a 1 point upkeep or no activation with a 3 point upkeep.

Catcher's Mitt- It's fine to use the Strength comparison normal for Ice Release, but in the case of other techniques, like chakra flow, this needs to follow the normal comparison as outline in Ice Release's specific strengths and weaknesses. So a B-Rank Chakra flow will beat this technique, and will match it only if its of an element that Ice is strong against. A C-Rank Chakra Flow will match (damage/destroy but not outright beat) this technique unless it's of an element that Ice is strong against (the flow will be blocked) or weak against (D-Rank flow would match).

Short and Sweet- Eh, those are strong spears to be creating every post for a point. I could do two per post, or you could switch it up to be a one time use ninjutsu that charges a point per spear. And I assume the Speed and Range variance is due to them being thrown by the user and not launched by the tech?
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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Oct 29, 2017 12:21 pm

@Nikuyo wrote:
Name: Heart of the Champion (Wolf of the Isle)
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 1
Range: User
Speed: N/A
Element: N/A
Skill: N/A, General Skill
Classification: Personal, Chosen Unique Custom
Requirements: Be Nikuyo
Parent Technique: N/A
Hand Seals: N/A
Description: Heart of the Champion is an ability possessed by Nikuyo wherein he draws out the inner strength he keeps innately held back to make fights more interesting. He becomes closer to the man he was while he was constantly fighting in the Pits, more akin to animal than man. This is Nikuyo's Unique Custom, granting him a Unique Boost to Strength of ++.

On top of this boost, Nikuyo can choose to let go of even more or even all of his restraint and go after his opponent with the ferocity he possessed at the height of his career as a Pit Fighter. For every minus of Intelligence he takes on, his Strength receives a normal boost of equal amount on top of the ++ that is counted as Unique. Once he hits a full tier, Nikuyo loses all sense of thought except killing whoever had been his target or targets once he entered that form. Any who interfere at this level of rabidness are subject to the same death as those he is trying to kill. Nikuyo simply gets them out of his way in the quickest way he can, which is usually just by killing them. If he enters this state, the name of the technique becomes "Wolf of the Isle" and he cannot exit it until he either kills somebody or runs out of stamina.

Weaknesses: Described in the description.



Name: Catcher's Mitt
Rank: C
Power: C
Activation Cost: 5
Upkeep Cost: 1
Range: Palms of the hands
Speed: N/A
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: Nikuyo coats the palms of his hands with an inch of ice, allowing him to catch and block bladed weapons without harm to himself. A fairly simple technique.
Weaknesses: The ice has Ice Release's natural durability, meaning S rank Strength can break the ice though the weapon used must be at least B grade in durability to not snap from the sheer force. Chakra flow of any rank lowers the Strength threshold by one and ups the durability threshold by one, leaving both at A. Also a very small area is covered with the ice, making it completely useless against area attacks.


Name: Short and Sweet
Rank: D
Power: D
Activation Cost: 1 per spear
Upkeep Cost: N/A
Range: Varies
Speed: Varies
Element: Ice
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: N/A
Description: A simple ninjutsu where Nikuyo creates small spikes of ice in his hands to be used as projectiles or as a weapon in hand to hand combat. They can be sharp or dull depending on Nikuyo's desire, and are capable of puncturing steel like a spear or heavy dart would be. The spikes are one foot in length and two inches in diameter, each with Ice Release's natural durability. Up to four may be created every post.
Weaknesses: N/A




Edited to suit~

And yes, the variance is because stats determine both of those things instead of it being a hard set limit with the technique.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Oct 29, 2017 12:24 pm

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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 31, 2017 5:03 pm

Name: Amplify
Rank: D
Power: Varies
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Varies
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: Amplify is a pretty simple technique. Three times per thread, Nikuyo can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank Nikuyo wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
Weaknesses: Nikuyo must pay an amount of stamina correspondent with the level of power he's making a technique. For example, if he used Wind Release: Divine Wind he could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them.

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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 31, 2017 5:08 pm

@Nikuyo wrote:
Name: Amplify
Rank: D
Power: Varies
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Varies
Skill: Ninjutsu
Classification: Personal
Requirements: N/A
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: Amplify is a pretty simple technique. Three times per thread, Nikuyo can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank Nikuyo wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
Weaknesses: Nikuyo must pay an amount of stamina correspondent with the level of power he's making a technique. For example, if he used Wind Release: Divine Wind he could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them.

I'm leaning towards denying a generic amplification technique but if we allow it I certainly wouldn't let something like this only be restricted to one person.

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  • Intelligence: A
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PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Oct 31, 2017 5:51 pm

Okay, I'm fine with making it an open tech. Typing "Personal" is just muscle memory now I suppose haha

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PostSubject: Re: Nikuyo's Death Dealing Skills   Sun Nov 05, 2017 4:14 pm

Re did Amplify into something different and added one more



Name: Focused Amplification
Rank: D
Power: Varies
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Varies
Skill: Ninjutsu
Classification: Open to Kirigakure shinobi
Requirements: Requires the Ninjutsu Skill to be possessed, Intelligence perks do not apply unless Ninjutsu is known.
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: Focused Amplification is a pretty simple technique that marks a ninjutsu user's favorite element. The user can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank the user wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
Weaknesses: The user must pay an amount of stamina correspondent with the level of power they're making a technique. For example, if they used Wind Release: Divine Wind they could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element.






Name: Neutralizer
Rank: C
Power: Varies
Activation Cost: Varies
Upkeep Cost: N/A
Range: 30 meters
Speed: Equal to user's Base Coordination
Element: N/A
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique
Parent Technique: N/A
Hand Seals: Rat
Description: Nikuyo utilizes the Sensory technique to determine the amount of chakra an opponent is using in a given ninjutsu. Once he knows this, he makes the Rat seal and focuses chakra of an equal amount into his hand. He can then either touch what is affected by the technique to disturb the chakra that way or fire a crescent of chakra at it with the intention of neutralizing the chakra used in the opposing technique with this blast of chakra. This allows him to get rid of techniques an opponent may be using to enhance themselves and thus better level the playing field for him. The crescent is one meter wide.
Weaknesses: Nikuyo must pay an amount of chakra equal to what his opponent paid for the ninjutsu in question, and this technique doesn't actually harm his opponent in any fashion. All it does is neutralize a given jutsu, any injuring done afterwards must be done a different way. Chakra types Nikuyo doesn't know how to utilize, such as unknown elements, bijuu chakra, etc cannot be canceled by Nikuyo. Only chakra types he can manipulate, such as regular chakra and Suiton, can be neutralized as he knows how each of those types functions at its core as well as how to interrupt its functioning. Genjutsu is not affected at all.

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Nee-san Tetsudashi
Tsuchikage
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Posts : 621
Join date : 2016-12-07

Character File
Skills & Elements: Earth Release, Steel Release, Fuuninjutsu, Misc. Crafting, Ninjutsu, Ijutsu, Sensory, Kugutsu
Class: X
Ryo: 750,000 Ryo

PostSubject: Re: Nikuyo's Death Dealing Skills   Tue Nov 07, 2017 9:08 pm

@Nikuyo wrote:
Re did Amplify into something different and added one more



Name: Focused Amplification
Rank: D
Power: Varies
Activation Cost: 3
Upkeep Cost: N/A
Range: N/A
Speed: N/A
Element: Varies
Skill: Ninjutsu
Classification: Open to Kirigakure shinobi
Requirements: Requires the Ninjutsu Skill to be possessed, Intelligence perks do not apply unless Ninjutsu is known.
Parent Technique: N/A
Hand Seals: Hand seals for original jutsu plus the Snake seal at the end
Description: Focused Amplification is a pretty simple technique that marks a ninjutsu user's favorite element. The user can utilize this technique in order to make a jutsu more powerful than it ordinarily would be. This is represented by the power of the technique increasing to whatever rank the user wishes. All aspects of the technique are empowered equally, including speed and range. The range of techniques are increased by 50% per increased rank.
Weaknesses: The user must pay an amount of stamina correspondent with the level of power they're making a technique. For example, if they used Wind Release: Divine Wind they could up the power to S rank by paying the activation for this technique AND a S rank amount of stamina for Divine Wind itself. Can only be used with Ninjutsu, and techniques that boost or debuff stats can't have this technique applied to them. The user may only have one element applicable for this technique, or all non-elemental ninjutsu if they lack an element.

I meant open up to everyone not just Kirigakure. Generic amplifications of techniques are a pretty big deal and have far reaching implications. I think its the sort of thing that should be open to everyone or no one.




@Nikuyo wrote:

Name: Neutralizer
Rank: C
Power: Varies
Activation Cost: Varies
Upkeep Cost: N/A
Range: 30 meters
Speed: Equal to user's Base Coordination
Element: N/A
Skill: Ninjutsu, Sensory
Classification: Personal
Requirements: Sensing Technique
Parent Technique: N/A
Hand Seals: Rat
Description: Nikuyo utilizes the Sensory technique to determine the amount of chakra an opponent is using in a given ninjutsu. Once he knows this, he makes the Rat seal and focuses chakra of an equal amount into his hand. He can then either touch what is affected by the technique to disturb the chakra that way or fire a crescent of chakra at it with the intention of neutralizing the chakra used in the opposing technique with this blast of chakra. This allows him to get rid of techniques an opponent may be using to enhance themselves and thus better level the playing field for him. The crescent is one meter wide.
Weaknesses: Nikuyo must pay an amount of chakra equal to what his opponent paid for the ninjutsu in question, and this technique doesn't actually harm his opponent in any fashion. All it does is neutralize a given jutsu, any injuring done afterwards must be done a different way. Chakra types Nikuyo doesn't know how to utilize, such as unknown elements, bijuu chakra, etc cannot be canceled by Nikuyo. Only chakra types he can manipulate, such as regular chakra and Suiton, can be neutralized as he knows how each of those types functions at its core as well as how to interrupt its functioning. Genjutsu is not affected at all.

A set neutralizer kind of messes with the Element chart also in theory if Nikuyo or anyone else learned all five elements they would have a generic counter to every elemental ninjutsu technique. This should be capped at B Rank accordingly or maybe put in some other restrictions.

_________________
Stats

  • Strength: D
  • Constitution: D
  • Stamina: A
  • Speed: D
  • Coordination: S
  • Intelligence: A
  • Perception: S
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PostSubject: Re: Nikuyo's Death Dealing Skills   

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Nikuyo's Death Dealing Skills
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