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    Shinsui's Techniques

    Madrigal Hyuga
    Madrigal Hyuga

    Posts : 137
    Join date : 2020-01-04

    Shinsui's Techniques Empty Shinsui's Techniques

    Post by Madrigal Hyuga on Sat Jan 11, 2020 7:52 pm

    Taijutsu

    E Ranks:


    Name: One Thousand Years of Death
    Rank: E
    Activation Cost: 0.5
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user tightly clasps their hands together and extends their middle and index fingers, resembling the Tiger hand seal. Using the full weight of their body, the user thrusts these four fingers between the target's buttocks, or any other target of their choosing.

    This technique boosts the user's Strength by +1 advantage.

    Weaknesses: This technique requires the user to utilize their entire body in a lunge-like motion forcing them to be stationary.

    D Ranks:


    Name: Arhat Fist
    Rank: D
    Power: C
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements:  C-tier Strength without Taijutsu or D-tier Strength with Taijutsu.
    Parent Technique: N/A
    Hand Seals: -
    Description: This style of combat focuses on simple physical attacks such as palm strikes, shoulder thrusts, knee strikes, and punches. The style uses brute strength to achieve its goals, keeping things simple by not attempting extended combination attacks. Instead it uses single attacks or short combinations with power behind them instead of speed, packing enough strength with some users to shatter large rocks.

    Boosts Strength by +1 tier with Taijutsu or by a +1 advantage without Taijutsu.

    Weaknesses: Without Taijutsu the user's Speed is also lowered by -2 advantages.

    Name: Rising Knee
    Rank: D
    Activation Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description: A simple technique where the user drives their knee upwards into an opponent's abdomen.

    Boosts Strength by +2 advantages.

    Weaknesses: N/A

    Name: Shoulder Charge
    Rank: D
    Activation Cost: 3
    Range: 0 - 3 m.+
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Arhat Fist
    Hand Seals: -
    Description: The user throws all their weight behind a shoulder thrust aimed at driving their opponent off their feet. The user may choose to further enhance the strength of their impact by rushing their opponent by at least three meters.

    Boosts Strength by +2 advantages. Boosts Strength by +1 tier if charged at least three meters.

    Weaknesses: In order to benefit from the charging bonus you must rush your opponent in a straight line.

    Name:  Leaf Whirlwind
    Rank: D
    Activation Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique: Strong Fist
    Hand Seals: -
    Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.

    Boosts Strength by +1 advantage and Coordination by +1 advantage

    Weaknesses: N/A

    Name: Leaf Gale
    Rank: D
    Activation Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique: Strong Fist
    Hand Seals: -
    Description:  A simple, yet efficient attack that involves the user aiming at the opponent's leg and knocking them off their feet with a swift rotating kick.

    Increases Coordination for the sweep by +2 advantages.

    Weaknesses: N/A

    Name: Dynamic Entry
    Rank: D
    Power: C
    Activation Cost: 5
    Range: 0 - 20 m.
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique: Strong Fist
    Hand Seals: -
    Description: The technique is basically the user performing a jump kick into their opponent's face from a distance. Usually preceded by some form of distraction to make it easier to land the kick.

    Increases Strength by +1 advantage and Speed by +2 advantages.

    Weaknesses: The user attacks in a straight line using this technique, and it's pretty easy to avoid if one is paying even the smallest bit of attention.
    C Ranks:

    Name: Strong Fist
    Rank: C
    Upkeep Cost: 3
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: -
    Parent Technique: N/A
    Hand Seals: -
    Description: Strong Fist is Konohagakure's signature fighting style, the purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Hyūga Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi.

    This fighting style generally does not beat around the bush in its tactics, with many practitioners charging head on at an opponent. This bullish attitude is backed up with incredibly quick and agile maneuvers and acrobatics to launch powerful strings of kicks and knees. Many of its signature techniques revolve around these particularly powerful kicks. Upper body strikes are still utilized quite often, including various strikes with the hand and generous elbows. Those who can use this physical style are a force to be reckoned with, as they can put together incredible strings of attacks that have a deceptive amount of force behind them without slowing between strikes.

    This style boosts Strength a + and Coordination by a ++. The user may sacrifice speed for power if they choose, reversing these boosts. Once reversed, they can't be reversed again for three posts beginning the post after the switch.

    Weaknesses: N/A

    Name: Leaf Great Whirlwind
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: -
    Parent Technique: Strong Fist
    Hand Seals: -
    Description: The Leaf Great Whirlwind is a technique that involves a series of kicking attacks. The user starts off by going for swift low kick, to a kick to the gut, to a high jump kick, before ending the attack with a heel drop. As the rotation speed picks up, the user gains buoyancy, which they use to shift into gradually higher attacks as they proceed through the combo, ending at three meters into the air when the heel drop is done.

    Boost Coordination by +1 tier for series of kicks. The boost is swapped to Strength for the heel drop.

    Name: Shadow of the Dancing Leaf
    Rank: C
    Activation Cost: 5
    Range: 0 - 20 m.
    Speed: Self
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique:  Strong Fist
    Hand Seals: -
    Description: A technique used to appear behind an airborne opponent, mimicking how their body is positioned, just like a leaf that dances in the air is followed by its shadow. While harmless on its own, it used as a stepping stone to perform techniques such as the Front Lotus and the Lion Combo. The technique is usually preceded by a swift upper kick that will launch the target into the air.

    Boosts Speed for the movement by +1 tier and +1 advantage.

    Weaknesses: N/A

    Name:  Leaf Rising Wind
    Rank: C
    Activation Cost: 5
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique: Strong Fist
    Hand Seals: -
    Description: This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. This technique can also be initiated while mid-air.

    Boosts Strength for the kick by a +1 tier.

    Weaknesses: N/A

    Weaknesses: N/A
    B Ranks:


    Name: Front Lotus
    Rank: B
    Activation Cost: 10
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: Gate of Opening, at least 10 m. of height
    Parent Technique: Strong Fist
    Hand Seals: -
    Description: Taking advantage of an airborne opponent, once behind their opponent the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. The Speed of the impact is determined by the user's Coordination and the power by the user's Strength.

    This technique boosts the user's Strength by +1 tier and Coordination by +1 advantage. By having at least 20 m. of height the user has more time to build velocity increasing the Coordination by another +2 advantages

    Weaknesses: Requiring the Gate of Opening the user suffers the drawbacks associated with using the First Gate.

    Name: Leaf Destroying Rock Rise
    Rank: B
    Activation Cost: 10
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique: Strong Fist
    Hand Seals: -
    Description:  A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target as the name suggests.

    Provides a boost to Strength of +1 tier and +1 advantage.

    Name: Leaf Great Flash
    Rank: B
    Activation Cost: 10
    Range: Self
    Speed: -
    Element: N/A
    Skill: Taijutsu
    Classification: Open (Konoha)
    Requirements: N/A
    Parent Technique:  Strong Fist
    Hand Seals: -
    Description: The user charges at their opponent and unleashes a powerful lateral kick.

    Boosts Speed for the initial dash by +1 tier and boosts Strength for the kick by a +1 advantage.

    A Ranks:
    S Ranks:


    Last edited by Shinsui on Sat Feb 01, 2020 7:37 pm; edited 3 times in total


    _________________
    Character Name: Madrigal Hyuga
    Spendable Experience: 180
    Total Experience: 1230
    Renown: 0
    Ryo: 111,275
    Stats:
    • Strength: D
    • Constitution: C
    • Stamina: C
    • Speed: C
    • Coordination: C
    • Intelligence: C
    • Perception: A


    Link to Character Updates: Here
    Link to Character Application: N/A
    Link to Known Techniques: See Character Updates.
    Madrigal Hyuga
    Madrigal Hyuga

    Posts : 137
    Join date : 2020-01-04

    Shinsui's Techniques Empty Re: Shinsui's Techniques

    Post by Madrigal Hyuga on Tue Jan 28, 2020 6:51 am

    Unlocked gates are highlighted in red.

    Kaimon


    The First Gate is the Gate of Opening. It is located in the brain and unlocks the full natural potential of the user's muscles by force. This is a prerequisite technique for the Primary Lotus, a technique derived from the Hachimon. The first gate gives the user a boost of ++ to Strength and Speed. Requires 100 experience to learn and gives access to the Primary Lotus technique.

    Kyūmon

    The Second Gate is the Gate of Healing, also located in the brain. It gives the user a boost to their maximum stamina pool of 20 points as well as a boost to Strength, Constitution, and Speed of +. This gate requires 200 experience to learn, but does not grant access to any additional techniques. (Str: 1 Tier, Spd: 1 Tier, Con: +, Sta: +20)

    Seimon

    The Third Gate is the Gate of Life. The third gate is located on the spine and increases the user's heart rate and thus increases the blood flow in their body to its natural limit. This turns the skin red and releases a small burst of chakra around the user upon initially opening. The user's hair is raised as a result of opening this gate, as the air pressure constantly exerted around the user pushes it away from their head. Their eyes also turn white, with the pupils disappearing which gives the user a somewhat surreal appearance. With this gate, the pain experienced by the user is tremendous for an average human to try handling. This gate grants a boost of + to the user's Strength, Constitution, and Speed. The increased blood flow in the body begins to multiply the pace at which clotting happens, meaning even the most severe injuries will cease to bleed after a post or two depending on the severity of the damage. While small size wounds will heal within a post, particularly severe damage, such as direct trauma to an internal organ or a severed limb, will take two posts. This ability is continuous throughout the usage of the gates. This Gate gives the user the ability to learn and use the Hidden Lotus technique. Costs 300 experience to unlock. (Str: 1 Tier+, Spd: 1 Tier+, Con: ++, Sta: +20)

    Shōmon

    The Fourth Gate is the Gate of Pain. It is also located on the spine. This gate is meant to keep the body's muscles from tearing themselves to pieces, and when it is forcibly unlocked the user is able to force their body into supernatural feats of strength. Increases the user's Strength, Constitution, and Speed by a boost of +. It also increases stamina by an additional 20 points. Costs 500 experience to unlock. (Str: 1 Tier++, Spd: 1 Tier++, Con: 1 Tier, Sta: +40)

    Tomon

    The Fifth Gate is the Gate of Limit. It is located in the abdomen and provides another burst of power to the user. The Fifth Gate provides much the same function as the Fourth Gate, though to a higher degree. When forcefully opened it provides a boost to Strength, Constitution, and Speed of + and grants an additional 20 maximum stamina. Costs 600 experience to unlock. (Str: 2 Tiers, Spd: 2 Tiers, Con: 1 Tier+, Sta: +60)

    Keimon

    The Sixth Gate is the Gate of Joy. It is located in the stomach, providing another burst of power to the user. At this stage an aura erupts around the user with activation as sweat is evaporated from the surface of the user's skin from the huge increase to the temperature of the body, giving it a green tinge. This gate provides the user with a boost to Strength and Speed of + and Constitution of ++. Requires 750 experience to learn. Grants the user the ability to learn and utilize the Morning Peacock technique. (Str: 2 Tiers+, Spd: 2 Tiers+, Con: 2 Tiers, Sta: +60)

    Kyōmon

    The Seventh Gate is the Gate of Wonder. It is located below the stomach, the most powerful gate that can be unlocked without risk of death. Its power is said to match an ordinary man to that of the kage. The body is on the verge of tearing itself to pieces with this gate and the raw amount of chakra flowing through the user's body creates a blue aura on their skin by the increased rate of evaporation of their sweat. The Seventh Gate increases the user's Strength and Speed by a + and their Constitution by ++. This gate also increases stamina by an additional 20 points. Requires 1000 experience to unlock. Grants the user the ability to learn and utilize the Daytime Tiger. (Str: 2 Tiers++, Spd: 2 Tiers++, Con: 2 Tiers++, Sta: +80)

    Shimon

    The Eighth Gate is the Gate of Death and is also known as the Eight Gates Release Formation. This gate is located over the heart and requires the user to penetrate their heart with chakra to force the gate open. Once this gate is opened, there is no turning back. The only outcome can be death for the user, making it a very potent technique. The amount of power granted is far greater than that provided by the Seventh Gate, increasing the user's base Strength and Speed by one tier before applying the rest of the boosts from the other Seven Gates. The user's stamina is increased by an additional 20 points and is fully refreshed. The maximum boost becomes X++, attainable only if the user's base in the boosted stat(s) is(are) S rank. Their blue aura turns red as their blood begins to boil out of their skin from the chakra. This gives them the appearance of a demon, as this red aura curls around their body like fire and gives them a more evil visage. (Str: 3 Tiers ++, Spd: 3 Tiers++, Con: 2 Tiers++, Sta: +100)

    The eighth gate provides access to the Evening Elephant and Night Guy techniques. Any damage already done to the user is erased and the counter begins again upon activating the Eighth Gate. Those who utilize the Gate of Death are capable of fighting on the level of Bijuu, according to legend. This gate is gained with the Seventh Gate, as one can only open the Eighth Gate once making it impossible to learn in the traditional way.


    Drawbacks
    The taxation of the body is inflicted as soon as the Gates are opened, with damage varying based on how far the muscles are being pushed. As each Gate takes the body a step further, each one causes more damage than the last, which is represented by a - that is applied to the Strength, Speed, and Constitution of the user as soon as the Gates are closed. Each Gate beyond the First adds another - to that penalty, up to the maximum of 7- (2 Tiers-) with the Seventh Gate. The Eighth Gate, of course, causes death within a round of its closing.

    This damage can be fought off for as long as the Gates are open, but their duration is determined by the user's base Constitution. For each Tier in Constitution, the user can keep the Gates opened for 2 posts, starting at 2 with E-Tier and ending at 12 with S-Tier. Once this time limit ends, the Gates are forced closed and the damage described above takes effect.

    Once the damage takes effect, it will impair the user's stats until recovery takes place. Recovery happens over the course of real time days, that is, days passing in the real world and not in the game world. For every 4 days that pass, a single - is removed from all affected stats. This means it takes 4 days to fully recover from opening the First Gate, but 28 days to fully recover from the Seventh Gate. This time can be halved for as long as the character is receiving medical attention; this means first being treated by a Player Character with the Ijutsu Skill and then avoiding combat -entering combat will end the bonus and the character will need to be treated again to resume it.

    Please note that base stats are stats at the natural level, without taking any boosts or debuffs into account.


    _________________
    Character Name: Madrigal Hyuga
    Spendable Experience: 180
    Total Experience: 1230
    Renown: 0
    Ryo: 111,275
    Stats:
    • Strength: D
    • Constitution: C
    • Stamina: C
    • Speed: C
    • Coordination: C
    • Intelligence: C
    • Perception: A


    Link to Character Updates: Here
    Link to Character Application: N/A
    Link to Known Techniques: See Character Updates.
    Madrigal Hyuga
    Madrigal Hyuga

    Posts : 137
    Join date : 2020-01-04

    Shinsui's Techniques Empty Re: Shinsui's Techniques

    Post by Madrigal Hyuga on Sat Feb 01, 2020 7:36 pm

    Non-Elemental Ninjutsu

    E Ranks:


    Name: Body Replacement Technique
    Rank: E
    Activation Cost: 1
    Upkeep Cost: 1
    Range: Touch
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Tiger → Boar → Ox → Dog
    Description: When utilizing this technique the user applies the transformation technique to an inanimate object in reach— in most cases being a log— to look like the user. This makes the object serve as a dummy to the aggressor. When struck the object will revert back to its original form after two seconds time has passed giving the user the opportunity to strike their stalled opponent, or flee.

    The Body Replacement Technique allows the object to perform simple actions and can even react to damage received to make a more convincing illusion, however it cannot move from their location.

    Weaknesses: This technique serves as a means to lure in suspicious foe or stall an aggressor. Given its simplicity the technique cannot move or speak limiting its effectiveness as more cunning opponents will often not fall for the bait.  

    Name: Cloak of Invisibility
    Rank: E
    Activation Cost: 1
    Range: Touch
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: A piece of cloth large enough to cover their body
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user can make use of a piece of cloth by applying their chakra to change its design to reflect their environment. A ninja can make use of it through any environment allowing them to create an effect ghillie suit when needed.
    Weaknesses: Not incredibly effective against opponents with higher Perception.

    Name: Clone Technique
    Rank: E
    Activation Cost: 1
    Upkeep Cost: 1
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Ram → Snake → Tiger
    Description: For this technique, the user creates up to four afterimages of themselves to move alongside them. Unlike most other clone techniques, these afterimages have no substance and thus are incapable of damaging opponents. Because of this, it is only useful for confusing enemies while other attacks are prepared. When performing this technique the user assumes any position among the group.
    Weaknesses: Opponents can identify clones from their original through careful observation, as clones won't cast shadows, crush grass, kick up dust, etc.

    Name: Rope Escape Technique
    Rank: E
    Activation Cost: 1
    Range: Touch
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: This technique serves as a means to free themselves from any binding they may find themselves, such as vine entanglement or being tied up by a rope. When the user is bound, they do what they can to escape, such as by finding a way to untie the knot or dislocating their joints in order to get free of the bindings.
    Weaknesses: This technique can only work on passive bindings, such as inanimate and uncontrolled bindings.

    Name: Transformation Technique
    Rank: E
    Activation Cost: 1
    Upkeep Cost: 1
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Dog → Boar → Ram
    Description: This technique is most often used to disguise the user as another person, but they can also turn into an animal, plant, or inanimate object. Users will gain the attributes and physical features of whatever they transform into, such as a weapon's sharpness or an animal's fangs. The quality of the item or appendages cannot exceed D/D.
    Weaknesses: The user is limited to transforming into objects no smaller than 1/5 their size. The user cannot transform into items or creatures larger than themselves. This technique requires concentration. When the user suffers from exhaustion (below 30 CP) or receives a substantial blow the technique dispels automatically. A perceptive opponent may detect flaws, such as false smells or an intelligent opponent detecting inaccurate details. Despite taking on the properties of what they transform into the user can still receive damage as normal. This means transforming into a sword and clashing with another sword will result in the technique dispelling and the user getting injured. When taking on a creature's physical features this impacts your overall stat potential (aka no S-tier Strength birds flying through people.)

    Name: Unsealing Technique
    Rank: E
    Activation Cost: 1
    Range: Contact
    Speed: -
    Element: N/A
    Skill: General Skill
    Classification: Open/Academy Technique
    Requirements: -
    Parent Technique: -
    Hand Seals: N/A
    Description: A general skill anybody can learn in which, by applying a minuscule amount of chakra, will unseal the contents sealed within a scroll or tag.
    Weaknesses: Without having the Fuuinjutsu skill the user may not know the contents of a seal resulting in a potential trap

    D Ranks:


    Name: Body Flicker Technique
    Rank: D
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: 50m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: Open
    Requirements: -
    Parent Technique: -
    Hand Seals: Half Tiger
    Description: This technique enhances the user's movements by fortifying their step with chakra. This is essentially a burst of energy to make their body function at higher speeds. This technique boosts the user's movement speed by one tier up to 100 meters. If at any time they stop running they must require an reactivation. The hand seal may be held to constantly refresh the 100 meter limit providing a constant speed increase.
    Weaknesses: Just like a full sprint the user must remain in a straight line in order to benefit from the bonus. If the user were to change direction they must reactivate the technique.

    Name: Haze Clone Technique
    Rank: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: 0m-10m
    Speed: -
    Element: -
    Skill: Ninjutsu
    Classification: General Skill
    Requirements: -
    Parent Technique: Clone Technique
    Hand Seals: Dog → Tiger
    Description: At first glance it seems like a regular Clone Technique, but the haze clone uses a cunning trap to lure out the enemy. As the haze clones are not physically real, the attack will just pass through them. While attention is drawn to the clones, the real body attacks from the blind spot. During the illusion and resulting chaos, the enemy, who is caught up in the technique, can then be defeated. This technique allows for the creation of 10 clones total in a single casting. Like the parent technique however the clones are restricted in range and their ability to speak or act in any manner not consistent with a distraction.
    Weaknesses: -

    Name: Temporary Paralysis Technique
    Rank: D | A
    Activation Cost: 3 | 20
    Range: Touch
    Speed: B (A-rank version only)
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: Base S-tier Coordination (A-rank version only)
    Parent Technique: -
    Hand Seals: Tiger
    Description: A technique that physically restrains an opponent, as if the opponent had been tied in invisible steel ropes. It debilitates the victim for a short period of time, which allows the user to either strike again, or take the target into custody. In order to use this technique the user must place their middle and index finger against the spine, eyes, or head of their opponent. Users with incredible control over their chakra (base S-tier Coordination) can execute this technique through their eyes by having eye contact with their opponent.

    This restrains the target for one round.
    Weaknesses: N/A

    C Ranks:

    B Ranks:

    A Ranks:

    S Rank:



    _________________
    Character Name: Madrigal Hyuga
    Spendable Experience: 180
    Total Experience: 1230
    Renown: 0
    Ryo: 111,275
    Stats:
    • Strength: D
    • Constitution: C
    • Stamina: C
    • Speed: C
    • Coordination: C
    • Intelligence: C
    • Perception: A


    Link to Character Updates: Here
    Link to Character Application: N/A
    Link to Known Techniques: See Character Updates.
    Madrigal Hyuga
    Madrigal Hyuga

    Posts : 137
    Join date : 2020-01-04

    Shinsui's Techniques Empty Re: Shinsui's Techniques

    Post by Madrigal Hyuga on Sat Feb 01, 2020 7:39 pm

    Earth Ninjutsu

    D ranks:


    Name: Earth Release: Double Suicide Decapitation Technique
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: -
    Range: 10 m.
    Speed: -
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: -
    Description: This technique conceals the user underground and drags the object of their attack down into the earth, robbing them of their freedom, leaving them completely unable to move after they're underground. The user can only move in a linear fashion and can only remain underground for one post before they lose the ability to tunnel and must resurface or reactivate.
    Weaknesses: The user must have some way of sensing the target above or know where their target is before submerging.

    C ranks:


    Name: Earth Release: Hiding Like a Mole Technique
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: One tier below the user's Speed
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: -
    Description: This technique changes earth into fine sand by channeling chakra into it, allowing the user to dig through it like a mole. This effect goes around the body (not just the hands), making it just large enough for a person to move through. The user can pinpoint where they are, despite being underground, by sensing the magnetic forces. They can also sense what is happening on the surface and use that information to launch a surprise attack on the enemy. One can also hide deep in the ground, escaping to a depth where the enemy can't reach. It also appears that after digging, the ground can be returned to its original state, leaving no trace of where the user entered the earth.
    Weaknesses: N/A

    Name: Earth Release: Tearing Earth Turning Palm
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: -
    Range: 0 - 30 m.
    Speed: B
    Element: Earth
    Skill: Ninjutsu
    Classification: N/A
    Requirements: Preexisting Earth
    Parent Technique: N/A
    Hand Seals: Boar → Ox → Palms on Earth
    Description: This technique causes the ground surrounding the enemy to spiral inwards on itself, burying them alive or crushing them. This technique is capable of causing quite a bit of damage to the area.[2] This technique is much more damaging if used in rocky mountainous areas, or inside a cave.
    Weaknesses: N/A

    B ranks:

    A ranks:

    S ranks:



    _________________
    Character Name: Madrigal Hyuga
    Spendable Experience: 180
    Total Experience: 1230
    Renown: 0
    Ryo: 111,275
    Stats:
    • Strength: D
    • Constitution: C
    • Stamina: C
    • Speed: C
    • Coordination: C
    • Intelligence: C
    • Perception: A


    Link to Character Updates: Here
    Link to Character Application: N/A
    Link to Known Techniques: See Character Updates.

      Current date/time is Wed Oct 28, 2020 3:27 pm