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Jōki
Sayuri
Shimiko Chinoike
Kitsuki Kurahasa
Chen Kimyōnakama
Nyguyen Uchiha
Ryuko
11 posters

    Ryuko's Tech's

    Ryuko
    Ryuko
    Wanderer
    Wanderer
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    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Ryuko's Tech's

    Post by Ryuko Fri Jun 05, 2020 9:50 pm

    Migrated approved jutsu:
    https://gladiusnarutorp.forumotion.com/t338-ryuko-s-techs


    Name: Flare gun technique
    Rank: D
    Power: D
    Activation Cost: D
    Upkeep Cost: N/A
    Range: 150m
    Speed: C
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: Fusee
    Hand Seals: Dragon
    Description: The user takes a Fusee orb and infuses it with even more chakra inducing an overload that will cause it to launch off like a rocket. Shooting rapidly up to a height of about 150m they explode with a loud bang and release a brightly burning flare that drifts very slowly downward, maximizing the amount of time for which it can be seen. Extremely conspicuous this flare can been spotted up to 25 miles or so in good visibility.

    It's also not intended for offensive use making it extremely limited in that regard to the point that even taking one directly to the face will do little more then cause temporary blindness in a similar manner to a flash bang grenade.

    Weaknesses: Did I mention they are conspicuous? Using this jutsu will absolutely give the users position away.


    Name: Fusee
    Rank: E
    Power: E
    Activation Cost: E
    Upkeep Cost: N/A
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Created as a chakra control exercise. The user projects chakra from their hand to generate a small orb typically between the size of a marble and a golf ball. One formed the orb uses the energy stored inside of it to glow with a bright heat-less light. This light is the users colour of choice and will last for up to an hour before burning out. This function is independent of the original caster.

    As a source of illumination it's commonly used to indicate obstacles or advise caution on roadways at night as well as to perform hand signals.

    Weaknesses: Having a bright light on you is a great way to give away your position.

    Name: Smoke bomb technique
    Rank: D
    Power: D
    Activation Cost: D
    Upkeep Cost: N/A
    Range: 15m
    Speed: C
    Element: N/A
    Skill: Ninjutsu
    Classification: Secret (Can only be learned if taught by Ryuko or another user)
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: Rat
    Description: Noticing how many jutsu produce smoke as an unintended side effect Ryuko decided to try and harness that same smoke more directly. For this tech she does this by forming the Rat handseal then taking a deep breath. The air taken into the users lungs is then transformed into smoke in the shape of a marble sized ball upon expulsion from the mouth or nose. This ball then explodes into a full on 10 cubic meter cloud upon contact.

    Weaknesses: Requires a source of air to activate.

    Name: Boomerang throw
    Rank: D
    Power: D
    Activation Cost: E
    Upkeep Cost: N/A
    Range: Same as normal based on projectile rules
    Speed: Same as normal based on projectile rules
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: C rank coordination
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A technique to throw small to moderate sized objects such as kunai, shuriken or batons and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
    Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it

    Name: Advanced Boomerang throw
    Rank: C
    Power: C
    Activation Cost: D
    Upkeep Cost: N/A
    Range: Same as normal based on projectile rules
    Speed: Same as normal based on projectile rules
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: B rank coordination, C rank strength
    Parent Technique: Boomerang Throw
    Hand Seals: N/A
    Description: A technique to throw medium sized objects such as a fuma shruiken in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
    Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it

    Name: Oversized Boomerang throw
    Rank: B
    Power: B
    Activation Cost: C
    Upkeep Cost: N/A
    Range: Same as normal based on projectile rules
    Speed: Same as normal based on projectile rules
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: A rank coordination, B rank strength
    Parent Technique: Advanced Boomerang throw
    Hand Seals: N/A
    Description: A technique to throw large sized objects such as the Kubikiribōchō and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
    Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it

    Name: The world is my boomerang
    Rank: A
    Power: A
    Activation Cost: B
    Upkeep Cost: N/A
    Range: Same as normal based on projectile rules
    Speed: Same as normal based on projectile rules
    Element: N/A
    Skill: Bukijutsu
    Classification: Open
    Requirements: S rank coordination, A rank strength
    Parent Technique: Oversized Boomerang throw
    Hand Seals: N/A
    Description: A technique to throw pretty much any object a user can lift regardless of size and shape as and have it act in the same fashion as a boomerrang so that it will return to the same point from where it was sent.
    Weaknesses: A weapon that is thrown and returns can potentially be used against the person who threw it.


    Name: Calm mind
    Rank: C
    Power: C
    Activation Cost: N/A
    Upkeep Cost: 3
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements: B rank intelligence
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A mental technique that can be used only by a master of martial arts that has done much studying. Entering an almost meditative state they take control of their subconscious allowing them notice things they wouldn't normally. This increases their perception by 1 tier
    Weaknesses: Due to the large amount of focus this technique takes, when the user is hit by anything (ex. weapon, punch, etc. However, not random leaves or rain), the technique is forcefully stopped. Blocking a direct blow will count as a hit that disrupts this technique.


    Name: Accel Max
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 3
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: B-rank intel
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A technique for optimizing the users natural acceleration ability. This is done by flowing chakra though the respiratory system dramatically increasing oxygen flow directly to the muscles responsible for locomotion thereby boosting their performance and granting a 1 tier to speed while activated. It's more versatile then a body flicker because the user has control over their body, thus they are not limited to travelling in a single linear direction.
    Weaknesses: Requires a source of oxygen to function

    Name: Dragoon Drop
    Rank: B
    Power: B
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: 15 meters
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements: C Rank Coordination and C Rank Strength or Constitution
    Parent Technique: N/A
    Hand Seals: N/A
    Description: First the user gets themselves into the air by jumping. At the apex of their jump they unleashing a flying side kick in a pose designed to decrease air resistance as much as possible . This increases their speed while falling by 1 tier and 1 + causing them to come crashing down like a meteor using the momentum of their fall combined with the full weight of their body for a devastating blow
    Weaknesses: Because it relies heavily on gravity to function properly it's effectiveness is drastically reduced to only 2 + if used from ground level without jumping first

    Name: Shuddering soul
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: N/A
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: B rank intelligence
    Parent Technique: Ijutsu-Reverse Chakra Palm
    Hand Seals: N/A
    Description: The user hits the target with an open palm and transfers medical chakra with the hit. The chakra from the hit vibrates through the body at a frequency effecting only the bones, causing joints to lock and inducing temporary full body Paralysis for one post.
    Weaknesses: Anyone with constitution equal to the techniques power ranking will only feel mild numbness instead of paralysis reflected as a 1 - debuff to Coordination and Speed . Anyone with higher constitution will be completely unaffected.

    Name: Jump step
    Rank: D
    Power: D
    Activation Cost: 3
    Upkeep Cost: N/A
    Range: N/A
    Speed: N/A
    Element: N/A
    Skill: Ninjutsu
    Classification: Village Exclusive (Kumo), Open
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: Similar to the Tree Climbing jutsu and Water walking Jutsu, the Jump Step was created in the Land of lightning as a method to gain better chakra control as well as facilitate mountain climbing. To do this, the user emits a quick burst of chakra from their feet providing a platform for them to jump from in midair. Platforms made in this manner will disburse immediately after jumping from them as they are only stable enough to allow for a brief moment of contact.
    Weaknesses: Creates the force necessary for a double jump, but in no way makes you jump any higher than you normally could.

    Name: Thor's hammer
    Rank: A
    Power: A
    Activation Cost: 15
    Upkeep Cost: N/A
    Range: 0m-20m
    Speed: A
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements: Arhat
    Parent Technique: Arhat Fist
    Hand Seals: N/A
    Description: : The user throws a punch so strong that it unleashes a condensed shockwave of air pressure in the form of a large fist (about 5 meters in diameter). This fist travels forth and hits with crushing force, able to blast through a large building with ease, so it has lethal potential against another person. Increases strength for the fist by one tier and two plus.
    Weaknesses: N/A


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Fri Jun 05, 2020 9:53 pm

    Name:Ballad of the Dragoon
    Rank: S
    Power: S
    Activation Cost: N/A
    Upkeep Cost: 20
    Range: Close Contact
    Speed: -
    Element: -
    Skill: Taijutsu
    Classification: Church of Hakkin
    Requirements: B rank Coordination
    Parent Technique: N/A
    Hand Seals: N/A
    Description:A fighting style taught to members of the Church of Hakkin. Focused on efficiency this style relies on speed and precision and above all footwork, footwork, footwork to reduce as much wasted movement as possible. It is a very mobile style and as referenced in the name a skilled user will almost seem to be dancing around the battle field. Boosts Speed and Perception by 1 Tier
    Weaknesses:

    Name: Thunder clap
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range:-
    Speed:-
    Element: -
    Skill: Bukijutsu
    Classification: Kumo Exclusive, Open
    Requirements: C rank strength
    Parent Technique: N/A
    Hand Seals: N/A
    Description: The user holds a polearm high above their head then swings it in powerful downward strike powerful enough to potentially crack open a metal helmet if it lands directly. However a miss can still be useful as the force of the strike will cause the ground to explode in a shower of rocks and dust in the form of a wide cone that pelts enemies within five meters. If used in conjunction with Chakra enhanced strength this effect is boosted doubling the size of the debris to ten meters.

    Grants the user +1 tier to strength for the duration of the technique
    Weaknesses:

    Name: Spinning Strike
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: -
    Speed: -
    Element: -
    Skill: Bukijutsu
    Classification: Kumo Exclusive, Open
    Requirements: C rank coordination
    Parent Technique:
    Hand Seals:
    Description: A polearm combat maneuver where the user violently spins the poll around them in circular movements to strike everything that's within reach. As it is spin, the blade of the weapon begins to glow lightly blue from being charged with chakra. This technique is good for both offensive and defensive purposes as it can easily block projectiles and other physical attacks made against the user and even tear thought ninjutsu techniques of the equivalent rank

    Boosts the user’s Coordination by +1 tier for the duration of the technique.
    Weaknesses:
    The spin can be interrupted by catching the polearm in some manner to render it unmovable, thus overpowering the wielder. Or clashing with it prematurely to establish a deadlock.
    Cannot ward against AOE or attacks from the side/behind that isn’t covered by the polearm.

    Name: Echo Flash
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: -
    Speed: -
    Element: -
    Skill: Bukijutsu
    Classification: Kumo Exclusive, Open
    Requirements: C rank coordination
    Parent Technique:
    Hand Seals:
    Description: A polearm combat maneuver performed by using chakra to coil the muscles in their arms tightly like a spring so that when they preform their next attack the tension in the muscle releases causing their arms act like a repeating crossbow generating four copies of the thrust to instantly follow each scattered slightly from the center of the original blow.

    Grants +1 tier to coordination for the duration of the technique.
    Weaknesses: The technique leaves a mere moment of time before actually initiating. If the arm holding the weapon is struck at this moment the built up muscle tension acts against the user dropping the strength and coordination in that arm by - for three posts.


    Name: Dynamic Glomp
    Rank: D
    Power: C
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: 0-20 metres
    Speed: -
    Element: -
    Skill: Taijutsu
    Classification: Open
    Requirements:
    Parent Technique:
    Hand Seals:
    Description: The technique is basically one person lovingly (and dramatically) attacking another with a surprise tackle hug.

    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.

    Name: Giga Drill Breaker
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: -
    Speed:-
    Element:-
    Skill: Bukijutsu
    Classification: Kumo Exclusive (Jounin)
    Requirements: A tier coordination, B tier strength
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A technique developed by Ryuko to use as one of her finishing moves. The user spins the shaft of their pollarm in a rapid circular motion greatly resembling a drill bit while trusting it to generate incredibly force concentrated at the tip which results in incredible piercing power which can easily penetrate even the toughest of defences.

    This is not absolute however as it penetrates defences based on quality/hardness of the weapon being used and the strength behind the piercing vs the rank/quality of the defence. When it pierces something under it's own rank it can do so without losing any momentum.

    The user gains +1 tier to strength for the trust from the force being generated. In addition the spinning makes it harder to predict the trusts trajectory resulting in a ocular tracking perception debuff of --2 adv to everyone observing the spear itself but the wielder.

    Weaknesses: The spin can be interrupted by catching the polearm in some manner to render it unmovable.


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Fri Jun 05, 2020 9:53 pm

    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    Hydra sages receive access to Dokuton aka Poison Release while Sage Mode is active.

    Senjutsu Technique Enhancement
    By mixing Senjutsu Chakra into a technique, Sages are able to enhance the power and effectiveness of that technique. This can create techniques referred to as Sage Arts, or can simply improve the power rank of a regular jutsu by 1. To do this, the Sage need only spend half of the technique's cost with the pool of Senjutsu Chakra, while using the normal chakra pool for the other half. This ability is available to both Perfect and Imperfect Sages.

    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points. Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves. These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each. Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post. This can not set them over their maximum pool of chakra


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Fri Jun 05, 2020 9:55 pm

    Name: Spring Chant: Blossoming
    Rank: S
    Power: S
    Activation Cost: N/A
    Upkeep Cost: 20
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements: A-tier coordination
    Parent Technique: Spring Chant
    Hand Seals: N/A
    Description: A more advanced version of the Spring Chant focused entirely on maximizing the users dexterity and flexibility. This technique allows any techniques to be used that would also be usable with Spring Chant, as this is a derivative style. Grants the user 2 tiers to Coordination while in use

    Weaknesses: N/A

    Name: Venoshock
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: n/a
    Range: Touch
    Speed: Instant
    Element: Raiton
    Skill: Ijutsu
    Classification: Secret
    Requirements: A-tier Intelligence
    Parent Technique: Body Pathway Derangement
    Hand Seals: N/A
    Description: A derivative of the Body pathway derangement technique. The user flows electricity into the target's Nervous system using the poison coursing inside them as a conductor to amplify the damage being done to inflict longer lasting damage instead of merely scrambling it temporarily. Inflicts a -1 Tier-- debuff to Coordination that can only be recovered by either using high tier regeneration skill or dedicated medical treatment in a hospital by a Player Character with the Ijutsu Skill for at least 1 week.

    Weaknesses: If the victim is not already poisoned this jutsu will simply act as the standard Body Pathway Derangement technique but with the increased cost still in effect


    Name: Venom Drench
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: n/a
    Range: 0-150 meters
    Speed: S
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: A-tier Intelligence
    Parent Technique: N/A
    Hand Seals: Turtle
    Description: Medical-Chakra is kneaded within the body and then changed into special chemical substances which is then ejected through the mouth as a high pressure liquid spray. If it drenches a target that is already poisoned it will cause them to suffer a -1 tier debuff to Speed and -- to strenght for as long as that poison remains inside their bloodstream.
    Weaknesses: If the victim is not already poisoned being spayed with this liquid will have no absolute no effect outside of making their cloths messy.


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Sun Jun 07, 2020 2:10 am

    Name: Lightning Shield
    Rank: S
    Power: S
    Activation Cost: 25
    Upkeep Cost: N/A
    Range: 0-5 meters
    Speed: S
    Element: Raiton
    Skill: Ninjutsu
    Classification: Kumo Exlusive
    Requirements:
    Parent Technique: N/A
    Hand Seals: Turtle
    Description:
    An active skill that creates a barrier of lighting directly in font of the user which can negate up to 1 S-ranks worth of damage.

    Weakness While it negates damage it doesn't negate the other effects of being hit by something such as being pushed back by a powerful strike.

    Name: Vengeance is mine
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: Touch
    Speed: Instant
    Element: N/A
    Skill: Ninjutsu
    Classification: Rafeal's Host
    Requirements:
    Parent Technique: N/A
    Hand Seals: N/A
    Description:
    A special technique that takes all the damage the user received from a target within a thread (including damage negated by items like armour or skills like Rafael’s embrace) and deals double that value as direct damage to the target by touching them either directly or indirectly though an item.  After this skill is used on a target, that target's damage counter for the topic is reset to 0.

    Weakness
    Each target has their own separate damage counter.  Damage taken from Target A can't be used on Target B and vise-versa.

    Name: Payback Beyond the Stars
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: 0-300 meteres
    Speed: S
    Element: N/A
    Skill: Ninjutsu
    Classification: Rafeal's Host
    Requirements:
    Parent Technique: Vengeance is mine
    Hand Seals: Star
    Description:
    A technique that takes the shape of a large pinwheel with metallic edges.  The Shooting Wheel is launched at a target that has dealt damage to user in that thread and takes the damage user received (including damage negated by items armor or skills like Rafael’s embrace) and deals triple that value as direct damage to the target. The Shooting Wheel will automatically home in on the target and follow it up to the maximum possible distance.   After this skill is used on a target, that target's damage counter for the topic is reset to 0.
    Weakness
    Each target has their own separate damage counter.  Damage taken from Target A can't be used on Target B and vise-versa

    Name: Toxic Reversal
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: Self
    Speed: Instant
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements:
    Parent Technique:
    Hand Seals: Peace
    Description:A buff type jutsu that reverses the effects of any debuffs cast on the user from taking drugs or poison. For example, a debuff that reduces the users speed would instead increase it.  This effect only will last for as long as the jutsu is in effect and the substance is still inside their bloodstream.
    Weakness
    While in effect it also turns reverses the buffs from taking drugs or Provisions turning them into debuffs


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Nyguyen Uchiha
    Nyguyen Uchiha


    Village : N/A
    Posts : 576
    Join date : 2020-06-06

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Nyguyen Uchiha Tue Jun 09, 2020 9:55 am

    Lightning Shield: needs to cost 30 CP

    Vegenance: "After this skill is used on a target, that target's damage counter for the topic is reset to 0." <- Not sure what this means. I'm also not sure about absorbing ALL the damage you've taken from the entirety of the thread. This might need some kind of a cap.

    Payback: See above

    Toxic Reversak: Needs to be capped at 2 Tiers worth of debuffs.


    _________________
    Spoiler:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Thu Jun 11, 2020 2:37 am

    Name: Lightning Shield
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: 0-5 meters
    Speed: S
    Element: Raiton
    Skill: Ninjutsu
    Classification: Kumo Exlusive
    Requirements:
    Parent Technique: N/A
    Hand Seals: Turtle
    Description:
    An active skill that creates a barrier of lighting directly in font of the user which can negate up to 1 S-ranks worth of damage.

    Weakness While it negates damage it doesn't negate the other effects of being hit by something such as being pushed back by a powerful strike.

    Name: Counter
    Rank: S
    Power: S
    Activation Cost: 3-30
    Upkeep Cost: N/A
    Range: Touch
    Speed: Instant
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements:
    Parent Technique: N/A
    Hand Seals: N/A
    Description:
    A special technique that takes all the damage the user received from a physical strike (Cap of S-rank damage) and deals double that value as direct damage to the target by touching them.

    Damage negated by armor or skill like Rafael's embrace can countered for the amount of damage it would have done to the user had the user not had those things. The cost of countering is the same as the rank of attack being countered.

    Does not count as an active attack since the user is merely turning the aggressors own actions back at them.

    Weakness
    Trying to use Counter when no damage has been dealt to the user will cause the counter to fail. Has no effect on non-physical type attacks. Can't be used at the same time as Reflect.


    Name: Reflect
    Rank: S
    Power: S
    Activation Cost: 3-30
    Upkeep Cost: N/A
    Range: Variable
    Speed: Variable
    Element: N/A
    Skill: Ninjutsu
    Classification: Secret
    Requirements:
    Parent Technique: N/A
    Hand Seals: Mirror
    Description:
    A special technique that when activated covers the users in a reflective coating of light that takes all the damage the user received from a energy attack (Cap of S-rank damage) and deals double that value as direct damage to the target by literally reflecting their own attack back at them.

    Damage negated by armor or skill like Rafael's embrace can reflected for the amount of damage it would have done to the user had the user not had those things. The cost of reflecting is the same as the rank of attack being countered and travels at the same speed and range as it originally had.

    Does not count as an active attack since the user is merely turning the aggressors own actions back at them.

    Weakness
    Trying to use Reflect when no damage has been dealt to the user will cause the Reflect to fail. Has no effect on physical type attacks. Can't be used at the same time as Counter.


    Name: Payback Beyond the Stars
    Rank: S
    Power: X
    Activation Cost: 50
    Upkeep Cost: N/A
    Range: 0-300 meteres
    Speed: S++
    Element: N/A
    Skill: Ninjutsu
    Classification: Rafeal's Host, Restricted
    Requirements:
    Parent Technique:
    Hand Seals: Star
    Description:
    A technique that takes the shape of a large pinwheel with metallic edges. The Shooting Wheel is launched at a target that has dealt damage to user in that thread and takes the damage the user received (including damage negated by special items and skills like Rafael’s embrace) and deals double that value as direct damage to the target. The Shooting Wheel will automatically home in on the target and follow it up to the maximum possible distance. After this skill is used on a target, that target's damage counter for the topic is reset to 0. The Damage counter has a maximum capacity of 1 X-rank's worth.
    Weakness
    Each target has their own separate damage counter. Damage taken from Target A can't be used on Target B and vise-versa. Only direct attacks work for building the Damage counter. Passive damage from things such as poison or chakra drain have no effect. Psychological damage from Genjutsu also has no effect.

    Name: Toxic Reversal
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: Self
    Speed: Instant
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements:
    Parent Technique:
    Hand Seals: Peace
    Description:A buff type jutsu that reverses the effects of any debuffs cast on the user from taking drugs or poison. For example, a debuff that reduces the users speed would instead increase it. This effect only will last for as long as the jutsu is in effect and the substance is still inside their bloodstream. Only effects 1 substance at a time.
    Weakness
    While in effect it also turns reverses the buffs from taking drugs or Provisions turning them into debuffs


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Chen Kimyōnakama
    Chen Kimyōnakama


    Posts : 1191
    Join date : 2012-05-28

    Character File
    Skills & Elements: All
    Class: X
    Ryo: All of It

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Chen Kimyōnakama Thu Jun 11, 2020 6:17 pm

    Ryuko wrote:Name: Lightning Shield
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: 0-5 meters
    Speed: S
    Element:  Raiton
    Skill: Ninjutsu
    Classification:  Kumo Exlusive
    Requirements:
    Parent Technique: N/A
    Hand Seals: Turtle
    Description:
    An active skill that creates a barrier of lighting directly in font of the user which can negate up to 1 S-ranks worth of damage.

    Weakness While it negates damage it doesn't negate the other effects of being hit by something such as being pushed back by a powerful strike.

    Approved.


    Name: Toxic Reversal
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: Self
    Speed: Instant
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements:
    Parent Technique:
    Hand Seals: Peace
    Description:A buff type jutsu that reverses the effects of any debuffs cast on the user from taking drugs or poison. For example, a debuff that reduces the users speed would instead increase it.  This effect only will last for as long as the jutsu is in effect and the substance is still inside their bloodstream.  Only effects 1 substance at a time.
    Weakness
    While in effect it also turns reverses the buffs from taking drugs or Provisions turning them into debuffs

    Approved.


    Rest modded via Discord


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Thu Jun 11, 2020 10:39 pm

    Name: Counter
    Rank: S
    Power: S
    Activation Cost: 5-45
    Upkeep Cost: N/A
    Range: Touch
    Speed: Instant
    Element: N/A
    Skill: Taijutsu
    Classification: Secret
    Requirements:
    Parent Technique: N/A
    Hand Seals: N/A
    Description:
    A special technique that takes all the damage the user received from a physical strike (Cap of S-rank damage) and deals double that value as direct damage to the target by touching them.

    Damage negated by armor or skill like Rafael's embrace can countered for the amount of damage it would have done to the user had the user not had those things.  The cost of countering is 1.5 times the amount as the rank of attack being countered.  

    Does not count as an active attack since the user is merely turning the aggressors own actions back at them.

    Weakness
    Trying to use Counter when no damage has been dealt to the user will cause the counter to fail.  Has no effect on non-physical type attacks.  Can't be used at the same time as Reflect.


    Name: Reflect
    Rank: S
    Power: S
    Activation Cost: 5-45
    Upkeep Cost: N/A
    Range: Variable
    Speed: Variable
    Element: N/A
    Skill:  Ninjutsu
    Classification: Secret
    Requirements:
    Parent Technique: N/A
    Hand Seals: Mirror
    Description:
    A special technique that when activated covers the users in a reflective coating of light that takes all the damage the user received from a energy attack (Cap of S-rank damage) and deals double that value as direct damage to the target by literally reflecting their own attack back at them.

    Damage negated by armor or skill like Rafael's embrace can reflected for the amount of damage it would have done to the user had the user not had those things.  The cost of reflecting is 1.5 times the amount of rank of attack being countered and travels at the same speed and range as it originally had.    

    Does not count as an active attack since the user is merely turning the aggressors own actions back at them.

    Weakness
    Trying to use Reflect when no damage has been dealt to the user will cause the Reflect to fail.  Has no effect on physical type attacks.  Can't be used at the same time as Counter.


    Name: Payback Beyond the Stars
    Rank: S
    Power:  X
    Activation Cost: 50
    Upkeep Cost: N/A
    Range: 0-300 meteres
    Speed: S++
    Element: N/A
    Skill: Ninjutsu
    Classification: Rafeal's Host,  Restricted
    Requirements:
    Parent Technique:
    Hand Seals: Star
    Description:
    A technique that takes the shape of a large pinwheel with metallic edges.  The Shooting Wheel is launched at a target that has dealt damage to user in that thread and takes the damage the user received (including damage negated by special items and skills like Rafael’s embrace) and deals that value as direct damage to the target. The Shooting Wheel will automatically home in on the target and follow it up to the maximum possible distance before fizzling out.

    After this skill is used on a target, that target's damage counter for the topic is reset to 0.  The Damage counter has a maximum capacity of 1 X-rank's worth and the jutsu can only be launched once that capacity has been reached.    This jutsu can only be used on any Target Twice per thread.

    If someone manages to hit the Pinwheel with X-rank damage before it can reach the target it will prematurely exploded before reaching them.    Hitting it with an S-rank attack will slow it by 1 tier to A++ speed. Lower tier attacks have no effect.

    Weakness
    Each target has their own separate damage counter.  Damage taken from Target A can't be used on Target B and vise-versa.   Only direct attacks work for building the Damage counter.    Passive damage from things such as poison or chakra drain have no effect.   Psychological damage from Genjutsu also has no effect.


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Kitsuki Kurahasa
    Kitsuki Kurahasa
    Mist Jounin
    Mist Jounin


    Posts : 1145
    Join date : 2017-09-14

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Kitsuki Kurahasa Sat Jun 13, 2020 9:26 pm

    Ryuko wrote:
    Name: Payback Beyond the Stars
    Rank: S
    Power:  X
    Activation Cost: 50
    Upkeep Cost: N/A
    Range: 0-300 meteres
    Speed: S++
    Element: N/A
    Skill: Ninjutsu
    Classification: Rafeal's Host,  Restricted
    Requirements:
    Parent Technique:
    Hand Seals: Star
    Description:
    A technique that takes the shape of a large pinwheel with metallic edges.  The Shooting Wheel is launched at a target that has dealt damage to user in that thread and takes the damage the user received (including damage negated by special items and skills like Rafael’s embrace) and deals that value as direct damage to the target. The Shooting Wheel will automatically home in on the target and follow it up to the maximum possible distance before fizzling out.

    After this skill is used on a target, that target's damage counter for the topic is reset to 0.  The Damage counter has a maximum capacity of 1 X-rank's worth and the jutsu can only be launched once that capacity has been reached.    This jutsu can only be used on any Target Twice per thread.

    If someone manages to hit the Pinwheel with X-rank damage before it can reach the target it will prematurely exploded before reaching them.    Hitting it with an S-rank attack will slow it by 1 tier to A++ speed.  Lower tier attacks have no effect.

    Weakness
    Each target has their own separate damage counter.  Damage taken from Target A can't be used on Target B and vise-versa.   Only direct attacks work for building the Damage counter.    Passive damage from things such as poison or chakra drain have no effect.   Psychological damage from Genjutsu also has no effect.

    Approved.

    The rest I need more time to consider.


    _________________
    Spoiler:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Wed Aug 05, 2020 10:01 pm

    Name: Brain Burst
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: C Intellegence
    Parent Technique:
    Hand Seals: Dog, Horse, Rat, Tiger, Rabbit
    Description:
    Though the use of medical chakra the user produces artificial hormones that flow though their blood stream and increase their brains processing power boosting Intelligence by 1 Tier

    Weakness Taking damage will release natural hormones into the bloodstream that counteract this jutsu's effect nullifying it.

    Name:  Eureka!
    Rank: S
    Power:  S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: B Intellegence
    Parent Technique:
    Hand Seals: Star
    Description:
    The user takes medical chakra and directs it to the brain to unlock their full mental capacity.   Grants a 2 tier boost to Intelligence.


    Weakness  Requires high degree's of concentration to remain functioning


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Shimiko Chinoike
    Shimiko Chinoike


    Posts : 2318
    Join date : 2017-09-21

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Shimiko Chinoike Thu Aug 06, 2020 12:55 am

    Ryuko wrote:Name:  Brain Burst
    Rank: C
    Power:  C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: C Intellegence
    Parent Technique:
    Hand Seals:  Dog, Horse, Rat, Tiger, Rabbit
    Description:
    Though the use of medical chakra the user produces artificial hormones that flow though their blood stream and increase their brains processing power  boosting Intelligence by 1 Tier

    Weakness  Taking damage will release natural hormones into the bloodstream that counteract this jutsu's effect nullifying it.

    Name:  Eureka!
    Rank: S
    Power:  S
    Activation Cost: 30
    Upkeep Cost: 20
    Range: Self
    Speed: N/A
    Element: N/A
    Skill: Ijutsu
    Classification: Secret
    Requirements: B Intellegence
    Parent Technique:
    Hand Seals: Star
    Description:
    The user takes medical chakra and directs it to the brain to unlock their full mental capacity.   Grants a 2 tier boost to Intelligence.


    Weakness  Requires high degree's of concentration to remain functioning

    Approved


    _________________
    Spoiler:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Mon Oct 19, 2020 10:45 pm

    Name: Lunaportation
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: N/A
    Range: 500m (Portal generation)
    Speed: A (Portal Generation) Instant (Teleportation)
    Element: N/A
    Skill: Space Time Ninjutsu
    Classification: Restricted Technique
    Requirements: N/A
    Parent Technique: N/A
    Hand Seals: N/A
    Description: A gift from the heaven's. By using chakra as a catalyst the user generates a shaft of luminescent lunar energy between five to twenty feet in diameter. This shaft acts like a one way doorway, instantly teleporting anything inside of it to a location on the moon of the casters choice.

    Weaknesses: Though the teleportation itself is instant, evading the shaft is still very possible if one is aware of their surroundings and can react fast enough. In order to teleport back to earth a special Moongate Platform must be built, constructed at a cost of 2 million ryo by someone with the Craftsman Skill.

    The knowledge of the schematics for building such a platform is inherent in the technique but the process of construction can only be completed by someone who has the skill meaning collaboration may be required. A Maximum of one primary and one secondary platforms can be in service at any one time.


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Tue Oct 20, 2020 7:32 pm

    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    Hydra sages receive access to Dokuton aka Poison Release while Sage Mode is active.

    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Technique Enhancement
    By mixing Senjutsu Chakra into a technique, Sages are able to enhance the power and effectiveness of that technique. This can create techniques referred to as Sage Arts, or can simply improve the power rank of a regular jutsu by 1. To do this, the Sage need only spend half of the technique's cost with the pool of Senjutsu Chakra, while using the normal chakra pool for the other half. This ability is available to both Perfect and Imperfect Sages.

    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Sayuri
    Sayuri


    Village : Kirigakure
    Posts : 979
    Join date : 2020-06-24
    Age : 24
    Location : The Bloody Mist

    Character File
    Skills & Elements: Hyoton, Fuuton, Suiton, Ninjutsu, Iryojutsu, Fuuinjutsu, Kanchijutsu
    Class: S
    Ryo: I take payment in blood

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Sayuri Tue Oct 20, 2020 7:33 pm

    Ryuko wrote:
    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    Hydra sages receive access to Dokuton aka Poison Release while Sage Mode is active.

    Senjutsu Technique Enhancement
    By mixing Senjutsu Chakra into a technique, Sages are able to enhance the power and effectiveness of that technique. This can create techniques referred to as Sage Arts, or can simply improve the power rank of a regular jutsu by 1. To do this, the Sage need only spend half of the technique's cost with the pool of Senjutsu Chakra, while using the normal chakra pool for the other half. This ability is available to both Perfect and Imperfect Sages.

    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra

    Unapproved - Edits were requested by staff and refused.


    _________________
    Ryuko's Tech's  TjQ3hVh

    The Ice Queen:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Wed May 26, 2021 7:14 pm

    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    After spending 1000 exp Hydra sages receive access to Dokuton aka Poison Release while Sage Mode is active.

    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Technique Enhancement
    By mixing Senjutsu Chakra into a technique, Sages are able to enhance the power and effectiveness of that technique. This can create techniques referred to as Sage Arts, or can simply improve the power rank of a regular jutsu by 1. To do this, the Sage need only spend half of the technique's cost with the pool of Senjutsu Chakra, while using the normal chakra pool for the other half. This ability is available to both Perfect and Imperfect Sages.

    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points. Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves. These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each. Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post. This can not set them over their maximum pool of chakra


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Kitsuki Kurahasa
    Kitsuki Kurahasa
    Mist Jounin
    Mist Jounin


    Posts : 1145
    Join date : 2017-09-14

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Kitsuki Kurahasa Sat May 29, 2021 5:10 pm


    Gathering Senjutsu Chakra
    Because of these costs, Sages may find themselves depleting their Senjutsu Chakra pool rather quickly, providing a need to renew that energy. By remaining completely still, the Sage can effectively become one with nature, allowing Nature Chakra to flow into his body that he immediately converts to Senjutsu Chakra. This is one of the hardest parts of mastering Sage Mode, but it is a vital skill for any Sage to learn. Remaining still requires that the user wait 72 hours before their pool is filled to 100%. No partial wait times are permitted, the user must wait the full 72 hours or nothing is gathered.

    Alternatively, a player can do a mini "flashback" recalling that they gathered Sage chakra at a previous point in time. This allows the user to start with 50% of their Sage Pool filled by paying 250 Experience upon entry into the thread. It requires that the user actually have 250 Spendable Experience available per their most recent update and that they declare their exercise of this option in an OOC note in their post. If they fail to make this declaration in their entrance post, they may not exercise this option.

    There are few workarounds to remaining perfectly still, which is practically impossible in battle:

    -By implanting the Nature Clan Bloodline, Sages are able to passively absorb Nature Chakra, though this is less efficient than the traditional method. It adds 5 points of Senjutsu Chakra per post, regardless of what the Sage is doing.

    -Similar to the above, a Sage can use the Amphibian, Reptile, or Gastropod Techniques to temporarily fuse with animal Sages belonging to their Summoning Contract. The animal Sages will attach themselves to the user and gather Nature Chakra and transfer it to the user while he fights. Each of these animals can gather 5 points per post, with a maximum of two animals per Sage, limiting this ability to generating 10 points per post. Jinchuuriki and those of the Nature Clan are naturally incompatible with these techniques.

    -The user can make any number of shadow clones to remain still and gather the energy. So long as the clones are within viewing distance of the user, whether by being summoned to him or having been there the whole time, they can be dispersed by the user to transfer all of the Senjutsu Chakra they've gathered to the user. The maximum they can gather is the same as their creator.

    If a member of the Nature Clan learns Sage Mode, he will no longer suffer from the reductions to Intelligence and Perception when using Sage Transformation and will be able to use the technique enhancement ability of Sage Mode. However, he will not be able to reduce the cost of the Sage Transformation and is still unable to assign his boosts to Perception.

    Boosts from the Nature Clan and Sage Mode do not stack. Boosts from Cursed Seals and Sage Mode do not stack.

    Sage Mode users and those with Custom Restricteds based off Sage Mode are entitled to one fairly powerful Exclusive Jutsu OR a free powerful Exclusive Perk for their Sage Summoning Contract. It should also be noted that Kuchiyose users who make a Custom Sage Mode can still make another custom summoning contract.

    We made some changes to the Sage Chakra Gathering Rules so I suggest you take a peep at those.


    _________________
    Spoiler:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Sat May 29, 2021 6:47 pm

    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    After spending 1000 exp Hydra sages receive access to Dokuton aka Poison release while Sage Mode is active.

    Dokuton
    Dokuton aka Poison Release is a special secret release that does not require a combination of chakra natures. It grants the wielder the ability to freely generate, control and manipulate Poison in many forms such as gas or liquid but never a solid. Note that this release only allows the user to generate poison that they have created or know how to create via a relevant skill such as Chemistry or Ijutsu.

    Some key similarities of all the techniques from this release is the purple colour of the produced attacks, and the immunity to Dokuton based moves cast by the user. Note this only applies to the casters own moves and not to other poisons in general.

    When casting a Dokuton jutsu that doesn't require preexisting poison the user must pick a poison they know that is either equal or lesser to the rank of the jutsu being cast. This poison picked will serve as the foundation the jutsu is comprised off. This means that you can't use an A rank Poison with a C-rank jutsu.

    On the flip side if you use a lower ranked poison with a higher ranked jutsu the quality of the poison will be raised to match due to the extra chakra being put into it. This means a B-grade poison would become A-grade when used with an A-rank tech. Note this only changes the how effective the poison would work vs the target's constitution and nothing else. The symptoms, effect, countdown and duration all remain the same.

    As most of it's techniques where adapted from water it shares the same weakness to Earth based jutsu, but unlike water it's only neutral towards fire rather then being super effective.

    When used with the Chakra flow technique it simply coats the weapon with a C-grade liquid poison.


    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra

    Gathering Senjutsu Chakra
    Because of these costs, Sages may find themselves depleting their Senjutsu Chakra pool rather quickly, providing a need to renew that energy. By remaining completely still, the Sage can effectively become one with nature, allowing Nature Chakra to flow into his body that he immediately converts to Senjutsu Chakra. This is one of the hardest parts of mastering Sage Mode, but it is a vital skill for any Sage to learn. Remaining still requires that the user wait 72 hours before their pool is filled to 100%. No partial wait times are permitted, the user must wait the full 72 hours or nothing is gathered.

    Alternatively, a player can do a mini "flashback" recalling that they gathered Sage chakra at a previous point in time. This allows the user to start with 50% of their Sage Pool filled by paying 250 Experience upon entry into the thread. It requires that the user actually have 250 Spendable Experience available per their most recent update and that they declare their exercise of this option in an OOC note in their post. If they fail to make this declaration in their entrance post, they may not exercise this option.

    There are few workarounds to remaining perfectly still, which is practically impossible in battle:

    -By implanting the Nature Clan Bloodline, Sages are able to passively absorb Nature Chakra, though this is less efficient than the traditional method. It adds 5 points of Senjutsu Chakra per post, regardless of what the Sage is doing.

    -Similar to the above, a Sage can use the Amphibian, Reptile, or Gastropod Techniques to temporarily fuse with animal Sages belonging to their Summoning Contract. The animal Sages will attach themselves to the user and gather Nature Chakra and transfer it to the user while he fights. Each of these animals can gather 5 points per post, with a maximum of two animals per Sage, limiting this ability to generating 10 points per post. Jinchuuriki and those of the Nature Clan are naturally incompatible with these techniques.

    -The user can make any number of shadow clones to remain still and gather the energy. So long as the clones are within viewing distance of the user, whether by being summoned to him or having been there the whole time, they can be dispersed by the user to transfer all of the Senjutsu Chakra they've gathered to the user. The maximum they can gather is the same as their creator.

    If a member of the Nature Clan learns Sage Mode, he will no longer suffer from the reductions to Intelligence and Perception when using Sage Transformation and will be able to use the technique enhancement ability of Sage Mode. However, he will not be able to reduce the cost of the Sage Transformation and is still unable to assign his boosts to Perception.

    Boosts from the Nature Clan and Sage Mode do not stack. Boosts from Cursed Seals and Sage Mode do not stack.

    Sage Mode users and those with Custom Restricteds based off Sage Mode are entitled to one fairly powerful Exclusive Jutsu OR a free powerful Exclusive Perk for their Sage Summoning Contract. It should also be noted that Kuchiyose users who make a Custom Sage Mode can still make another custom summoning contract.


    Last edited by Ryuko on Mon Jun 07, 2021 11:58 pm; edited 4 times in total


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Kitsuki Kurahasa
    Kitsuki Kurahasa
    Mist Jounin
    Mist Jounin


    Posts : 1145
    Join date : 2017-09-14

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Kitsuki Kurahasa Sat Jun 05, 2021 1:47 am

    Ryuko wrote:
    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    After spending 1000 exp Hydra sages receive access to Dokuton aka Poison Release while Sage Mode is active.

    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra

    Gathering Senjutsu Chakra
    Because of these costs, Sages may find themselves depleting their Senjutsu Chakra pool rather quickly, providing a need to renew that energy. By remaining completely still, the Sage can effectively become one with nature, allowing Nature Chakra to flow into his body that he immediately converts to Senjutsu Chakra. This is one of the hardest parts of mastering Sage Mode, but it is a vital skill for any Sage to learn. Remaining still requires that the user wait 72 hours before their pool is filled to 100%. No partial wait times are permitted, the user must wait the full 72 hours or nothing is gathered.

    Alternatively, a player can do a mini "flashback" recalling that they gathered Sage chakra at a previous point in time. This allows the user to start with 50% of their Sage Pool filled by paying 250 Experience upon entry into the thread. It requires that the user actually have 250 Spendable Experience available per their most recent update and that they declare their exercise of this option in an OOC note in their post. If they fail to make this declaration in their entrance post, they may not exercise this option.

    There are few workarounds to remaining perfectly still, which is practically impossible in battle:

    -By implanting the Nature Clan Bloodline, Sages are able to passively absorb Nature Chakra, though this is less efficient than the traditional method. It adds 5 points of Senjutsu Chakra per post, regardless of what the Sage is doing.

    -Similar to the above, a Sage can use the Amphibian, Reptile, or Gastropod Techniques to temporarily fuse with animal Sages belonging to their Summoning Contract. The animal Sages will attach themselves to the user and gather Nature Chakra and transfer it to the user while he fights. Each of these animals can gather 5 points per post, with a maximum of two animals per Sage, limiting this ability to generating 10 points per post. Jinchuuriki and those of the Nature Clan are naturally incompatible with these techniques.

    -The user can make any number of shadow clones to remain still and gather the energy. So long as the clones are within viewing distance of the user, whether by being summoned to him or having been there the whole time, they can be dispersed by the user to transfer all of the Senjutsu Chakra they've gathered to the user. The maximum they can gather is the same as their creator.

    If a member of the Nature Clan learns Sage Mode, he will no longer suffer from the reductions to Intelligence and Perception when using Sage Transformation and will be able to use the technique enhancement ability of Sage Mode. However, he will not be able to reduce the cost of the Sage Transformation and is still unable to assign his boosts to Perception.

    Boosts from the Nature Clan and Sage Mode do not stack. Boosts from Cursed Seals and Sage Mode do not stack.

    Sage Mode users and those with Custom Restricteds based off Sage Mode are entitled to one fairly powerful Exclusive Jutsu OR a free powerful Exclusive Perk for their Sage Summoning Contract. It should also be noted that Kuchiyose users who make a Custom Sage Mode can still make another custom summoning contract.

    Being modded via Discord


    _________________
    Spoiler:
    Ryuko
    Ryuko
    Wanderer
    Wanderer
    Catnapper
    Rewarded to those who actively fought and subdued Matatabi during the Bijuu Rampage Event in 2024


    Posts : 2197
    Join date : 2017-09-29

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Tue Jun 08, 2021 12:00 am

    Ryuko wrote:
    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    After spending 1000 exp Hydra sages receive access to Dokuton aka Poison release while Sage Mode is active.

    Dokuton
    Dokuton aka Poison Release is a special secret release that does not require a combination of chakra natures. It grants the wielder the ability to freely generate, control and manipulate Poison in many forms such as gas or liquid but never a solid. Note that this release only allows the user to generate poison that they have created or know how to create though via a relevant skill such as Chemistry or Ijutsu.

    Some key similarities of all the techniques from this release is the purple colour of the produced attacks, and the immunity to Dokuton based moves cast by the user. Note this only applies to the casters own moves and not to other poisons in general.

    When casting a Dokuton jutsu that doesn't require preexisting poison the user must pick a poison they know that is either equal or lesser to the rank of the jutsu being cast. This poison picked will serve as the foundation the jutsu is comprised off. This means that you can't use an A rank Poison with a C-rank jutsu.

    On the flip side if you use a lower ranked poison with a higher ranked jutsu the quality of the poison will be raised to match due to the extra chakra being put into it. This means a B-grade poison would become A-grade when used with an A-rank tech. Note this only changes the how effective the poison would work vs the target's constitution and nothing else. The symptoms, effect, countdown and duration all remain the same.

    As most of it's techniques where adapted from water it shares the same weakness to Earth based jutsu, but unlike water it's only neutral towards fire rather then being super effective.

    When used with the Chakra flow technique it simply coats the weapon with a C-grade liquid poison.


    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra

    Gathering Senjutsu Chakra
    Because of these costs, Sages may find themselves depleting their Senjutsu Chakra pool rather quickly, providing a need to renew that energy. By remaining completely still, the Sage can effectively become one with nature, allowing Nature Chakra to flow into his body that he immediately converts to Senjutsu Chakra. This is one of the hardest parts of mastering Sage Mode, but it is a vital skill for any Sage to learn. Remaining still requires that the user wait 72 hours before their pool is filled to 100%. No partial wait times are permitted, the user must wait the full 72 hours or nothing is gathered.

    Alternatively, a player can do a mini "flashback" recalling that they gathered Sage chakra at a previous point in time. This allows the user to start with 50% of their Sage Pool filled by paying 250 Experience upon entry into the thread. It requires that the user actually have 250 Spendable Experience available per their most recent update and that they declare their exercise of this option in an OOC note in their post. If they fail to make this declaration in their entrance post, they may not exercise this option.

    There are few workarounds to remaining perfectly still, which is practically impossible in battle:

    -By implanting the Nature Clan Bloodline, Sages are able to passively absorb Nature Chakra, though this is less efficient than the traditional method. It adds 5 points of Senjutsu Chakra per post, regardless of what the Sage is doing.

    -Similar to the above, a Sage can use the Amphibian, Reptile, or Gastropod Techniques to temporarily fuse with animal Sages belonging to their Summoning Contract. The animal Sages will attach themselves to the user and gather Nature Chakra and transfer it to the user while he fights. Each of these animals can gather 5 points per post, with a maximum of two animals per Sage, limiting this ability to generating 10 points per post. Jinchuuriki and those of the Nature Clan are naturally incompatible with these techniques.

    -The user can make any number of shadow clones to remain still and gather the energy. So long as the clones are within viewing distance of the user, whether by being summoned to him or having been there the whole time, they can be dispersed by the user to transfer all of the Senjutsu Chakra they've gathered to the user. The maximum they can gather is the same as their creator.

    If a member of the Nature Clan learns Sage Mode, he will no longer suffer from the reductions to Intelligence and Perception when using Sage Transformation and will be able to use the technique enhancement ability of Sage Mode. However, he will not be able to reduce the cost of the Sage Transformation and is still unable to assign his boosts to Perception.

    Boosts from the Nature Clan and Sage Mode do not stack. Boosts from Cursed Seals and Sage Mode do not stack.

    Sage Mode users and those with Custom Restricteds based off Sage Mode are entitled to one fairly powerful Exclusive Jutsu OR a free powerful Exclusive Perk for their Sage Summoning Contract. It should also be noted that Kuchiyose users who make a Custom Sage Mode can still make another custom summoning contract.


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    Nyguyen Uchiha
    Nyguyen Uchiha


    Village : N/A
    Posts : 576
    Join date : 2020-06-06

    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Nyguyen Uchiha Mon Jun 14, 2021 5:33 pm

    Ryuko wrote:
    Ryuko wrote:
    Hydra Sages
    Sages that learn from a hidden hermitage located deep within the the Abandoned Caverns.   These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the area around the eyes with markings that make it seem the wielder is weeping purple tears.

    After spending 1000 exp Hydra sages receive access to Dokuton aka Poison release while Sage Mode is active.

    Dokuton
    Dokuton aka Poison Release is a special secret release that does not require a combination of chakra natures. It grants the wielder the ability to freely generate, control and manipulate Poison in many forms such as gas or liquid but never a solid. Note that this release only allows the user to generate poison that they have created or know how to create though via a relevant skill such as Chemistry or Ijutsu.

    Some key similarities of all the techniques from this release is the purple colour of the produced attacks, and the immunity to Dokuton based moves cast by the user. Note this only applies to the casters own moves and not to other poisons in general.

    When casting a Dokuton jutsu that doesn't require preexisting poison the user must pick a poison they know that is either equal or lesser to the rank of the jutsu being cast. This poison picked will serve as the foundation the jutsu is comprised off. This means that you can't use an A rank Poison with a C-rank jutsu.

    On the flip side if you use a lower ranked poison with a higher ranked jutsu the quality of the poison will be raised to match due to the extra chakra being put into it. This means a B-grade poison would become A-grade when used with an A-rank tech. Note this only changes the how effective the poison would work vs the target's constitution and nothing else. The symptoms, effect, countdown and duration all remain the same.

    As most of it's techniques where adapted from water it shares the same weakness to Earth based jutsu, but unlike water it's only neutral towards fire rather then being super effective.

    When used with the Chakra flow technique it simply coats the weapon with a C-grade liquid poison.


    Perfect Sages
    Sages that learn from the the Hydra at the Abandoned Caverns are referred to as Perfect Sages. These are the people that have learned to perfectly balance the Senjutsu Chakra to the point that their body reaches the peak blend with Nature Chakra, granting the full abilities of Sage Mode and changing only the eyes and surrounding areas to be similar to the animals from which the Sage was taught.

    Perfect Sages receive a 1 Tier boost to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.

    Imperfect Sages
    Imperfect Sages are those that are taught Sage Mode from Perfect Sages. This is easier in that human Sages will generally have looser guidelines than animal Sages for the Sage selection process, but Perfect Sages are less capable at teaching Sage Mode than are their own teachers. Because of this, Imperfect Sages are less efficient at melding Senjutsu Chakra with their own bodies, causing slight morphing and fewer enhancements. These physical changes can vary by users but will generally resemble in some way the animals from which that Sage Mode originated.

    Imperfect Sages receive a ++ to Strength, Constitution, Speed, Coordination, and Perception while Sage Mode is active.


    Senjutsu Chakra Pool
    The Senjutsu Chakra Pool is the energy reservoir drawn from when using Sage Mode and what is spent in the technique enhancement ability mentioned above. The amount of Senjutsu Chakra available is based on the amount of training put into Sage Mode. It takes a careful balance and is therefore difficult to expand, forcing Sages to spend 50 Experience Points to increase the pool by 10 points.  Every Sage's Senjutsu Chakra Pool starts out at zero points but then slowly grows as they invest experience. The absolute limit to their Senjutsu Chakra Pool is half of their base Stamina stat's points.

    Sage Mode Upkeep
    While in Sage Mode, Sages use a constant draw of Senjutsu Chakra from their pool. This begins at the cost of 20 points per post, but by spending 500 Experience Points, Sages can halve that value to 10 points per post. Perfect Sages are able to do this again, spending another 500 Exp Points to bring the cost down to 5 points per post.

    Sage Kata
    To further a Sage's fighting ability, the animal Sages have developed Kata specific to themselves.  These Kata burn 5 points more in Senjutsu Chakra to forcefully enhance the body even more, adding an additional ++ to two stats each.  Hydra boost Stamina and Constitution

    Hydra Kata: Surrounds the user in an aura of Nature Chakra  in by about a foot in all directions all directions that drains the chakra of those who come into contact with it siphoning it into the sage. Those unable to see or sense Nature Chakra will be unaware of this aura and, therefore, may easily find themselves drained from being near the user.

    The sage can chose to drain 5 chakra from those making physical contact with the aura  (capped at 15 per person per post) or 15 chakra per person if they sustains contact the entire post.  This can not set them over their maximum pool of chakra

    Gathering Senjutsu Chakra
    Because of these costs, Sages may find themselves depleting their Senjutsu Chakra pool rather quickly, providing a need to renew that energy. By remaining completely still, the Sage can effectively become one with nature, allowing Nature Chakra to flow into his body that he immediately converts to Senjutsu Chakra. This is one of the hardest parts of mastering Sage Mode, but it is a vital skill for any Sage to learn. Remaining still requires that the user wait 72 hours before their pool is filled to 100%. No partial wait times are permitted, the user must wait the full 72 hours or nothing is gathered.

    Alternatively, a player can do a mini "flashback" recalling that they gathered Sage chakra at a previous point in time. This allows the user to start with 50% of their Sage Pool filled by paying 250 Experience upon entry into the thread. It requires that the user actually have 250 Spendable Experience available per their most recent update and that they declare their exercise of this option in an OOC note in their post. If they fail to make this declaration in their entrance post, they may not exercise this option.

    There are few workarounds to remaining perfectly still, which is practically impossible in battle:

    -By implanting the Nature Clan Bloodline, Sages are able to passively absorb Nature Chakra, though this is less efficient than the traditional method. It adds 5 points of Senjutsu Chakra per post, regardless of what the Sage is doing.

    -Similar to the above, a Sage can use the Amphibian, Reptile, or Gastropod Techniques to temporarily fuse with animal Sages belonging to their Summoning Contract. The animal Sages will attach themselves to the user and gather Nature Chakra and transfer it to the user while he fights. Each of these animals can gather 5 points per post, with a maximum of two animals per Sage, limiting this ability to generating 10 points per post. Jinchuuriki and those of the Nature Clan are naturally incompatible with these techniques.

    -The user can make any number of shadow clones to remain still and gather the energy. So long as the clones are within viewing distance of the user, whether by being summoned to him or having been there the whole time, they can be dispersed by the user to transfer all of the Senjutsu Chakra they've gathered to the user. The maximum they can gather is the same as their creator.

    If a member of the Nature Clan learns Sage Mode, he will no longer suffer from the reductions to Intelligence and Perception when using Sage Transformation and will be able to use the technique enhancement ability of Sage Mode. However, he will not be able to reduce the cost of the Sage Transformation and is still unable to assign his boosts to Perception.

    Boosts from the Nature Clan and Sage Mode do not stack. Boosts from Cursed Seals and Sage Mode do not stack.

    Sage Mode users and those with Custom Restricteds based off Sage Mode are entitled to one fairly powerful Exclusive Jutsu OR a free powerful Exclusive Perk for their Sage Summoning Contract. It should also be noted that Kuchiyose users who make a Custom Sage Mode can still make another custom summoning contract.

    Approved


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    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Tue Jun 15, 2021 10:11 pm

    Time to start reapping the Poison jutsu,  This should be the first of roughly 4 batches  

    Name: Poison Release: Venom Shot
    Rank: C
    Cost: 5
    Range: 80 m.
    Speed: B
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: After kneading and converting their chakra into liquid poison, the user will shoot one or more condensed blasts of liquid poison at the target. The size is dependent on how much poison the user can store in their body. The technique can gain an additional + to its Speed when used aerially.
    Drawbacks: N/A

    Name: Poison Clone Technique
    Rank: C
    Cost: -
    Range: 25 m.
    Speed: -
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Tiger
    Description: By using liquid as a medium, the user can create one or more clones of themselves. While the clones can perform techniques, they only possess one-tenth of the user's chakra and cannot go too far from the original. The clones can also be used as medium to perform other Poison release techniques.  When these clones are struck with a sufficient amount of force they will revert to their liquid poison form. The clones can be created anywhere within a 25 m. range of the user, unlike the Shadow Clone technique which requires clones to be created next to the user (such ranged spawning would require the clone to be spawned from a pre-existing source of liquid poison)
    Drawbacks: When casting this technique the user's stamina must be above 30% in order to maintain control over his/her clones. In addition, the user must maintain general concentration to maintain their clone's presence. If at any time the user is inflicted with heavy damage in contrast with their Constitution all clones will be dispersed. The user must be within 25 m. of their clone.

    Name: Poison Release: Venom Waterfall  Technique
    Rank: C
    Cost: 5
    Upkeep: 1
    Range: -
    Speed: -
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Boar > Dog > Ram
    Description: The technique is done by creating liquid poison through the earth and manipulating the current to form a waterfall. The scale of the waterfall is determined by the user and must be sustained by the user's chakra. The user must be within 50 meters of the waterfall to continue to feel it chakra. This technique requires very little focus allowing the user to perform other tasks without having to focus on feeding this one chakra.
    Drawbacks: Must be created over soil. Concrete and other sealed surfaces will not allow the technique to function.

    Name: Poison Release: Venom Whip
    Rank: C
    Cost: 5
    Upkeep: 3
    Range: 10 m.
    Speed: -
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirement: N/A
    Parent Technique: N/A
    Handseals: Rat > Dog > Ox
    Description: The user creates a whip made of liquid poison that can wrap around the opponent. The user can also channel lightning chakra to shock anyone wrapped in it. It can also be used like an ordinary whip to cause physical damage to an opponent.
    Drawbacks: Opponents may also discharge lightning release through your whip damaging you as the user.

    Name: Poison Release: Poison Creation
    Rank: C
    Power: E
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: 5 meters
    Speed: D
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: Venom Waterfall  Technique
    Hand Seals: Bird > Ox
    Description:
    The technique is simple for it only does one thing. By kneading the chakra on the hand the user touches the soil. By drawing toxins from with the ground this technique reveals liqud poison equivalent to 5x5 meters. It lacks firepower because the technique is meant to produce poison. The poison remain even when the chakra runs out.
    Weaknesses:
    Cannot work in concrete, iron, wood, etc. Can only function in sand or soil.


    Last edited by Ryuko on Fri Jun 18, 2021 5:49 pm; edited 1 time in total


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    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
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    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Nyguyen Uchiha Fri Jun 18, 2021 4:14 pm

    First two needs more handsigns

    Next two need an upkeep of 3

    Last one: Just so understand, this jutsu just saturates the ground in poison?



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    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Ryuko Fri Jun 18, 2021 5:50 pm

    Nyguyen Uchiha wrote:First two needs more handsigns

    Next two need an upkeep of 3

    Last one: Just so understand, this jutsu just saturates the ground in poison?


    These are literally all Suiton techs adapted word for word with the only change being that they use Poison instead of water.

    Poison Release: Venom Shot = Water Release: Gunshot
    Poison Clone Technique = Water Clone
    Poison Release: Venom Waterfall Technique = Water Release: Waterfall Basin Technique
    Poison Release: Venom Whip = Water Release: Water Whip
    Poison Release: Poison Creation =  Suiton Release: Water Creation

    Hence the Hand signs and costs should be the same

    Though you are correct that Venom Whip needed to be adjusted since the  upkeep cost of Water whip has changed since it was originally append

    And yes.  Poison create just saturates the ground in poison the same way Water Creation does with water.


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    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
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    Ryuko's Tech's  Empty Re: Ryuko's Tech's

    Post by Nyguyen Uchiha Wed Jun 23, 2021 11:46 pm

    Ryuko wrote:
    Nyguyen Uchiha wrote:First two needs more handsigns

    Next two need an upkeep of 3

    Last one: Just so understand, this jutsu just saturates the ground in poison?



    These are literally all Suiton techs adapted word for word with the only change being that they use Poison instead of water.

    Poison Release: Venom Shot = Water Release: Gunshot
    Poison Clone Technique = Water Clone
    Poison Release: Venom Waterfall Technique = Water Release: Waterfall Basin Technique
    Poison Release: Venom Whip = Water Release: Water Whip
    Poison Release: Poison Creation =  Suiton Release: Water Creation

    Hence the Hand signs and costs should be the same

    Poison Release is stronger than those though so it will require the standard level of handsigns and chakra cost when compared to regular Suiton.


    And yes.  Poison create just saturates the ground in poison the same way Water Creation does with water.

    Okay.



    Name: Poison Release: Poison Creation
    Rank: C
    Power: E
    Activation Cost: 5
    Upkeep Cost: N/A
    Range: 5 meters
    Speed: D
    Element: Poison
    Skill: Ninjutsu
    Classification: N/A
    Requirements: N/A
    Parent Technique: Venom Waterfall  Technique
    Hand Seals: Bird > Ox
    Description:
    The technique is simple for it only does one thing. By kneading the chakra on the hand the user touches the soil. By drawing toxins from with the ground this technique reveals liqud poison equivalent to 5x5 meters. It lacks firepower because the technique is meant to produce poison. The poison remain even when the chakra runs out.
    Weaknesses:
    Cannot work in concrete, iron, wood, etc. Can only function in sand or soil.

    Approved


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