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Ryuko
Nyguyen Uchiha
Chen Kimyōnakama
AriDokuma
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    Ari's Tech Lab

    AriDokuma
    AriDokuma


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    Join date : 2020-06-06

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    Post by AriDokuma Sat Jun 06, 2020 9:16 pm

    Ari wrote:Name: Mystic Style
    Rank: C
    Power: C
    Activation Cost: ---
    Upkeep Cost: 3
    Range: Self
    Speed: ---
    Element: ---
    Skill: Taijutsu
    Classification: Personal
    Requirements: ---
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The Mystic Style is a base form of hand-to-hand combat. It is a defensive combat style that utilizes a mixture of grapple, redirect, and throwing. Alas this also includes acrobatic maneuvers for evasion purposes even at close quarters. There are other stances that deprive from this style that benefits other circumstances. Including going on the offensive.

    This style increases Coordination by ++ and Speed by +.
    Weaknesses:
    In the base form this fighting style doesn't possess many offensive techniques. It is mainly used to defend themselves and evading if they can. As such, immobilization of the hands and/or feet will render this form useless.

    Name: Spirit Lynx Stance
    Rank: C
    Power: C
    Activation Cost: ---
    Upkeep Cost: 3
    Range: Self
    Speed: ---
    Element: ---
    Skill: Taijutsu
    Classification: Personal
    Requirements: Mystic Style
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The Spirit Lynx Style is the offensive alternative of the Mystic Style. It primarily involves powerful punches as the user strikes fast. The goal of this is to hit hard and fast. Not much for evasion or defense save for counters that can devastating if used correctly at the right time.

    This stance increases the user's Strength by + and Coordination by ++.
    Weaknesses:
    Because this style utilizes both strength and speed, the practitioners burn through more stamina than normal. As mentioned above, this style is very aggressive as it holds no evasion nor defense techniques. Just counters and offensive maneuvers to overwhelm the target.

    Name: Earth Style; Crushing Wave
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0-20 meters
    Speed: User's Coordination
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Seal-less Combat Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    By slamming a heel on the ground and using one hand to guide it. The earth cracks as many small rocks rise up like a wave. In size this is a 5 meter wide wave that increases in size by 1 meter per post after it is sustained. It's also 2 meters thick. This wave crashes downward on the targets in the range as the user can force it to move forward, turn, or move backwards. Any target caught in the wave will be bombarded by dozens of small rocks as the wave will toss and turn the targets inside. Essentially causing C rank bludgeoning damage while forcing them to move.
    Weaknesses:
    This technique forces the user to remain stationary in order to maintain focus on this technique. A Raiton AOE of D rank can counter this technique or defend against it. Anything higher in power for Raiton can break through the wave.
    Chen Kimyōnakama
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    Character File
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    Post by Chen Kimyōnakama Sat Jun 06, 2020 9:29 pm

    AriDokuma wrote:
    Ari wrote:Name: Mystic Style
    Rank: C
    Power: C
    Activation Cost: ---
    Upkeep Cost: 3
    Range: Self
    Speed: ---
    Element: ---
    Skill: Taijutsu
    Classification: Personal
    Requirements: ---
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The Mystic Style is a base form of hand-to-hand combat. It is a defensive combat style that utilizes a mixture of grapple, redirect, and throwing. Alas this also includes acrobatic maneuvers for evasion purposes even at close quarters. There are other stances that deprive from this style that benefits other circumstances. Including going on the offensive.

    This style increases Coordination by ++ and Speed by +.
    Weaknesses:
    In the base form this fighting style doesn't possess many offensive techniques. It is mainly used to defend themselves and evading if they can. As such, immobilization of the hands and/or feet will render this form useless.

    Name: Spirit Lynx Stance
    Rank: C
    Power: C
    Activation Cost: ---
    Upkeep Cost: 3
    Range: Self
    Speed: ---
    Element: ---
    Skill: Taijutsu
    Classification: Personal
    Requirements: Mystic Style
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The Spirit Lynx Style is the offensive alternative of the Mystic Style. It primarily involves powerful punches as the user strikes fast. The goal of this is to hit hard and fast. Not much for evasion or defense save for counters that can devastating if used correctly at the right time.

    This stance increases the user's Strength by + and Coordination by ++.
    Weaknesses:
    Because this style utilizes both strength and speed, the practitioners burn through more stamina than normal. As mentioned above, this style is very aggressive as it holds no evasion nor defense techniques. Just counters and offensive maneuvers to overwhelm the target.

    Name: Earth Style; Crushing Wave
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0-20 meters
    Speed: User's Coordination
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Seal-less Combat Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    By slamming a heel on the ground and using one hand to guide it. The earth cracks as many small rocks rise up like a wave. In size this is a 5 meter wide wave that increases in size by 1 meter per post after it is sustained. It's also 2 meters thick. This wave crashes downward on the targets in the range as the user can force it to move forward, turn, or move backwards. Any target caught in the wave will be bombarded by dozens of small rocks as the wave will toss and turn the targets inside. Essentially causing C rank bludgeoning damage while forcing them to move.
    Weaknesses:
    This technique forces the user to remain stationary in order to maintain focus on this technique. A Raiton AOE of D rank can counter this technique or defend against it. Anything higher in power for Raiton can break through the wave.

    Approved


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S
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    Post by AriDokuma Sat Jun 06, 2020 11:21 pm

    Name: Mystic Style; Ripple
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 0-5m
    Speed: User’s Coordination
    Element: None
    Skill: Taijutsu
    Classification: Personal (Ari)
    Requirements: Mystic Style
    Parent Technique: Mystic Style
    Hand Seals: ---
    Description:
    The user’s body becomes mesmerizing and fluid like water. Usage of clothes ruffling with the wind and motions of the body. It’s not so much as it is bewitching the opponent, but rather the motions affect the target’s ability to visually track the user. It allows the user to evade easier from harm, but it's only effective for 1 post.

    Debuffs opponent’s Perception by 2 disadvantages.
    Weaknesses:
    It is a defensive measure to ensure the user doesn’t get hit. It is not used for counters or for offensive purposes. From a distance this technique isn’t effective as it requires the targets to be within 5 meters.

    Name: Spirit Lynx; Quivering Palm
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: Melee
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Personal (Ari)
    Requirements: Spirit Lynx Stance
    Parent Technique: Spirit Lynx Stance
    Hand Seals: ---
    Description:
    This is hindering strike of the palm that isn’t damaging to the naked eye. It is a palm strike with the fingers curled like talons. It precisely strikes against the target’s solar plexus, or if blocked then it’ll connect against the flesh if able. The five fingers pinpoints weak points into the muscular system as the slam of the palm not only affects the skeletal system via popping. But it also causes the struck muscles to quiver/spasm. It becomes a bit difficult to react as a result.

    The user’s Coordination is increased by 1 advantage, and upon successful impact the target’s Coordination is debuffed by 1 disadvantage for 2 posts.
    Weaknesses:
    If the target’s Constitution is A tier or higher, then this technique will be ineffective against them. Also this technique requires the user to strike flesh. So armor, weapon, or the environment will render this technique ineffective.

    Name: Earth Style; Vibration Awareness
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: 3
    Range: 0-30 meters
    Speed: C
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Seal-Less Combat Earth
    Parent Technique: Hiding Mole Technique
    Hand Seals: ---
    Description:
    The function is quite simple. The technique releases harmless vibrations from the user’s body within the surface or 30 meters below to detect movement or presence. The user’s third eye so to speak ‘sees’ a vague shape within the range. Vibration Awareness is primarily used to detect underground passageways, enemies hidden underground, or to aid when submerged underground. Based on the user’s Perception is how clear they can see.


    • D; Vaguely detects movement which alarms the user in the general direction.
    • C; Can detect in the form of silhouettes within range assuming they move. If the user focuses and remains stationary they can pinpoint where the movement came from.
    • B; Can detect multiple individuals with pinpoint accuracy assuming they move and the user is stationary. The user can now pinpoint a singular target without having to be stationary, and the target doesn’t need to move in order to be detected now although this requires focus. Vibrations give a clear visual in build and height.
    • A; User is able to detect multiple individuals in pinpoint accuracy without having to be stationary. The user is also able to detect a singular individual’s presence without being stationary as well. Vibrations can detect if the target(s) are holding something like a weapon.
    • S; User is now able to detect multiple presences without having to be stationary and doesn’t require movement to detect them. The vibrations give a crystal clear vision of the target as if their eyes are still open.

    Weaknesses:
    The main weakness regardless how high their Perception is. If the target(s) is not touching something that’s on the ground whether they leaped or suspended off the ground would render this technique useless. In the case of a airship or something else that’s in the air. The user can only detect what’s in that structure. So if there’s something else flying around them the user isn’t going to detect it with this technique.

    Name: Earth Style; Seismic Upheaval
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 0-15m
    Speed: C
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Seal-less Combat Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The user shifts their foot to the direction of the opponent or slam a palm on the ground to cause a 5 meter square slab of earth to lift up from the surface in a 45 degree angle. This can start underneath the opponent’s feet, and in a straight line the slab will push the target 15 meters out. Once the slab nears the 15 meter mark by 5 meters, the slab will flip itself to slam the target on the other side as momentum still pushes the target to the 15 meter mark from the user. After the slam, the earth slab crumbles into multiple small rocks.
    Weaknesses:
    Opponents with A tier Coordination can safely maneuver away from the slab even if it starts under their feet. Likewise, opponents with A tier Constitution or higher won’t be harmed by this technique.


    Last edited by AriDokuma on Sat Jun 06, 2020 11:36 pm; edited 1 time in total
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    Post by Nyguyen Uchiha Sat Jun 06, 2020 11:27 pm

    Mystic Ripple: Is this a manuever specific Taijutsu technique or is it an actual fighting style?

    Vibration Awareness: Even though this is derived from Hiding Like A Mole I'm concerned that this infringes a bit too much on Sensory



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    Post by Nyguyen Uchiha Sat Jun 06, 2020 11:28 pm

    AriDokuma wrote:
    Name: Spirit Lynx; Quivering Palm
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: Melee
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Personal (Ari)
    Requirements: Spirit Lynx Stance
    Parent Technique: Spirit Lynx Stance
    Hand Seals: ---
    Description:
    This is hindering strike of the palm that isn’t damaging to the naked eye. It is a palm strike with the fingers curled like talons. It precisely strikes against the target’s solar plexus, or if blocked then it’ll connect against the flesh if able. The five fingers pinpoints weak points into the muscular system as the slam of the palm not only affects the skeletal system via popping. But it also causes the struck muscles to quiver/spasm. It becomes a bit difficult to react as a result.

    The user’s Coordination is increased by 1 advantage, and upon successful impact the target’s Coordination is debuffed by 1 disadvantage for 2 posts.
    Weaknesses:
    If the target’s Constitution is A tier or higher, then this technique will be ineffective against them. Also this technique requires the user to strike flesh. So armor, weapon, or the environment will render this technique ineffective.

    Name: Earth Style; Seismic Upheaval
    Rank: C
    Power: C
    Activation Cost: 5
    Upkeep Cost: ---
    Range: 0-15m
    Speed: C
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Seal-less Combat Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    The user shifts their foot to the direction of the opponent or slam a palm on the ground to cause a 5 meter square slab of earth to lift up from the surface in a 45 degree angle. This can start underneath the opponent’s feet, and in a straight line the slab will push the target 15 meters out. Once the slab nears the 15 meter mark by 5 meters, the slab will flip itself to slam the target on the other side as momentum still pushes the target to the 15 meter mark from the user. After the slam, the earth slab crumbles into multiple small rocks.
    Weaknesses:
    Opponents with A tier Coordination can safely maneuver away from the slab even if it starts under their feet. Likewise, opponents with A tier Constitution or higher won’t be harmed by this technique.

    Approved.
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    Post by AriDokuma Sat Jun 06, 2020 11:33 pm

    Mystic Ripple is a maneuver based on deceiving the eyes.

    Vibration Awareness is a bit too much similar to Sensory, but not quite as much. Sensory can detect people much farther than this technique allows and sensory can detect people even if they're not on the ground or connected to the ground. This technique is based on expanding the Touch sense to detect the vibrations that echo through the ground and come back to the user. If you want i can put in that the user must remain contact with a surface that's not liquid for this technique to be effective as another weakness.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
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    Post by Nyguyen Uchiha Sat Jun 06, 2020 11:35 pm

    Mystic Ripple is a maneuver based on deceiving the eyes.

    *^ Note this in the technique and remove the upkeep and I'll approve. It will have to be activated each time for each post.


    Vibration Awareness is a bit too much similar to Sensory, but not quite as much. Sensory can detect people much farther than this technique allows and sensory can detect people even if they're not on the ground or connected to the ground. This technique is based on expanding the Touch sense to detect the vibrations that echo through the ground and come back to the user. If you want i can put in that the user must remain contact with a surface that's not liquid for this technique to be effective as another weakness.

    *^ That's still a lot like Sensory, I feel. I think getting the Skill and having it compliment your Earth Release is fine but I'm already wary of how Hiding Like A Mole already functions like basic sensory and I'd rather not have that ability extended.







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    Post by AriDokuma Sat Jun 06, 2020 11:47 pm

    Edited Mystic Ripple with the adjustments.

    Well, it is inspired by Toph's ability to 'see' through the vibrations within the earth. Plus there are some Earth techniques that require the user to detect people, but Hiding Like A Mole is the only one that has any form of detecting things on the surface while hiding. There's even a technique that brings up things hiding underground, but the catch is that they have to detect them first. In those cases, Vibrations Awareness cost more than Sensory and seemed to be a decent counter against Hiding Like A Mole in terms of detecting them without having to spend another skill point. Sensory is a better choice not just in effectiveness, but in range and cost as well since Sensing technique can be maintained for 0.5 CP per post. Which is less than a E rank cost, but this will cost 5 to activate, and then 3 upkeep afterward.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
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    Post by Nyguyen Uchiha Tue Jun 09, 2020 10:38 am

    "Hiding Like A Mole is the only one that has any form of detecting things on the surface while hiding"

    *^ Yeah and that's what makes it one of the best Earth Release techniques. I'm very wary of using elements as proxies for sensing without the Sensing Skill or some kind of Dojutsu tie in. Of course sensory is better than this technique but I still think its still too useful to allow without requring that skill. My suggestion would be to take Sensory, I guess another way this could work is if you basically made it closer to Hiding Like A Mole in that you yourself must be underground as well.


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    Post by AriDokuma Fri Jun 19, 2020 7:07 pm

    Name: Earth Release; Fists of Terra
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 0-15m
    Speed: User’s Coordination
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: B tier Coordination | Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    With a clap of Ari’s hands, the earth trembles around her before multiple pieces of dirt, stone, and mud raises up. Spiraling to a point 5 meters above Ari as a large human-shaped hand is formed. The sheer size from the fingertips to what would have been wrist is 5 meters, and 2.5 meters wide. It is incredibly resistant to physical strikes as it is quite durable; making this technique capable of tanking a couple of strong hits before it’s destroyed (2 B rank worth of damage). The hand can grab onto creatures and objects with B rank in Strength. Even go as far as throwing heavier objects such as small boulders. The most damaging function of this technique is when the hand curls the fingers into a 3 meter sized fist. Not only does it deliver a B rank worth of crushing damage, but it also causes the struck earth to be torn asunder as it knocks back targets for 5 meters at B rank speed. The earth affected by the fist’s might essentially crack and rise into small half a meter waves as it pushes away the targets.
    Weaknesses:
    The Fists of Terra is highly durable, but it is vulnerable to Ninjutsu of at least B rank in Power. Raiton of course only requires a C rank in Power to dismantle this technique. Additionally, despite the upkeep the hand cannot regenerate the damage it has taken. Once the technique ends, the user must wait 2 posts before they can activate this technique again. Characters or projectiles not connected to the surface where the fist strikes are unaffected by the knockback effect.

    Name: Earth Style; Terra’s Grasp
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 0-30m
    Speed: B
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    From the user’s hand, a hand shaped stone covers the user’s hand. It can be used for both melee and ranged purposes as it can be fired in a straight line. Upon contact of the target, the doton chakra crawls along the target’s skin upon the user’s discretion to bind the target’s hand or feet together in strong handcuffs behind the user’s back. It cannot bind both hands and feet in one activation, but this technique can be used and maintained twice consecutively to bind both hands and feet. If both hands and feet are successfully bound, the Doton will pull behind the target as both doton cuffs form a strong cord connecting the two cuffs.

    The cuffs are uncomfortably tight as they’re attached to the target’s skin, so simply ripping off the cuffs will also tear off the first layer of the target’s skin. When the user drops their concentration to these cuffs, they harmlessly fall off from the target’s limbs. By spending an additional 5CP, the user can will the cuffs around the target’s wrist to encase the target’s entire hands to firmly hold them in place. Once done, the user doesn’t have to pay an upkeep as it remains active until the technique ends. When this is done, carelessly trying to take off the cuffs will not only rip skin, but it will also break the target's fingers.
    Weaknesses:
    Strength with a base of A tier can break these cuffs assuming their bound, but an outside source will have an easier time to break them so long as the other person can muster B tier Strength. Alternatively, Chakra enhanced weapons of C rank or higher can cut through these cuffs. A tier Constitution will prevent their fingers from being broken.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
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    Post by Ryuko Sat Jun 20, 2020 1:02 am

    AriDokuma wrote:Name: Earth Release; Fists of Terra
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 0-15m
    Speed: User’s Coordination
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: B tier Coordination | Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    With a clap of Ari’s hands, the earth trembles around her before multiple pieces of dirt, stone, and mud raises up. Spiraling to a point 5 meters above Ari as a large human-shaped hand is formed. The sheer size from the fingertips to what would have been wrist is 5 meters, and 2.5 meters wide. It is incredibly resistant to physical strikes as it is quite durable; making this technique capable of tanking a couple of strong hits before it’s destroyed (2 B rank worth of damage). The hand can grab onto creatures and objects with B rank in Strength. Even go as far as throwing heavier objects such as small boulders. The most damaging function of this technique is when the hand curls the fingers into a 3 meter sized fist. Not only does it deliver a B rank worth of crushing damage, but it also causes the struck earth to be torn asunder as it knocks back targets for 5 meters at B rank speed. The earth affected by the fist’s might essentially crack and rise into small half a meter waves as it pushes away the targets.
    Weaknesses:
    The Fists of Terra is highly durable, but it is vulnerable to Ninjutsu of at least B rank in Power. Raiton of course only requires a C rank in Power to dismantle this technique. Additionally, despite the upkeep the hand cannot regenerate the damage it has taken. Once the technique ends, the user must wait 2 posts before they can activate this technique again. Characters or projectiles not connected to the surface where the fist strikes are unaffected by the knockback effect.

    Name: Earth Style; Terra’s Grasp
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: 0-30m
    Speed: B
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: Earth
    Parent Technique: ---
    Hand Seals: ---
    Description:
    From the user’s hand, a hand shaped stone covers the user’s hand. It can be used for both melee and ranged purposes as it can be fired in a straight line. Upon contact of the target, the doton chakra crawls along the target’s skin upon the user’s discretion to bind the target’s hand or feet together in strong handcuffs behind the user’s back. It cannot bind both hands and feet in one activation, but this technique can be used and maintained twice consecutively to bind both hands and feet. If both hands and feet are successfully bound, the Doton will pull behind the target as both doton cuffs form a strong cord connecting the two cuffs.

    The cuffs are uncomfortably tight as they’re attached to the target’s skin, so simply ripping off the cuffs will also tear off the first layer of the target’s skin. When the user drops their concentration to these cuffs, they harmlessly fall off from the target’s limbs. By spending an additional 5CP, the user can will the cuffs around the target’s wrist to encase the target’s entire hands to firmly hold them in place. Once done, the user doesn’t have to pay an upkeep as it remains active until the technique ends. When this is done, carelessly trying to take off the cuffs will not only rip skin, but it will also break the target's fingers.
    Weaknesses:
    Strength with a base of A tier can break these cuffs assuming their bound, but an outside source will have an easier time to break them so long as the other person can muster B tier Strength. Alternatively, Chakra enhanced weapons of C rank or higher can cut through these cuffs. A tier Constitution will prevent their fingers from being broken.

    Approved


    _________________
    Ryuko's Ninja Card


    Stats
    Strength: B
    Constitution: B
    Stamina: A-> A++ (Arch Angel's Tiara)
    Speed: B
    Coordination: A
    Intelligence: A
    Perception: B
    AriDokuma
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    Post by AriDokuma Sun Jun 28, 2020 12:05 am

    A Voided technique.


    Last edited by AriDokuma on Mon Jul 06, 2020 2:32 am; edited 3 times in total


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Chen Kimyōnakama
    Chen Kimyōnakama


    Posts : 1191
    Join date : 2012-05-28

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

    Ari's Tech Lab Empty Re: Ari's Tech Lab

    Post by Chen Kimyōnakama Sun Jun 28, 2020 2:37 am

    AriDokuma wrote:
    Name: Terra’s Heart (Unique Booster)
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: Self
    Speed: ---
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: ---
    Parent Technique: ---
    Hand Seals: ---
    Description:
    Drawing upon the Dragon Veins coursing through the earth, the user’s skin takes on a darker tone as even their hair takes on the characteristic of stone. Doton chakra becomes stronger from the user as it empowers the doton element. This is represented as the Doton technique now holds the appearance of unrefined rose quartz. Rose quartz produced while this technique is active emits a dim pulse of pink light followed with a soft rumble. Similar to the sounds of a heartbeat even. As the result of this modification, the Dragon Veins grants a minor boost to the user’s chakra pool.

    Other Doton Techniques gain +1 rank in Power while this technique is active.

    Boosts Stamina by +.
    Weaknesses:
    Raiton techniques gains a +1 rank in Power against the Doton techniques created with Terra’s Heart. The user is also vulnerable to Raiton techniques as well, granting Raiton techniques of S rank Power to reach X rank against the user and their Doton.

    The unique booster creates a unique boost of a ++ to a stat, it can't be used to boost your techs a rank in power


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S
    AriDokuma
    AriDokuma


    Village : N/A
    Posts : 157
    Join date : 2020-06-06

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    Post by AriDokuma Sun Jun 28, 2020 4:10 pm

    A unique booster are known to grant abilities as well, and I thought dropping that additional + to Stamina (++) for this ability would suffice. But if not then I guess I'll just give it a ++ Stamina boost.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Chen Kimyōnakama
    Chen Kimyōnakama


    Posts : 1191
    Join date : 2012-05-28

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

    Ari's Tech Lab Empty Re: Ari's Tech Lab

    Post by Chen Kimyōnakama Sun Jul 05, 2020 9:40 pm

    I'm not aware of any unique booster that grants a +1 Rank in Power.

    So yes, removing that is necessary.


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S
    Masaru
    Masaru


    Posts : 568
    Join date : 2020-02-19

    Ari's Tech Lab Empty Re: Ari's Tech Lab

    Post by Masaru Mon Jul 06, 2020 12:01 am

    AriDokuma wrote:Name: Terra’s Heart (Unique Booster)
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: 5
    Range: Self
    Speed: ---
    Element: Doton
    Skill: Ninjutsu
    Classification: Personal
    Requirements: ---
    Parent Technique: ---
    Hand Seals: ---
    Description:
    Drawing upon the Dragon Veins coursing through the earth, the user’s skin takes on a darker tone as even their hair takes on the characteristic of stone. As the result of this modification, the Dragon Veins grants a minor boost to the user’s chakra pool.

    Boosts Stamina by ++.
    Weaknesses:
    None


    Please refer to the stat boosting and debuffing rule located Here for what skills and elements can boost.

    Unfortunately Stamina is not able to be boosted in this manner as neither Earth or Ninjutsu can boost or debuff stamina.


    _________________
    Character Update: Link
    Known Techniques: Link
    AriDokuma
    AriDokuma


    Village : N/A
    Posts : 157
    Join date : 2020-06-06

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    Post by AriDokuma Fri Jul 10, 2020 1:52 am

    Name: Dance of the Water Dragon
    Rank: B
    Power: B
    Activation Cost: ---
    Upkeep Cost: 5
    Range: Self
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Open
    Requirements: Water Dragon Bullet | Marine Battle Formation Technique
    Parent Technique: Marine Battle Formation Technique
    Hand Seals: ---
    Description:
    A fighting style that modified Spring Chant into more of a fluid movement. The body mimics the motion of water. Whether it is calm and still; or turning into a raging storm. Involving mostly of their hands to deliver swift punches or to divert incoming attacks in a variety of ways. Whether that is to involve their joints or evade is up to the practitioner in the scenario. However, the style is more ferocious when either the practitioner’s Water Dragon Bullet or the Marine Battle Formation Technique are active. For it is Suiton techniques like these that are their instrument of destruction.

    Boosts the user’s Coordination by 1 tier, and Speed by +.
    Weaknesses:
    Only the Suiton Techniques that rely on the User’s Coordination can benefit from this style’s use. As it was tailored for this purpose, no other element nor non-elemental Ninjutsu techniques will benefit from this style. Of course, the practitioner may still use other elements while using Dance of the Water Dragon.

    Name: Storm Barrage
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: ---
    Range: Melee
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Open
    Requirements: Dance of the Water Dragon
    Parent Technique: Dance of the Water Dragon
    Hand Seals: ---
    Description:
    A surprisingly difficult 9-hit combo involving the fists are thrown against the opponent’s chest area. Particularly the opponent’s ribcage. The fists can be unleashed as a counter or to press onto their target. Either way, the practitioner treats their fists like each one is a battering ram striking against the rib cage in a rapid fashion.

    For every 3 hits, the practitioner places 1 disadvantage onto the target’s Constitution against physical attacks. The cap per use is of course 1 tier worth of debuff to the target’s Constitution. This debuff lasts for 2 rounds, albeit this debuff can be reapplied, extended, and even debuffed further for a total of 2 tiers. Doing so requires 2 uses of this maneuver and all 18 punches would need to land.
    Weaknesses:
    If even one of these punches miss or blocked in some way that’s not the ribcage. The technique won’t achieve it’s full effect. Meaning ifonly 8 punches landed their designated target, then the target will only take 2 disadvantages to their Constitution instead of 1 tier. If only 2 punches land, then the target won’t take any debuff from this technique.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Chen Kimyōnakama
    Chen Kimyōnakama


    Posts : 1191
    Join date : 2012-05-28

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

    Ari's Tech Lab Empty Re: Ari's Tech Lab

    Post by Chen Kimyōnakama Fri Jul 10, 2020 11:15 am

    AriDokuma wrote:Name: Dance of the Water Dragon
    Rank: B
    Power: B
    Activation Cost: ---
    Upkeep Cost: 5
    Range: Self
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Open
    Requirements: Water Dragon Bullet | Marine Battle Formation Technique
    Parent Technique: Marine Battle Formation Technique
    Hand Seals: ---
    Description:
    A fighting style that modified Spring Chant into more of a fluid movement. The body mimics the motion of water. Whether it is calm and still; or turning into a raging storm. Involving mostly of their hands to deliver swift punches or to divert incoming attacks in a variety of ways. Whether that is to involve their joints or evade is up to the practitioner in the scenario. However, the style is more ferocious when either the practitioner’s Water Dragon Bullet or the Marine Battle Formation Technique are active. For it is Suiton techniques like these that are their instrument of destruction.

    Boosts the user’s Coordination by 1 tier, and Speed by +.
    Weaknesses:
    Only the Suiton Techniques that rely on the User’s Coordination can benefit from this style’s use. As it was tailored for this purpose, no other element nor non-elemental Ninjutsu techniques will benefit from this style. Of course, the practitioner may still use other elements while using Dance of the Water Dragon.

    Name: Storm Barrage
    Rank: B
    Power: B
    Activation Cost: 10
    Upkeep Cost: ---
    Range: Melee
    Speed: User’s Coordination
    Element: ---
    Skill: Taijutsu
    Classification: Open
    Requirements: Dance of the Water Dragon
    Parent Technique: Dance of the Water Dragon
    Hand Seals: ---
    Description:
    A surprisingly difficult 9-hit combo involving the fists are thrown against the opponent’s chest area. Particularly the opponent’s ribcage. The fists can be unleashed as a counter or to press onto their target. Either way, the practitioner treats their fists like each one is a battering ram striking against the rib cage in a rapid fashion.

    For every 3 hits, the practitioner places 1 disadvantage onto the target’s Constitution against physical attacks. The cap per use is of course 1 tier worth of debuff to the target’s Constitution. This debuff lasts for 2 rounds, albeit this debuff can be reapplied, extended, and even debuffed further for a total of 2 tiers. Doing so requires 2 uses of this maneuver and all 18 punches would need to land.
    Weaknesses:
    If even one of these punches miss or blocked in some way that’s not the ribcage. The technique won’t achieve it’s full effect. Meaning ifonly 8 punches landed their designated target, then the target will only take 2 disadvantages to their Constitution instead of 1 tier. If only 2 punches land, then the target won’t take any debuff from this technique.

    Approved


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S
    AriDokuma
    AriDokuma


    Village : N/A
    Posts : 157
    Join date : 2020-06-06

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    Post by AriDokuma Sun Sep 20, 2020 8:38 pm

    Name: Heavenly Pulverizing Punch
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: ---
    Range: 0-25m
    Speed: -1 tier User's Strength
    Element: ---
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: B tier Coordination | Chakra Enhanced Strength 1 / 2
    Parent Technique: Chakra Enhanced Strength
    Hand Seals: ---
    Description:
    This technique capitalizes the drastic benefit of the Chakra Enhanced Strength and uses that strength to deliver a devastating blow to the target. The user delivers a strong Punch on the target's body and the explosion of Chakra within the hand forces the target to be knocked back up to 25 meters away from the user. This punch can wreck the target's body such as making it vulnerable to punishment.

    Alternatively, the user can unleash a shockwave of force to slam against target(s) from a distance and then pushes the target up to 7 meters. Either way the knockback effect is treated as if it held S rank power.
    Weaknesses:
    The initial punch would still be the user's Strength, and the shockwave can only damage the target if it slams them against a surface such as a wall or into another person.

    Name: Chakra Scalpel: Death's Blade
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 0-1m
    Speed: A
    Element: ---
    Skill:
    Classification: Personal
    Requirements: Chakra Scalpel | B tier Coordination
    Parent Technique: Chakra Scalpel
    Hand Seals: ---
    Description:
    By increasing the amount of Chakra into a focused point that makes up Chakra Scalpel (or basically hands). The chakra within the Scalpel extends up to 1 meter in length and possess high lethality to sever tendons and muscle tissues. Even delivering fatal cuts under the surface of the skin. Of course the user can control the extension to surprisingly pierce the target.
    Weaknesses:
    Despite the name, this Scalpel cannot block things such as opposing weapons or other solid matter. It is refined chakra to form a sharp blade specifically designed to severely hurt the living body. Not inorganic matter. However, this knife cannot inflict fatal injuries to target's who possess S tier Constitution due to the stat's perk.

    Name: Reverse Chakra Mantis
    Rank: B
    Power: B
    Activation Cost: ---
    Upkeep Cost: 5
    Range: Melee
    Speed: ---
    Element: ---
    Skill: Ijutsu/Taijutsu
    Classification: Personal
    Requirements: Reverse Chakra Palm | Gentle Fist
    Parent Technique: Reverse Chakra Palm | Gentle Fist
    Hand Seals: ---
    Description:
    A fighting style that expressed acute information over the body that the user takes advantage of the pressure points with great precision. Additionally, this style uses the Reverse Chakra Palm in conjunction of Reverse Chakra Mantis to not only potentially cause the limb to go numb, but to also weaken them with each strike. This is simply because the practitioner is injecting chakra into precise points of the body to confuse the neural system of the body. As the result, each strike inflicts 2 disadvantages to the opponent's Coordination for 2 posts. If the practitioner can strike again within those 2 posts, the timer simply resets
    Weaknesses:
    In addition to making use of the Reverse Chakra Palm, this fighting style revolves around the user having a good understanding of the target's body and how to take advantage of their pressure points. However, having armor protects the target from being struck by this fighting style as the practitioner must make direct contact against flesh in order for this to work.


    Last edited by AriDokuma on Wed Dec 23, 2020 11:57 pm; edited 3 times in total


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Hana Kaguya
    Hana Kaguya


    Posts : 870
    Join date : 2017-09-13

    Character File
    Skills & Elements: Taijutsu | Sensory | Ninjutsu| Kenjutsu | Water | Lightning
    Class: X
    Ryo: 10,000

    Ari's Tech Lab Empty Re: Ari's Tech Lab

    Post by Hana Kaguya Wed Sep 30, 2020 3:25 pm

    AriDokuma wrote:Name: Heavenly Pulverizing Punch
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: ---
    Range: 0-25m
    Speed: -1 tier User's Strength
    Element: ---
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: B tier Coordination | Chakra Enhanced Strength 1 / 2
    Parent Technique: Chakra Enhanced Strength
    Hand Seals: ---
    Description:
    This technique capitalizes the drastic benefit of the Chakra Enhanced Strength and uses that strength to deliver a devastating blow to the target. The user delivers a strong Punch on the target's body and the explosion of Chakra within the hand forces the target to be knocked back up to 25 meters away from the user. This punch can wreck the target's body such as making it vulnerable to punishment.

    Alternatively, the user can unleash a shockwave of force to slam against target(s) from a distance and then pushes the target up to 25 meters. Either way the knockback effect is treated as if it held S rank power.

    Upon impact, the user inflicts a 1-- tier debuff to the target's Constitution. The only way to remove the debuff is to either heal it or the thread ends.
    Weaknesses:
    The initial punch would still be the user's Strength, and the shockwave can only damage the target if it slams them against a surface such as a wall or into another person. The debuff can be removed with medicine of A rank or higher. Ijutsu of A rank or higher can recover from this debuff as well.

    A couple things:

    • You cannot have an S-rank debuff tied to a technique that outright does S-rank damage. You can compromise by lowering the damage to A-rank, thus allowing an A-rank debuff (-1 tier and -1 adv.)
    • The debuff must have a duration in posts. A thread persistent debuff is very powerful. The Pathway Derrangement technique works similarly, however, does no damage.


      Name: Chakra Scalpel: Death's Blade
      Rank: A
      Power: A
      Activation Cost: 20
      Upkeep Cost: 10
      Range: 0-5m
      Speed: A
      Element: ---
      Skill:
      Classification: Personal
      Requirements: Chakra Scalpel | B tier Coordination
      Parent Technique: Chakra Scalpel
      Hand Seals: ---
      Description:
      By increasing the amount of Chakra into a focused point that makes up Chakra Scalpel (or basically hands). The chakra within the Scalpel extends up to 5 meters in length and possess high lethality to sever tendons and muscle tissues. Even delivering fatal cuts under the surface of the skin. Each strike from this Scalpel inflicts a 1 tier debuff to either Strength or Constitution for 2 posts. Of course the user can control the extension to surprisingly pierce the target.
      Weaknesses:
      Despite the name, this Scalpel cannot block things such as opposing weapons or other solid matter. It is refined chakra to form a sharp blade specifically designed to severely hurt the living body. Not inorganic matter. However, this knife cannot inflict fatal injuries to target's who possess S tier Constitution due to the stat's perk.

    • The range should be reduced to 0 - 1m. While Ijutsu does grant greater control over chakra, allowing you to register non-elemental based technique in general, this degree of shape manipulation would be limited to an exclusive technique (Samurai Saber Technique) or require an enchantment as a catalyst.
    • As thing as above. The added debuff needs to come out of the technique's total damage. Also, what exactly causes a debuff to occur? Severely a tendon or muscle tissue is just as debilitating with a sword as it is a chakra scalpel.  


      Name: Reverse Chakra Mantis
      Rank: B
      Power: B
      Activation Cost: ---
      Upkeep Cost: 5
      Range: Melee
      Speed: ---
      Element: ---
      Skill: Ijutsu/Taijutsu
      Classification: Personal
      Requirements: Reverse Chakra Palm
      Parent Technique: Reverse Chakra Palm
      Hand Seals: ---
      Description:
      A fighting style that expressed acute information over the body that the user takes advantage of the pressure points with great precision. Additionally, this style uses the Reverse Chakra Palm in conjunction of Reverse Chakra Mantis to not only potentially cause the limb to go numb, but to also weaken them with each strike. This is simply because the practitioner is injecting chakra into precise points of the body to confuse the neural system of the body. As the result, each strike inflicts a -1 tier to the opponent's Coordination for 2 posts. If the practitioner can strike again within those 2 posts, the debuff stacks and the timer resets with an increased duration of 3 posts instead.
      Weaknesses:
      In addition to making use of the Reverse Chakra Palm, this fighting style revolves around the user having a good understanding of the target's body and how to take advantage of their pressure points. However, having armor protects the target from being struck by this fighting style as the practitioner must make direct contact against flesh in order for this to work.

      Given the standard layout of this technique I would remove the debuff stacking since and the increased duration. A B-rank technique in this fashion, -1 tier debuffs and a short duration is very standard. Increasing the duration and stacking stats are very extra abilities which exceed the power rating.


    _________________
    Stats:
    Strength: B
    Constitution: A (A++ Physical)
    Stamina: A (S w/Demon Bell)
    Speed: B
    Coordination: A+
    Intelligence: D
    Perception: A
    AriDokuma
    AriDokuma


    Village : N/A
    Posts : 157
    Join date : 2020-06-06

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    Post by AriDokuma Wed Nov 11, 2020 11:27 pm

    Heavenly Pulverizing Punch:
    Total damage is based on the user's Strength as it rides solely on the Strength stat. It doesn't matter if the technique is S rank, if the user's Strength cannot hit S tier, then it's not an S rank damage. The S rank power was to justify the fact that it inflict A rank debuff and grants a knockback effect that can only do damage if it slams the target against something.

    But at any rate I lowered the debuff to be C rank equivalent instead. Edit. I removed the debuff since it can inflict S rank amount of damage apparently.

    Chakra Scalpel: Death's Blade
    Lowered the range, and it inflicts the debuff because yes it is just as debilitating as being cut by anything else. But a sword isn't going to mechanically lower somebody's stat normally so this technique simply allows that. Plus, Death's Blade can cut the muscle tissue around organs without cutting the surface of skin. Edit. I removed the debuffs altogether and just have it become a lethal chakra Scalpel.

    Reverse Chakra Palm:
    Again the damage is not the style, but the stat behind it. The "damage" behind this style is the debuff. That's literally all it is. "Power" when it comes to Taijutsu is basically what boosts or debuffs it grants. It's not like Ninjutsu where you can solely go by Power for damage. Edit. This is also a fighting style that combines use of Taijutsu and Ijutsu.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Nyguyen Uchiha
    Nyguyen Uchiha


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

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    Post by Nyguyen Uchiha Fri Dec 18, 2020 6:01 pm

    Heavenly Pulverizing Punch: If using it as a ranged/shockwave attack reduce the range to 7 meters.

    Reverse Chakra Mantis: This seems dangerously close to Gentle Fist without requiring Gentle Fist.


    _________________
    Spoiler:
    Nyguyen Uchiha
    Nyguyen Uchiha


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    Post by Nyguyen Uchiha Fri Dec 18, 2020 6:02 pm

    AriDokuma wrote:
    Name: Chakra Scalpel: Death's Blade
    Rank: A
    Power: A
    Activation Cost: 20
    Upkeep Cost: 10
    Range: 0-1m
    Speed: A
    Element: ---
    Skill:
    Classification: Personal
    Requirements: Chakra Scalpel | B tier Coordination
    Parent Technique: Chakra Scalpel
    Hand Seals: ---
    Description:
    By increasing the amount of Chakra into a focused point that makes up Chakra Scalpel (or basically hands). The chakra within the Scalpel extends up to 1 meter in length and possess high lethality to sever tendons and muscle tissues. Even delivering fatal cuts under the surface of the skin. Of course the user can control the extension to surprisingly pierce the target.
    Weaknesses:
    Despite the name, this Scalpel cannot block things such as opposing weapons or other solid matter. It is refined chakra to form a sharp blade specifically designed to severely hurt the living body. Not inorganic matter. However, this knife cannot inflict fatal injuries to target's who possess S tier Constitution due to the stat's perk.

    Approved


    _________________
    Spoiler:
    AriDokuma
    AriDokuma


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    Post by AriDokuma Wed Dec 23, 2020 11:59 pm

    Heavenly Pulverizing Punch ~ Nerfed the shockwave range.

    Reverse Chakra Mantis ~ It is similar to it as the style involves in the knowledge of the human anatomy rather than poking their chakra points. However since it is dangerously close to Gentle Fist, I added Gentle Fist as part of the requirement and parent technique.


    _________________
    Character Name: Ari Dokuma
    Spendable Experience: 0
    Total Experience: 2465
    Renown: 0
    Ryo: 171,892
    Stats:
    • Strength: C
    • Constitution: C
    • Stamina: C+
    • Speed: B
    • Coordination: B
    • Intelligence: B
    • Perception: B

    Limit Break Points:
    • Physical:
    • Technique:
    • Destiny:

    Link to Character Updates: https://gladiusnarutorp.forumotion.com/t3685-dokuma-s-updates?nid=14#28855
    Link to Character Application: https://gladiusnarutorp.forumotion.com/t3683-ari-dokuma
    Link to Known Techniques:
    Chen Kimyōnakama
    Chen Kimyōnakama


    Posts : 1191
    Join date : 2012-05-28

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

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    Post by Chen Kimyōnakama Thu Dec 24, 2020 12:47 am

    AriDokuma wrote:Name: Heavenly Pulverizing Punch
    Rank: S
    Power: S
    Activation Cost: 30
    Upkeep Cost: ---
    Range: 0-25m
    Speed: -1 tier User's Strength
    Element: ---
    Skill: Taijutsu/Ijutsu
    Classification: Personal
    Requirements: B tier Coordination | Chakra Enhanced Strength 1 / 2
    Parent Technique: Chakra Enhanced Strength
    Hand Seals: ---
    Description:
    This technique capitalizes the drastic benefit of the Chakra Enhanced Strength and uses that strength to deliver a devastating blow to the target. The user delivers a strong Punch on the target's body and the explosion of Chakra within the hand forces the target to be knocked back up to 25 meters away from the user. This punch can wreck the target's body such as making it vulnerable to punishment.

    Alternatively, the user can unleash a shockwave of force to slam against target(s) from a distance and then pushes the target up to 7 meters. Either way the knockback effect is treated as if it held S rank power.
    Weaknesses:
    The initial punch would still be the user's Strength, and the shockwave can only damage the target if it slams them against a surface such as a wall or into another person.


    Name: Reverse Chakra Mantis
    Rank: B
    Power: B
    Activation Cost: ---
    Upkeep Cost: 5
    Range: Melee
    Speed: ---
    Element: ---
    Skill: Ijutsu/Taijutsu
    Classification: Personal
    Requirements: Reverse Chakra Palm | Gentle Fist
    Parent Technique: Reverse Chakra Palm | Gentle Fist
    Hand Seals: ---
    Description:
    A fighting style that expressed acute information over the body that the user takes advantage of the pressure points with great precision. Additionally, this style uses the Reverse Chakra Palm in conjunction of Reverse Chakra Mantis to not only potentially cause the limb to go numb, but to also weaken them with each strike. This is simply because the practitioner is injecting chakra into precise points of the body to confuse the neural system of the body. As the result, each strike inflicts 2 disadvantages to the opponent's Coordination for 2 posts. If the practitioner can strike again within those 2 posts, the timer simply resets
    Weaknesses:
    In addition to making use of the Reverse Chakra Palm, this fighting style revolves around the user having a good understanding of the target's body and how to take advantage of their pressure points. However, having armor protects the target from being struck by this fighting style as the practitioner must make direct contact against flesh in order for this to work.

    Approved


    _________________
    Stats
    Strength: C
    Constitution: D
    Stamina: B
    Speed: A
    Coordination: A
    Intelligence: B
    Perception: S

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      Current date/time is Wed Nov 27, 2024 1:38 pm